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We’re All Video Game
Companies now
Alex Keybl
Director of VR @ Plex
Why should I care?
We’ve
● made a top 15 mobile VR app
● launched on multiple VR
platforms and devices
You’re
● a non-game software company
considering jumping into VR/AR
● learning from the VR experience
of others
Stream smarter. | plex.tv
“Plex could be the heart
of everything.” -Forbes
What is Plex VR?
Why We Invested in Virtual Reality
VR is going mainstream
: :
::
Where is VR now?
existence
comfort and mass
user acceptance,
despite price
mass business
acceptance
VR ?
At the end of the day, comfort is king
headstrapsnose foam
overheating wires/sensors
pixel density
field of view
sweet spot
god rays
ghosting
Visual
Physical
light seepage
Softwaresetup
tracking drift
re-centering
boundaries
UI interaction
hardware requirements
text input
6dof
comfortable now?
Mass market ≠ everybody… yet
object occlusion
optionally drop walls and horizon
dynamic space utilization
visual passthrough
Every “screen” will be virtual
What We’ve Learned
awesome
The design shift from 2D to 3D
meh
Design for the future
AR glasses
multi-user
hand tracking
Multi-platform VR is hard, for biz and technically
or
but...
Decisions, decisions, decisions...
Native vs Web
Mobile vs Desktop
Unity vs Unreal
Frame rate is the new load time
Dev time split for non-game VR software
Performance
UI
Platform-specific issues
Interaction
Environment
Multi-user
Minimally viable VR/AR team
Internal External
VR Product/Design Unity Dev
Your Dev Expert
3D Assets/Environment
Most importantly, the freedom to take risks
and autonomy
Questions?

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Alex Keybl (Plex): We’re All Video Game Companies Now

Editor's Notes

  1. I’m Alex Keybl, I made an indie VR app (non-game) that was acquired by the media software company Plex “We’re all video game companies now” - meant to highlight the fact that normal software companies are going to experience the struggles of video game companies
  2. Not wanting to be left behind
  3. The heart of all your media content - ...one hub for all of your media Allows you to stream your media smarter, to any device - from Live TV to VR experiences to streaming news and your music collection - it’s the hub We make a promise to our users to give them access to all of their media on all of their devices
  4. Comfortable, Interactive, Social media player -- available for Daydream phones/standalones, Gear VR, and the Oculus Go
  5. Google and Oculus approached Plex Outside of the fact that ~80% of mobile VR usage is video
  6. A little SAT prep Simply put, VR is headphones for your eyes This leaves out a bunch of the magic of VR - interaction, future haptics, etc.
  7. Comfort, mass user acceptance, part of daily life/habits When the right tools are available
  8. ~40 - 50% interest Even once VR is a totally comfortable experience, a majority of people will not own or use VR until AR glasses, and that's OK. Note that I'm skipping over phone AR - we have to be honest with ourselves, it's not what consumers want. AR glasses as a superset of VR The space is being carved up now
  9. I put screen in quotes, because it’s sort of a misnomer (more about that in a second) Highlight TV on the wall “But Alex…” Tactile (said the same thing about the iphone Wearing glasses won’t be cool - look kids wear glasses without lenses these days… it’ll be cool
  10. Outside of the fact that ~80% of mobile VR usage is video
  11. Prior app design only translates partially into UI design, and isn't applicable elsewhere Breaking out your existing app into menus, or following a 2D paradigm, will get you left behind Let them pull videos off the shelf Let them resize the screen to whatever size they want You're now more of an imagineer than a designer, and that means that existing designers may not get it. Things need to be interactive
  12. Design for AR glasses first, and work your way back to VR (ESPECIALLY IN SOFTWARE VS GAMES) Multi-user (my wife won’t get involved in VR until we can do things together) Hand tracking - laser pointers are a short-term fix
  13. Thankfully this is mostly an issue for bring-up Something Plex is really good at in general - multi-platform is hard; we have worked at it for years/since Day 1
  14. Native, specifically Unity Mobile first User numbers and usage One exception is console, but that’s only in the medium-term and even more game focused Open XR can't come quickly enough for common platform features
  15. Expect to spend at least 33% of your dev time on performance Loading time was whether somebody wanted to open your app This is now comfort, engagement, etc. necessary to stay in the app
  16. Do NOT contract out the entire product outside the company It’s not going to work if everybody doesn’t love VR due to: Innovation Hurdles The expert (preferably Android/mobile, with build experience too) -- keeping things professional and on track -- adaptable Product/design hybrid role to start Unity dev can have worked on mobile Unity, not necessarily VR Freedom & autonomy - something Plex does very well
  17. Maybe those should have been VR headsets instead of blindfolds, I dunno