We’re less than a month away from the VR industry’s flagship developer conference, and the excitement continues to build. From fireside chats and technical deep dives to the best in esports entertainment, this year’s Oculus Connect is quickly shaping up to be our biggest and most inspiring event yet. Today, we’re pulling back the curtain on 13 additional sessions, lightning talks, and panels featuring speakers from Oculus, Facebook, Unity, and more. Check out what’s in store and register to attend OC5, September 26 – 27 at the San Jose McEnery Convention Center!
Whether you’re interested in crafting compelling narratives, developing experiences to champion diversity, integrating a new prototype workflow in Quill or Medium, or searching for the perfect formula to distribute your content, we’ve got a great mix of industry experts to help you build and iterate.
Authentically Us: Providing a Platform for Unrepresented Voices in VR
Paula Cuneo, Oculus Partner and Strategic Marketing Director; Shannon Scott, US Air Force Veteran; Jesse Ayala, Fovrth Studios Filmmaker; + Jeremiah Allen, Pride Foundation Project Director
The team behind Authentically Us, a series that invites viewers into the lives of three transgender people, will explore VR’s ability to promote change. The team will discuss tips for creating social good content through VR.
Breaking the Story: Emergent Narrative from Shared Experiences
Colum Slevin, Oculus Head of Experiences
Storytelling is incalculably ancient, while VR is shiny and new. Finding the ideal marriage is a voyage with unexpected turns and the journey is 1% complete. Experimentation yields alchemy and things are always evolving. Shared tribal experiences create emergent narratives. Let’s talk about them.
Creative Ways to Get More Eyes on Your App
Caitlin Bigham, Oculus Ecosystems Manager; Peter Howell, Lucifer’s Mask Developer; Tess McCrea Martov Producer; Lucas Rizzotto, Where Thoughts Go Creator
The VR industry is still in its early days, and distribution can feel like a bit of a black box. What more can you do to get your app discovered after launching it in the Oculus Store? In this series of lightning talks, you’ll hear from Caitlin Bigham (Developer Ecosystem at Oculus) and three Oculus Start members. Each will discuss the tools and strategies they’ve deployed—from film festivals to social media marketing to leveraging past experience in the music industry—in order to drive downloads and build and foster a community of users.
Developing Different Genres in VR: Learnings from the Edge of Reality
Martin De Ronde, Force Field Creative Director
Over the past two years, Force Field XR has developed 11 different VR experiences and games, which vary in art style, mechanics, genre, and general experience. In this talk, Martin de Ronde, Creative Director at Force Field, will share why some projects were easier than others and how, in hindsight, you could have predicted how they’d perform. He’ll also touch upon what 20 years of experience in game development mean for developing non-entertainment or non-gaming VR content, and how Force Field’s mantra of game and non-game interaction design perhaps works even better in VR than it ever did the traditional 2D world.
The Future of Home for Rift: Developer + Roadmap Updates
Brandon Dillon, Oculus Rift Product Manager; Lizzy Donahue, Oculus Software Engineer; + Nancy Xiao, Oculus Product Manager
Learn about the new features coming to the Rift Home experience, including opportunities to better engage and retain your audience. We’ll walk through implementation how-tos, best practices, and the latest updates to the Rift software platform.
Medium and Quill for Prototyping
Best practices and examples for using Quill and Medium for prototyping VR game environments, storyboarding animated film scenes, and more through an up-front talk, followed by hands-on demos.
The Next Generation of Storytelling with Immersive 6DOF Capture
Brian Cabral, Facebook Engineering Director
We’ll discuss the latest in 6DOF capture, depth estimation algorithms, rendering, and workflow—and how these technologies are enabling a new generation of immersive storytelling.
Oculus Avatars: Maximizing Social Presence, Part II
Mike Howard, Oculus Product Manager
Oculus Avatars deliver persistent identity and self-expression that people can carry across your apps and games—on and off the Oculus Platform. We’ll cover the latest updates, including our work to boost performance while making integration even easier, and explore the technology behind new advancements that will deliver lively, expressive Avatars that you can almost lipread.
Oculus Go Content Panel: Success for Mass Market VR
Tina Tran, Oculus Developer Relations Specialist; Paul Raphaël, Felix & Paul Studios Co-Founder; Anthony Matchett, MelodyVR Founder; + Melissa Swanepoel, FarBridge Producer
Learn how three developers (Felix & Paul Studios, MelodyVR, and FarBridge) design, build, and promote mainstream consumer experiences for Oculus Go. This panel discussion will cover best practices and the significance of developing entertainment and education apps for the mass market.
React 360 + Oculus Browser: Uniting the Web with VR
Andrew Mo, Oculus Mobile Product Manager
Learn how to create immersive experiences that better serve your existing community on mobile and web while delighting new audiences in VR, too. This session will cover new features in the Oculus Browser—one of the most popular apps in VR–and highlight how React 360 can be used to easily create engaging experiences that reach more people across VR and non-VR devices.
Unlock the Visual Potential of VR Using Unity’s Scriptable Render Pipeline
Brad Weiers, Unity AR/VR Technical Product Manager
VR’s future is being transformed by stunning visuals and new rendering capabilities made possible by advancements such as Unity’s Scriptable Render Pipeline (SRP). As seen through Unity’s Book of the Dead demo, these technologies are now available in VR for the first time. Unity’s award-winning Demo Team developed Book of the Dead, a first-person interactive demo showcasing the capabilities of Unity 2018 for powering high-end visuals for game productions. In this session, learn how SRP provides enhanced customizability of Unity’s rendering architecture and can put more control in the hands of developers.
UX Research in VR
Tara Franz, Oculus UX Researcher; Brian Espinosa, Oculus Hardware Researcher; James Lin, Oculus Research Scientist
Oculus researchers will share guidance on how to leverage existing knowledge and gather actionable insights that augment the development process and yield better experiences for consumers.
VR for Everyone: Lessons for Building Compelling Social VR Experiences
Mike Booth, Facebook Social VR Creative Director; Cecile Eskenazi, Facebook Product Manager; Mike LeBeau, Facebook Product Manager; Cody Sumter, Facebook Product Manager
A series of lightning talks focused on bringing people together and building communities in VR. From applying game design to social VR experiences, to helping people express themselves by sharing in new ways, to early lessons from the launch of Oculus Venues, Facebook speakers will share their latest and greatest lessons from exploring the frontier of social VR.
Oculus Connect is fast approaching, and we’ll have more details to share in the coming weeks. Stay tuned to the blog and Twitter for all the latest news. In the meantime, head over to oculusconnect.com for information on travel and hotels, and register to join us in San Jose as we celebrate VR’s milestones from the last five years and look toward the future together.
— The Oculus Team