作者:Robin Moulder (CEO, 3lb Games)、Cordelia Wolf (Creative Director, 3lb Games)
3lb Games set out to create a multiplayer mixed reality game where players could pick up the game quickly with limited gameplay instruction. Don't think. Just do.
At the onset of the development for Grokit the team set forth a design philosophy for keeping the audience immersed while reducing the cognitive load of learning mechanics through natural hand gestures via hand tracking. Mixed reality and spatial interaction are key to gaining mass adoption because users are more at ease when they can see and interact with the real world. Headset manufacturers are now providing the cutting edge technology to make this a reality.
This postmortem gives a broad view of the development of Grokit and dives deeper into the technical challenges of multiplayer, spatial interactions, and scene understanding.
3lb Games旨在创建一款多人混合现实游戏,玩家能够在有限的游戏说明下迅速上手。别想太多,只管动手做。
在着手开发《Grokit》之初,团队制定了一个设计理念,即让受众沉浸其中同时通过手部追踪的自然手势减少学习游戏机制的认知负荷。混合现实和空间交互是获得大规模接受的关键,因为用户在能看到并与真实世界交互时更加放松。头戴式设备制造商现在提供最尖端技术,使这成为现实。
这篇事后总结为您提供了《Grokit》的开发整体情况,并深入探讨了多人游戏、空间交互和场景理解的技术挑战。
作者:Samuel Warner (CEO, Well Told Entertainment)
Have you ever wanted to make a VR game that isn't in VR? How about a high-end console experience that runs on a phone? If you answered 'no' to either of those questions, good job, you're doing game development correctly! The team at Well Told Entertainment answered YES to both of these questions and are excited to share the learning, successes and failures across the entire spectrum of hybrid VR game development gained while developing The Foglands for PSVR2, PS5, and Quest 2. Join us for an hour-long session diving into the complex design decisions of verbs spanning VR and FPS, optimization for high and low end platforms, and how to organize your project, processes and team to best prepare for the experience.
你是否曾想过开发一个不是真正VR的VR游戏?又或者是希望在手机上运行的高端游戏主机体验?如果你对以上任一问题的回答都是'不',那么干得好,你正在正确进行游戏开发!Well Told Entertainment团队对这两个问题都回答了肯定,并且很高兴地分享他们在为PSVR2、PS5和Quest 2开发《The Foglands》时所获得的涵盖混合VR游戏开发整个领域的经验、成功和失败。加入我们一个小时的讨论,深入探讨涉及VR和FPS的复杂设计决策、针对高端和低端平台的优化,以及如何组织项目、流程和团队,最好地为这一体验做好准备。
作者:Matt Blair (Co-Founder, Pontoco)
VR developers now have Meta Quest, SteamVR, HTC Vive, PlayStation VR 2, Pico, and other platforms to choose from when publishing their titles. These platforms vary wildly in form factor, processing power, input affordances, and audience type. SteamVR itself represents a huge range of PC hardware as well as numerous headsets and even includes a "sub-platform" in the form of Virtual Desktop. The landscape for VR porting is huge, and this talk aims to gather a lot of general pieces of hard-won wisdom from porting The Last Clockwinder, in hopes of making the journey easier for other developers considering ports.
VR开发者现在可以在发布他们的游戏时选择Meta Quest、SteamVR、HTC Vive、PlayStation VR 2、Pico等平台。这些平台在外形、处理能力、输入设备和受众类型上差异巨大。SteamVR本身代表了各种PC硬件以及众多头显设备,甚至还包括了一个名为“Virtual Desktop”的“子平台”。VR移植领域的可能性巨大,本讲话旨在从移植《The Last Clockwinder》中得到的宝贵经验中积累许多通用的智慧,希望能够让其他正在考虑移植的开发者的旅程更加轻松。
作者:Chance Lytle (Advanced Game Designer, Schell Games)
Virtual reality games with player motion are getting more and more popular. Meanwhile, the I Expect You To Die franchise has been a staple of seated, comfortable VR since 2016. The three-quel IEYTD3 bridges this gap with action-packed set pieces players expect from spy stories. This talk details how the team at Schell Games fulfills the fantasy of a car chase without alienating their core players—or worse, making them motion sick. It walks through challenges and assumptions of motion comfort in alpha, corresponding solutions in beta, and describes best practices found along the way.
带有玩家动作的虚拟现实游戏变得越来越受欢迎。与此同时,《我期待你死》系列自2016年以来一直是稳定的靠山,打造了一个舒适的坐姿虚拟现实体验。第三部作品《IEYTD3》通过充满动作的场景桥段,带给玩家间谍故事中所期待的体验。这个讲座详细说明了Schell Games团队如何实现了汽车追逐的幻想,同时又不会疏远他们的核心玩家,更不会让他们感到晕动病。它介绍了在 alpha 阶段运动舒适度方面面临的挑战和假设,对应的解决方案在 beta 阶段如何落实,并描述了沿途发现的最佳实践。
作者:Ashley Pinnick (Art Director, Creature)
Art direction for mixed reality games comes with its own set of unique challenges. While there is significant overlap with VR experiences, the introduction of a Player's physical space as part of the game world creates a new collection of constraints and opportunities. Adapted from excerpts from the style guide used for the development of Starship Home, this talk will share how we approached creating a visually striking, creatively enriching game tailored to mixed reality's best qualities. Whether you're an art director or game artist working on your first MR title or simply interested in the intersection of art and emerging technology, you will gain practical insights and inspiration to apply to your own projects.
混合现实游戏的艺术指导面临着独特的挑战。虽然与虚拟现实体验存在重叠,但将玩家的真实空间作为游戏世界的一部分引入,创造了一系列新的限制和机遇。本次讲座摘自为开发《‘星际之家’》使用的风格指南,将分享我们如何着手打造一个视觉引人注目、富有创意的游戏,以迎合混合现实的最佳特性。无论你是初次为MR标题工作的艺术总监或游戏艺术家,还是仅对艺术与新兴技术的交汇感兴趣,你都将获得实用的见解和灵感,可应用于自己的项目中。
Future Realities Summit: Creating for the Physical and the Virtual: Learnings from Mixed Reality at Meta
作者:Yağız Mungan (Software Engineer / Tech Lead, Meta)
Come join us for a session about best practices, dos and don'ts, tips and tricks about creating Mixed Reality experiences from our learnings as an internal game development team, who spearheaded exploring what is possible and what is fun in Mixed Reality at Meta.
The talk will start with discussing the double-edged nature of having no direct control on the game level vs expanding player's physical spaces, and then expand into the "simple" challenge of creating a fun, interesting, balanced, replayable game in everyone's homes.
Other key points of learning will be how to make sure the virtual and the physical realities mix well, and what does multiplayer and safety even means in MR; and of course, how to make sure all the magic fits into the computational budget of the available hardware.
我们诚邀您参加我们的一次研讨会,内容涵盖了关于创作混合现实体验的最佳实践、注意事项、技巧和窍门,这些内容基于我们作为 Meta 内部游戏开发团队的经验总结,我们率先探索了混合现实中可能性和乐趣。
演讲将首先讨论在游戏层面上没有直接控制和扩展玩家物理空间之间的双刃之性,然后进一步深入探讨在每个家庭中创建一个有趣、有趣、平衡、可重玩的游戏的“简单”挑战。
其他学习的关键点将包括如何确保虚拟与物理现实很好地融合,以及多人游戏和安全在混合现实中的含义;当然,还有如何确保所有的魔法都符合可用硬件的计算预算。
作者:Sarah Huth (Director of Gameplay Engineering, Jadu AR)
Ask any gameplay programmer and most will agree that multiplayer games are the most difficult to develop. So why not build a multiplayer game that adds the additional technical challenge of augmented reality? What could possibly go wrong? A lot, it turns out.
The combined challenges of networking a competitive fighting game, syncing game data across two real-world spaces, the performance limitations of mobile, all with no control over the player camera and environment create a recipe for game development chaos. This talk will dive into the solutions the Jadu team developed to overcome the chaos and ship a first-of-its-kind multiplayer augmented reality fighting game.
请问任何游戏玩法程序员,大多数人都会同意多人游戏是最难开发的。那么为什么不开发一个加入增强现实技术的多人游戏,增加额外的技术挑战呢?会出什么问题呢?事实证明,很多问题。
将网络功能整合到竞技格斗游戏中、在两个现实世界空间中同步游戏数据、移动设备性能的限制,再加上对玩家摄像头和环境没有控制权,这些组合构成了一场游戏开发混乱的源头。这次讲话将深入探讨 Jadu 团队开发的解决方案,以克服这种混乱,并发布首款多人增强现实格斗游戏。
作者:Matthew Lee (Chair, IGDA Serious Games SIG)
Seven years after the launch of Pokémon GO, most attempts to claim part of the AR pie have been cancelled, shut down only a short time after launch, or are limping along with revenue far below what one might expect from their technological sophistication and being based on competitive IPs. This lecture presents the results of a years-long study into AR games and their communities to address this by pointing out what players of AR games are actually looking for, what gets them to spend, and what keeps them playing despite constraints such as costs, distance, or a global pandemic. To put it simply, its not the technology they care about, but involvement and identity!
在《精灵宝可梦GO》推出七年后,大多数试图分一杯增强现实蛋糕的努力都已被取消,仅仅在推出后不久就被关闭,或是收入远远低于人们对其技术复杂性和基于竞争性IP的预期。本讲座介绍了对增强现实游戏及其社区进行的多年研究结果,旨在通过指出增强现实游戏玩家实际追求的内容、如何吸引他们消费以及是什么让他们继续游戏,尽管会遇到成本、距离或全球大流行等约束。简而言之,玩家关心的不是技术,而是参与感和身份认同!
作者:Zach Deocadiz (Senior VR Designer, Wave)
The feeling of physical embodiment and the ability to find community internationally are powerful drivers in the influence of VR on its users. A subset of the wider VR player base have used these benefits of VR to explore their gender identity and expression inside of social VR spaces, utilizing VR to explore powerful forms of self actualization. While this is a niche user group, we can learn a lot about how they have used existing VR social systems to their benefit because their experiences are more amplified versions of the general impact of VR on the general population. In this talk, an experienced VR designer explores how we may be able to learn from these users and their specific needs in order to design better VR experiences.
在虚拟现实(VR)对其用户产生影响方面,身体存在感和能够在国际范围内找到社区的能力是强大的推动因素。更广泛的虚拟现实玩家群体中的一个子集已经利用了虚拟现实的这些好处,来探索其社交虚拟现实空间内的性别认同和表达,利用虚拟现实来探索强大的自我实现形式。虽然这是一个小众用户群体,但我们可以从中学到很多东西,因为他们使用现有的虚拟现实社交系统的方式会更加凸显虚拟现实对一般大众产生的影响。在这次讲话中,一位经验丰富的虚拟现实设计师探讨了如何从这些用户及其特定需求中学习,以便设计更好的虚拟现实体验。
作者:Peter Akemann (Chief Technologist, Skydance Interactive)
As game development cycles get longer, and given the pace of VR evolution, developers need to ship on multiple generations of VR hardware. This means building games for scale to take advantage of the latest and greatest on high end and emerging platforms.
Come and learn from one of the top independent VR studios in a talk that takes a hard look at the research, process and results of bringing The Walking Dead: Saints & Sinners games built on Unreal Engine 4 to next gen hardware, including PSVR2 and Quest 3.
随着游戏开发周期的延长,考虑到虚拟现实技术的发展速度,开发者需要将游戏发布在多代虚拟现实硬件上。这意味着构建能够充分利用高端和新兴平台最新技术的规模化游戏。
来参加一场由顶尖独立虚拟现实工作室提供的讲座,深入探讨将建立在Unreal Engine 4上的《行尸走肉:圣者与罪人》游戏引入下一代硬件的研究、过程和结果,包括PSVR2和Quest 3。
Future Realities Summit: Operation: Spectacle: Designing the VR Cinematics of 'I Expect You to Die 3'
作者:Joey Ziolkowski (Advanced Designer, Schell Games)
Between its elaborate death traps and clever super-spy puzzles, each installment of Schell Games' 'I Expect You to Die' series has pushed VR design to new heights. Delve into the design process of 'I Expect You to Die 3: Cog in the Machine', where designers crafted immersive cinematic moments steeped in classic spy tropes that cast players as the star of their own secret agent adventure. Journey alongside Joey Ziolkowski, a Level Lead from the game's development team, on a mission to uncover the secrets of crafting captivating set pieces in virtual reality. Uncover techniques to balance high stakes without creating frustrating challenges, and find out how designers lead players to cleverness during climatic story moments. A word of caution, Agent: This presentation contains spoilers!
在 Schell Games 的 'I Expect You to Die' 系列中,每一部作品都通过精心设计的致命陷阱和巧妙的超级间谍谜题将 VR 设计推向了新的高度。深入了解 'I Expect You to Die 3: Cog in the Machine' 的设计过程,在这个作品中,设计师们打造了沉浸式的经典间谍主题场景,让玩家扮演自己秘密特工冒险剧的主角。跟随游戏开发团队的级别领队 Joey Ziolkowski 一起展开任务,揭开虚拟现实环境中打造引人入胜的场景秘密的面纱。探寻在保持高度紧张感的同时避免制造令人沮丧的挑战的技巧,了解设计师们如何在紧张的故事时刻引导玩家展现智慧。特工们,请注意:本次演示含有剧透内容!
作者:Katharina Tillmanns (Senior Researcher, Cologne Game Lab at TH Koeln)
For many, the dream of fully incorporating the player's whole physical self into XR has been deferred, awaiting the introduction of technological advancements like wearable sensors into the mass markets.
As designers, however, we do not have to wait for technological advances to shape our medium and access its full potential. By means of revisiting and adjusting our design approaches we can unlock our medium´s true potential of bringing together mind and body like no medium has ever before.
By putting the body first in XR this session will introduce attendees to strategies for meaningful physical design.
With insights borrowed from neurobiology, attendees will gain a profound understanding of how sensations and emotions are physically orchestrated by our limbic system. We will also journey into the realms of body-centric performing arts, exploring how these creative fields traditionally champion the body as the ultimate design canvas.
对于许多人来说,将玩家的整个身体完全融入 XR 的梦想一直被搁置,等待着像可穿戴传感器这样的技术进步进入大众市场。
然而,作为设计师,我们不必等待技术的进步来塑造我们的媒介和发挥其全部潜力。通过重新审视和调整我们的设计方法,我们可以揭示我们媒介真正的潜力,将思想和身体融合在一起,这是任何其他媒介都无法做到的。
通过在 XR 中优先考虑身体,本课程将向与会者介绍关于有意义的物理设计策略。
借鉴于神经生物学的见解,与会者将深刻了解感觉和情感是如何由我们的边缘系统物理协调的。我们还将探索以身体为中心的表演艺术领域,探究这些创作领域是如何传统上推崇身体为终极设计画布的。
作者:Alexander Silkin (Founder & CTO, Survios)
The presentation covers current Survios recommendations for system implementation and development practices when making modern Unreal Engine 5 VR games. Survios is utilizing these techniques to develop an upcoming VR game based on the Alien franchise.
Alex Silkin shares details of how Survios has evolved their practices over the development of shipped Unreal Engine 4 VR games such as Raw Data, Sprint Vector, Creed: Rise to Glory and Walking Dead Onslaught. The session describes solutions to the problems Survios has encountered during the production of these first generation VR titles. Alex also shares how Survios has adapted its codebase to new frameworks in Unreal Engine 5, such as Gameplay Ability System and Enhanced Input.
这篇介绍涵盖了Survios目前对于制作现代Unreal Engine 5 VR游戏时系统实施和开发实践的建议。Survios正在利用这些技术来开发基于《异形》系列的关于即将发布的VR游戏。
Alex Silkin分享了Survios在开发已发行的Unreal Engine 4 VR游戏(如《原始数据》,《疾速矢量》,《奋力之路:荣耀的崛起》和《行尸走肉:重创》)的过程中如何演变他们的实践。这场会议描述了Survios在制作这些第一代VR游戏时遇到的问题的解决方案。Alex还分享了Survios如何将其代码库调整为Unreal Engine 5中的新框架,例如Gameplay Ability System和Enhanced Input。
作者:Antony Stevens (Senior Game Designer, Greensky Games)
Virtual reality physics are fun, and it doesn't stop at simulating gravity. This talk teaches the fundamentals of how to use a core component of game engine physics systems — the physics constraint — to create a variety of quick and intuitive VR interactions. From sliders and dials to buttons and hinges, physics constraints can help marry the fun of physical interactions with broad design possibilities. Learn how VR developers can use physics constraints in Unreal Engine to produce a variety of modular and shippable hand-tracked interactions for major VR platforms.
虚拟现实物理学很有趣,而且不仅仅局限于模拟重力。本次讲座将教授如何使用游戏引擎物理系统的核心组件 —— 物理约束 —— 来创建各种快速直观的虚拟现实交互。从滑块和旋钮到按钮和铰链,物理约束可以帮助将物理交互的乐趣与广泛的设计可能性结合起来。了解虚拟现实开发人员如何在虚幻引擎中使用物理约束,以为各大虚拟现实平台制作各种模块化且可交付的手部追踪交互。
作者:TBD . (TBD, TBD)
Now that Unity support for visionOS is here, join this session for a technical exploration of applying Unity's familiar authoring tools and workflows in the development of spatial games and apps for this exciting new device. We dive right into the Unity Editor and demonstrate key features and best practices to get you started building or porting games for Apple Vision Pro.
现在Unity对visionOS的支持已经到位,加入这个会话,进行技术探索,学习如何在开发空间游戏和应用程序时应用Unity熟悉的创作工具和工作流程。我们将深入探讨Unity编辑器,并演示关键功能和最佳实践,帮助您开始构建或移植游戏到苹果Vision Pro设备中。