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The Making of Freeroam VR

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Presented at FITC's Spotlight AR/VR event on Dec 2, 2017
More info at www.fitc.ca

Overview

Large scale, untethered roomscale VR is the next frontier in creating immersive virtual reality games and experiences, and it doesn’t get much larger than 30’ x 60’. Come hear the story of how Globacore conceived, designed, and developed Freeroam VR, a multiplayer experience designed to fit such a space.

Along the way, Dave will share his learnings from the experience – from the initial rapid prototypes that became the core of the experience, to the art of show floor backtop battery management, to the importance of tricking users into doing the ‘Thriller’ dance at strategic moments.

Objective

To tell the story of Freeroam VR, and to share what we’ve learned along the way.

Target Audience

VR artists / designers / developers

Five Things Audience Members Will Learn

Our approach to wireless tracking in large-scale environments
Tricks used in VR to help get users’ attention, or to make the space seem bigger / more complex than it is
Importance of kitbashing and rapid prototyping during aggressive timelines
Usefulness of in-game “guide players” to help shepherd others around the experience
Common problems on a show floor, and how we’ve solved them

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The Making of Freeroam VR

  1. 1. THE MAKING OF
  2. 2. ROAD TO FREEROAM
  3. 3. Escape Tomb VR
  4. 4. Haunted VR
  5. 5. Virtual Code Battle
  6. 6. It was a busy year
  7. 7. WHAT IS THE FREEROAM FRAMEWORK?
  8. 8. Network Connectivity Headset Agnostic VR Network-Based Physics Interaction System Roomscale Tracking
  9. 9. AND NOW THE BIT WHERE WE ACTUALLY START MAKING
  10. 10. CAN AWE ACCOMMODATE US TAKING A 60X30 BOOTH SPACE AT THE SHOW?
  11. 11. THEY CAN!
  12. 12. CAN WE MAKE A BRAND NEW APP AT THIS SCALE IN 3 WEEKS?
  13. 13. ¯_(ツ)_/¯
  14. 14. SPRINT 1 3 weeks remain
  15. 15. Core Hardware Components
  16. 16. Key Learnings - Happy with the overall art in the project - Need to focus on engaging user experience
  17. 17. SPRINT 2 2 weeks remain
  18. 18. “OK, so big zombie dance finale then, right?” - Everyone
  19. 19. Key Learnings - Tie scenes together, tell a story - Networked physics objects are inherently fun, add social interaction layer
  20. 20. SPRINT 3 1 week remains
  21. 21. Integrated, positional VOIP Functionality!
  22. 22. “Dudes, we have like a few days left and a lot left to do. Maybe we tackle this in v2?” - Me
  23. 23. Integrated, positional VOIP Functionality!
  24. 24. “Host” Client Type
  25. 25. This is a metaphor for us doing a lot of polish
  26. 26. SHOW TIME
  27. 27. HOW’D WE DO?
  28. 28. NEXT STEPS
  29. 29. 3D Scanned Player Avatars
  30. 30. Non-Euclidian Geometry
  31. 31. Positional Player Audio
  32. 32. THANKS! DAVE@GLOBACORE.COM GLOBACORE.COM @GLOBACORE

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