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Embodying Identity through Immersive Design (Presented by Oculus)

Sponsor Speakers:

Ruth Bram (Producer, Oculus Studios)

Jenny Huang (Sr. Development Director, Sanzaru)

Jessa Brezinski (Product Manager, Harmonix)

Chloe Skew (Producer, Turtle Rock Studios)

Location: Room 3014, West Hall

Date: Thursday, March 22

Time: 11:30am - 12:30pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!

Topic: Design

Format: Sponsored Session

Vault Recording: Not Recorded

Audience Level: All

VR has introduced an entirely new design paradigm where players don’t just connect with protagonists, they embody them. In turn, game designers now have a vastly expressive sandbox where sound, environments, and characters are defined by their own boundless creativity. VR’s physicality demands diverse perspectives to ensure immersive worlds resonate with the unique individuals experiencing them--it’s complex. Leaders behind top Oculus Studios Gear VR and Rift titles will discuss best practices, common pitfalls, and the key principles to winning immersive design, the next frontier for game creation.


Attendees will leave with an understanding of VR’s discrete design challenges, and the best practices for maintaining immersion through design of UI, characters, environments, interactions, sound, and more. Attendees will also have a deeper appreciation and awareness of the value and role diverse perspectives play in informing quality, inclusive design.

Intended Audience

Anyone designing games can benefit from the basics behind powerful storytelling. This talk is appropriate for active or prospective VR developers and designers, students, producers.