GDC 2024 is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Future Realities Summit: 'The Foglands': Developing Hybrid VR/FPS is Hard and So Can You!

Samuel Warner  (CEO, Well Told Entertainment)

Location: Room 301, South Hall

Date: Monday, March 18

Time: 10:50 am - 11:50 am

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

Topic: VR/AR

Format: Session

Vault Recording: Video

Audience Level: Intermediate

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.


Learn about the design of player verbs and combat encounters for VR and FPS. Then dig into optimization and organization as it applies to animation, kit development, engineering and level design processes for hybrid platforms. Lastly, review how to successfully (and unsuccessfully) market a hybrid game, QA test a hybrid game, and lead a team through making a hybrid game.

Intended Audience

Unreal Engine developers, artists, designers, and engineers that are interested in creating hybrid games (VR and first person) will benefit from this talk; heed our warnings and steal our learnings as you venture into solo or team-based development of your own product.

Connecting the Global Game Development Community

GDC Vault icon
Game Developers Choice Awards icon
Independent Games Festival (IGF) icon icon