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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.

Game VR/AR: Narrative In the Round: How to Design an Emotional Impact When the Player Can Go Anywhere

Kimberly Unger  (Content Lead, Oculus)

Juliana Loh  (Producer & Artist, Independent)

Sande Chen  (Writer & Game Designer, Independent)

Matthew Farber  (Assistant Professor, University of Northern Colorado)

Pass Type: All Access Pass, Summits Pass

Topic: VR/AR

Format: Session

Vault Recording: TBD

Audience Level: N/A: I would like to deliver a virtual presentation only

A good game engages the player on more than one level. The panelists will discuss the ways in which game writing, sound and music, mechanics, haptics and visual design can be used to draw a players attention to where it needs to be at the appropriate moments for the story to have the impact the game designers intend.

Takeaway

Attendees will come away with some understanding of the way different visual and audio elements of a game's design can be used in tandem to help hold a player's attention in VR.

Intended Audience

This session is best suited to designers who are looking for ways to keep their players engaged in VR.