Oculus Connect 2: Difference between revisions
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*[[Making Great VR: Lessons Learned from 'I Expect You To Die']] - Jesse Schell, CEO of Schell Games | *[[Making Great VR: Lessons Learned from 'I Expect You To Die']] - Jesse Schell, CEO of Schell Games | ||
*The Early Days of VR Game Design: Lessons Learned - Jason Rubin, Head of Studios, Oculus | *[[The Early Days of VR Game Design: Lessons Learned]] - Jason Rubin, Head of Studios, Oculus | ||
*Virtual Reality is a Medium: Creating Art with Oculus Touch - Lydia Choy, Technical Art Director and Brian Sharp, Engineering Manager, Oculus | *[[Virtual Reality is a Medium: Creating Art with Oculus Touch]] - Lydia Choy, Technical Art Director and Brian Sharp, Engineering Manager, Oculus | ||
*Designing Standing VR Experiences with Tracked Controllers - Alex Schwartz, CEO, Owlchemy Labs and Devin Reimer, CTO, Owlchemy Labs | *[[Designing Standing VR Experiences with Tracked Controllers]] - Alex Schwartz, CEO, Owlchemy Labs and Devin Reimer, CTO, Owlchemy Labs | ||
*Shipping Your Content on the Oculus Store - Anna Sweet, Head of Developer Strategy, Jason Holtman, Head of Publishing, Oculus | *[[Shipping Your Content on the Oculus Store]] - Anna Sweet, Head of Developer Strategy, Jason Holtman, Head of Publishing, Oculus | ||
*3D Audio: Designing Sounds for VR - Tom Smurdon, Audio Content Lead, Oculus | *[[3D Audio: Designing Sounds for VR]] - Tom Smurdon, Audio Content Lead, Oculus | ||
*Shipping Hardware: The Evolution of the Rift - Caitlin Kalinowski, Head of Product Design, and Stephanie Lue, Head of Hardware Program Management, Oculus | *[[Shipping Hardware: The Evolution of the Rift]] - Caitlin Kalinowski, Head of Product Design, and Stephanie Lue, Head of Hardware Program Management, Oculus | ||
*Live Coding Demonstration - John Carmack, CTO, Oculus | *[[Live Coding Demonstration]] - John Carmack, CTO, Oculus | ||
==Workshops== | ==Workshops== |