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Future Realities Summit: Cross-platform XR Development Use Case: Zombieland VR with OpenXR

Bobby Thandi  (Founder & CEO, XR Games)

Jamie Healey  (Head of Development , XR Games)

Brent Insko  (Lead XR Architect & OpenXR Working Group Chair, Intel & Khronos Group)

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: VR/AR

Format: Session

Vault Recording: TBD

Audience Level: Yes

The team at XR Games wanted to bring the March 2021 launch of Zombieland VR: Headshot Fever to as many platforms as possible, as seamlessly as possible. To do that, XR Games built Zombieland VR: Headshot Fever in Unity and utilized OpenXR, the open standard from the Khronos Group that provides high-performance access to AR/VR devices. This session looks at how XR Games began its development process, examines the goals that they needed to achieve and how those goals lead their development team to choose OpenXR. They will review what worked and didn't work and give a postmortem discussion of the development process with OpenXR.

In this session, Brent Insko, Lead XR Architect for Intel and OpenXR Chair, is joined by Founder and CEO of XR Games, Bobby Thandi and Head of Development, Jamie Healey to discuss the development of Zombieland VR: Headshot Fever, the motivation for using OpenXR, and the direct and wider benefits.


Attendees will get firsthand knowledge and experience from the Executive producer and head of development of Zombieland VR and learn how OpenXR benefitted his development. Attendees will also get a sneak peak of the latest OpenXR ecosystem developments and where OpenXR is going in the future.

Intended Audience

This presentation is intended for content developers who create XR experiences intended for a variety of applications and platforms. It will also benefit software developers and hardware manufacturers interested in supporting industry alignment and growing the XR content ecosystem, which in turn supports overall industry growth.