Jump to content

Designing Amazing Games for Gear VR in Unity: Difference between revisions

From VR & AR Wiki
Shadowdawn (talk | contribs)
Created page with "{{Talk Infobox |image= |Event=Oculus Connect 2 |Type=Game & App Design |Speaker=Holden Link |Location=Loews Hollywood Hotel, Hollywood, CA, U.S. |Date=September 9,..."
 
Neo222 (talk | contribs)
m Text replacement - "|Type=" to "|Type=Talk, "
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Talk Infobox
{{Activity Infobox
|image=
|image=
|Event=[[Oculus Connect 2]]
|Event=[[Oculus Connect 2]]
|Type=[[Game & App Design]]
|Type=[[Talk]], [[Game & App Design]]
|Speaker=[[Holden Link]]
|Speaker=[[Holden Link]]
|Location=Loews Hollywood Hotel, Hollywood, CA, U.S.
|Location=Loews Hollywood Hotel, Hollywood, CA, U.S.
|Date=September 9, 2015
|Date=9/23/2015
|Time=5:30PM PST
|Time=5:30PM PST
|Duration=25 minutes
|Duration=25 minutes
Line 11: Line 11:
|Website=
|Website=
}}
}}
[[Shipping Hardware: The Evolution of the Rift]] is a [[Game & App Design]] [[talk]] by [[Holden Link]] ([[Turbo Button]]) during the [[Oculus Connect 2]] on September 9, 2015.
[[Shipping Hardware: The Evolution of the Rift]] is a [[Game & App Design]] [[talk]] by [[Holden Link]] ([[Turbo Button]]) during the [[Oculus Connect 2]] on September 23, 2015.


==Description==
==Description==
Line 21: Line 21:




[[Category:Talks]]
[[Category:Activities]] [[Category:Talks]]

Latest revision as of 05:29, 8 September 2015

Designing Amazing Games for Gear VR in Unity
Information
Event Oculus Connect 2
Type Talk, Game & App Design
Speaker Holden Link
Location Loews Hollywood Hotel, Hollywood, CA, U.S.
Date 9/23/2015
Time 5:30PM PST
Duration 25 minutes

Shipping Hardware: The Evolution of the Rift is a Game & App Design talk by Holden Link (Turbo Button) during the Oculus Connect 2 on September 23, 2015.

Description

Learn the tools, tricks and practices that Turbo Button uses to build their fun and engaging games for Gear VR. Get a sneak peek at scenes from an upcoming adventure game, and see the ways Turbo Button tackled the design challenges to meet Gear VR’s specific hardware needs. Hear how the collaboration and workflow among art, design, and engineering made it possible to hit 60 FPS and how to improve on those workflows via select third-party resources.

Transcript

Additional Information