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.
Balthazar Auxietre (Creative Director, InnerspaceVR)
Pass Type: All Access Pass, Summits Pass
Vault Recording: TBD
Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation
Balthazar Auxietre, Creative director at InnerspaceVR will give an introduction to how VR native tools can change how we approach level design in games and share how he built the intricate and various worlds of his latest VR production "Maskmaker".
Switching within seconds from small model to giant building, these new tools allow an acute sense of space, giving the ability to iterate rapidly, intuitively and above all, collaboratively. Balthazar will discuss openly about learning the strengths and weaknesses of this process through the stages of the development of Maskmaker in comparison to previous experiences and how he thinks these tools can empower level designers' workflow both creatively and technically, especially when working remotely. But beyond the buzz, can these tools become the go-to way suites of the future for any professional looking forward to making VR, or for any designer working on any virtual spaces ?
Balthazar will explain how using VR designing tools can become a crucial building block of your level design workflow. He will share the thrills of learning a new way to design, from the prototyping to level building, ending up being a no brainer for any VR development to come!
No need to be well versed about VR designing constraints and industry specifics, this talk can speak to any developer who is curious to try a new design approach and/or is looking for efficient ways to collaborate when designing their game.