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.
Ana Ribeiro (Creative Director, ARVORE Immersive Experiences)
Bárbara Framil (Narrative Designer, ARVORE Immersive Experiences)
Pedro Câmara (Game Designer, ARVORE Immersive Experiences)
Rodrigo Blanco (Art Director, ARVORE Immersive Experiences)
Rafael Langoni (Music Composer, ARVORE Immersive Experiences)
Pass Type: All Access Pass, Summits Pass
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
Pixel Ripped 1995 uses VR to bring players back in time to their childhood memories, teleporting them to a conceptually real (not realistic) but also magical universe where video games can break the fourth wall and jump into the real world, the player is also able to jump into the video game world to accomplish certain missions and progress in the story. The game has been very well received by players and critics (98% positive Steam reviews, 4.8/5 average rating on Oculus Store and is now the 24th best rated PS4 title of 2020 according to Metacritic, with a metascore of 82). To achieve a compelling level of illusion and immersion, there have been many factors that ARVORE has had to consider when creating this project. One of the main factors that made the game outstand among other VR games from the very beginning has been its ability to strongly connect with the emotional moments from many gamers' childhoods. That's why in this talk, the ARVORE Immersive Experiences team will tell which elements based on affective memories contributed to increase the immersion in the Pixel Ripped games. For that, they will detail about the different aspects of the game and how they affected the final production: game design, narrative, art direction and sound design.
The VR medium has been around for years, but has never been so widespread and reaching the level of immersion of today. With this talk, we want to explain what made our game feel and deliver a unique experience to many players around the World of transporting them back in time to a common ground and a particular time of their lives. The power of Virtual Reality can be used to connect with players lives in really intense and special ways, not only to joyful moments, sometimes helping them to confront their hardships and learn from the past. Our intent is to share the advices and decisions we took to help other developers who also want to use VR to create particularly touching and immersive (sometimes even thought provoking) games.
Everybody who is curious about VR and any aspect of what entails developing a game using this technology.