GDC 2018 | March 19 — 23, 2018 | Moscone Convention Center | San Francisco, California



Learn how to create immersive VR/AR experiences throughout the week at GDC. Hear from the creators of Job Simulator, Rock Band, VR Worlds, Eagle Flight and more, attend presentations from leading VR tool providers, and get hard data about the emerging VR market.

The VRDC program is sold out, but there are 50+ VR sessions in the GDC Main Conference, Summits, Tutorials and Bootcamps still available. Purchase a GDC All Access pass to attend the following sessions:


'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned
Alex Schwartz (Owlchemy Labs)
Devin Reimer (Owlchemy Labs)
Building an original VR title from the ground up for multiple high-end platforms is incredibly tough. Doing so while these platforms are still being defined and developed is even more daunting. Developing for new platforms is not simply a technical endeavor. In fact, devs needs to consider aspects such as conference demoability, pricing strategy, trailer creation, design variations between platforms, and more. The developers of the HTC Vive / PlayStation VR / Oculus Touch launch title 'Job Simulator' will analyze the challenges of building, sharing, shipping, and sustaining cross-platform VR content, with examples showing both successful and less-than-successful design prototypes and how iteration led to the final product. Additionally, the team will touch on designing, prototyping and iterating on game design, sharing content (YouTube, Twitch, etc), shipping games under significant budget constraints, and overall lessons learned from a tech, design, and production perspective.
VR Market 2017: Data and Insights
Patrick Walker (EEDAR)
After a long road of hype and false starts, 2016 was the year high-quality consumer VR became a reality. In this talk, EEDAR's Patrick Walker, presents data and insights from the first 12 months of consumer VR and the launch of multiple major VR platforms.

What's worked and what hasn't worked in the first 12 months for Oculus, the Vive, and PSVR? What are the attitudes, opinions, and behaviors of both early adopters and gamers who are still on the fence? What do these answers tell them about the path to mainstream VR? These questions will be explored through consumer and sales data from a variety of sources, including their monthly global consumer tracker, PlayerPulse, and the EEDAR game database.
Success in Mobile VR Development
Rade Stojsavljevic (Oculus)
The Oculus store has the biggest selection of games in VR which affords a unique insight into what works and does not in VR. This talk will discuss: How players use mobile VR and how it differs from PC and console usage. What kinds of apps are used and who is using them? How to make your app monetize effectively and what business models work? Examples and best practices for interface design that works in VR. Effective methods of locomotion, control schemes, and tips to maximize comfort level and reduce VR based nausea.
2 Immersive 4 VR: Reinventing 'Rock Band'
Matt Boch (Harmonix Music Systems)
Developers have spared no processing power in search of immersive "presence", that white whale of VR. However, Harmonix's experience in working on 'Rock Band VR' shows that the immersive flow state induced by action gameplay can actually inhibit "presence"; how can a player feel present in the moment if they're hyper-focused on responding to visually-oriented, millisecond-sensitive gameplay challenges originally designed for flat screens? Thus far, most VR experiences have avoided this paradox by eschewing mechanical depth, but Harmonix believes there are other options. This talk provides a framework for evaluating the trade-offs between mechanical depth and presence while discussing how we reinvented the classic 'Rock Band' franchise in order to resolve this implicit tension in VR by utilizing other sensory channels and somatic cognitive processes.
Lessons from Escape Rooms: Designing for the Real World and VR
Laura E. Hall (60 Minutes to Escape)
Escape room games, immersive theater like Sleep No More, puzzle hunts, and other playful and engaging real world experiences are wildly popular across the globe, developing in concert with the emerging technologies of virtual reality. In this session, Laura E. Hall discusses the design fundamentals and structures necessary for creating real-world experiences that offer not only entertainment, but create immersion and transportation for players, how that can be achieved with a deeper understanding of human cognition and psychology, as well as principles that may be applied to the creation of game worlds in any medium, physical or digital.
Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlayStation VR Worlds'
Simon Hall (Sony London Studio)
Joe Milner-Moore (Sony London Studio)
Rendering for VR puts a premium on efficiency and reliability, as failure to render each eye's image in 8.3 milliseconds causes stuttering and risks nausea for the player. This talk goes into detail on the numerous low-level and high-level optimizations implemented to achieve this for 'PlayStation VR Worlds', a title that targeted state of the art graphical techniques and VR-leading visuals. Although the work targeted VR on PlayStation, most of the findings are relevant to non-VR games and indeed other platforms. As the graphics team was small (3 programmers), the team needed to minimize the time spent on crashes, glitches and performance issues. The talk will also describe some of the low-level tricks used to limit this wasted time, using run-time validation, CPU-side shader debugging and performance profiling.


2 Immersive 4 VR: Reinventing 'Rock Band'

Accelerating Your VR Games with VRWorks (Presented by NVIDIA)

Assisting VR Gameplay Through the Use of Iconographic Music

Audio Adventures in VR Worlds

Audio Bootcamp XVI: Approaching and Designing Audio for Interactive VR Applications

Awesome Video Game Data 2017

Beyond Ageism: Exploring VR Games for an Older Audience

'Bound': Emotions Through Ballet and Modern Art

Building Emotional VR Character Experiences Really Fast (Presented by Autodesk)

Building the Stage for an Immersive Theater VR Experience

Console to PC VR: Lessons learned from The Unspoken (Presented by Intel)

Dear VR, Where's My Money? (Presented by Akamai)

'DriveClub' Audio: From Console to VR

Full Speed Flying in VR! The R&D Behind Eagle Flight (Presented by Autodesk)

Future of Art Production in Games

High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)

Higher Res Without Sacrificing Quality, plus Other Lessons from 'PlayStation VR Worlds'

Hitting 90: Optimizing for VR, and a look at Robo Recall (Presented by Intel)

IGDA Virtual, Augmented, and Mixed Realities (VAMR) SIG Roundtable

Immersive Design: Enterprise Applications for Virtual Reality (Presented by Autodesk)

'Job Simulator' Postmortem: VR Design, Tech, and Business Lessons Learned

Lessons from Escape Rooms: Designing for the Real World and VR

Looking back at Arizona Sunshine: Developing Arizona Sunshine for VR with Unity (Presented by Intel)

Mobile: The Future of VR (Presented by ARM)

Punch It (Up): Writing for Star Trek in VR

Reaching the Largest Gaming Platform of all - the Web. WebGL, WebVR and glTF (Presented by The Khronos Group)

Refocusing on VR Innovation: Can Standards Simplify Cross-Platform Virtual Reality Development? (Presented by The Khronos Group)

Running a Virtual World via ECS (Presented by Amazon)

Set Graphics to Stun: Enhancing VR Immersion with the CPU in Star Trek™: Bridge Crew (Presented by Intel)

Seven Years in Alpha: 'Thumper' Postmortem

Steps for Effective Localization

Still Logged In: What AR and VR Can Learn from MMOs

Subdiv for the PlayStation®4 (Presented by Sony Interactive Entertainment America)

Success in Mobile VR Development

Teaching Virtual Reality Game Development

Technical Artist Bootcamp: A Tech Artist's Guide to VR

The Autodesk Vision and Strategy for Games and VR (Presented by Autodesk)

The Future of Eye Tracking Technology (Presented by Tobii)

The Future of VR and Mobile Graphics (Presented by Imagination Technologies)

The State of QA: A Discussion

True Audio Next and Multimedia AMD APIs in games and VR applications development (Presented by AMD)

Virtual Insanity: Lessons Learned from Creating a Virtual Reality Engine

Virtual Reality and the Future of Commerce (Presented by Digital River)

VR 201: Lessons from the Frontlines (Presented by Oculus)

VR Best Practices: Putting the Fun in VR Funhouse (Presented by NVIDIA)

VR Discussion Panel - What We Have Learned and Predicting the Future (Presented by Autodesk)

VR Market 2017: Data and Insights

What to Pack: Exploring VR and AR with Daydream & Tango (Presented by Google Inc.)

Windows Holographic Rendering: One SDK to target VR and AR ecosystems (Presented by Microsoft)

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