AR, VR, and MR are great in their own right but what if we merged them together to make new kinds of fun, engaging, interactive experiences? In this talk, Dave will run through the Globacore design process that began with asymmetric multiplayer games using VR and touchscreens, and culminated in Acura Grand Prix VR – a VR racing game complete with AR vehicle configurator companion experience, showcased at the Canadian Auto show as well as TIFF.
In addition to the design and creation of the experience, we’ll go over topics such as the future of blending AR, VR and MR, when to use one technology over the other, and, most importantly, how to make a VR racing game that isn’t an interactive motion sickness simulator.
Provide insight, learnings, and general best practices Globacore picked up from the time they made a VR racing game with an AR companion experience
AR / VR designers
Assumed Audience Knowledge
Experience with VR / AR
Five Things Audience Members Will Learn
- How to design for hardware asymmetry
- Choosing the right tool(s) for the job
- Designing around motion sickness
- How to augment your game with a pretty cool companion app
- The story of Acura Grand Prix VR