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Working in VR
A VR project lifecycle summary as presented to the
GigCity VR/AR Users Group
Who is L2DRooted in a deep desire to push the interactive envelope, at
L2D we excel at engaging real people through digital
experiences. By use of research-based design, development,
and strategic methodologies we are able to create captivating
web, physical, and virtual experiences for almost any
audience.
● Web and physical interactive production
● 3D design and animation
● Digitally-focused branding
● Platform-agnostic XR production
01
Recent Projects● Lab World
● Slender Things
● Field Goal Hero
● Microsoft “City in the Cloud” HoloLens Pitch
● Perkins 360 Menu
02
VR Overview with L2D
Recent Projects● Lab World
● Slender Things
● Field Goal Hero
● Microsoft “City in the Cloud” HoloLens Pitch
● Perkins 360 Menu
04
VR Overview with L2D
Recent Projects● Lab World
● Slender Things
● Field Goal Hero
● Microsoft “City in the Cloud” HoloLens Pitch
● Perkins 360 Menu
06
VR Overview with L2D
Recent Projects● Lab World
● Slender Things
● Field Goal Hero
● Microsoft “City in the Cloud” HoloLens Pitch
● Perkins 360 Menu
08
VR Overview with L2D
Recent Projects● Lab World
● Slender Things
● Field Goal Hero
● Microsoft “City in the Cloud” HoloLens Pitch
● Perkins 360 Menu
10
Law Enforcement De-escalation Simulation
Law Enforcement
De-escalation Simulation
● Alpha / Research Quality
● Ambitious Timeline
● Ambiguous Scope
● Atypical Onboarding
● Immersive Experience
12
VR Overview with L2D
Theoretical Strategy
● IVA Development
14
● Flow State
● Immersion v Presence
Practical Strategy
● UI and Onboarding Challenges
15
● Scripting interaction without AI
● Developing storyboards (proximity / embodied /
immersion [audio / transitions])
● Room Scale Locomotion Challenges and Solutions
Design
● Lessons learned in texturing for VR
16
● Lessons learned in modeling for VR
● Unity v Unreal
Development● Unity v Unreal v Everyone Else
● Developing user interfaces/interaction in VR
● Lessons learned by developing a voice detection
system
● Lessons learned by developing for Room Scale
locomotion
17
Project & Client Management
18
○ You should not take a hit (lost money)
■ Your expectations should be high.
■ This is an emerging field so if you have the skill to get in and
learn Unity or Unreal, then you should make money.
○ Estimate what you know, then buffer that by 20%
■ Chances are you built apps in C# or C++ before. Take what you
know about them and apply that as much as you can.
■ You will get hosed sometimes.
■ Next time around you will have a better idea of what to bill for
● Managing a project with an opaque or moving scope
○ Utilize an agile process, like kanban which is more of what we use. It is like
a scrum process without the sprints, just one continuous flow.
● Client communication
○ Keep the lines open and communicate weekly. Don’t be afraid to
communicate walls that have been encountered. Clients may not have
technical answers, but suggestions that can help your approach.
Q/A SESSION
Q/A SESSION

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VR Overview with L2D

  • 1. Working in VR A VR project lifecycle summary as presented to the GigCity VR/AR Users Group
  • 2. Who is L2DRooted in a deep desire to push the interactive envelope, at L2D we excel at engaging real people through digital experiences. By use of research-based design, development, and strategic methodologies we are able to create captivating web, physical, and virtual experiences for almost any audience. ● Web and physical interactive production ● 3D design and animation ● Digitally-focused branding ● Platform-agnostic XR production 01
  • 3. Recent Projects● Lab World ● Slender Things ● Field Goal Hero ● Microsoft “City in the Cloud” HoloLens Pitch ● Perkins 360 Menu 02
  • 5. Recent Projects● Lab World ● Slender Things ● Field Goal Hero ● Microsoft “City in the Cloud” HoloLens Pitch ● Perkins 360 Menu 04
  • 7. Recent Projects● Lab World ● Slender Things ● Field Goal Hero ● Microsoft “City in the Cloud” HoloLens Pitch ● Perkins 360 Menu 06
  • 9. Recent Projects● Lab World ● Slender Things ● Field Goal Hero ● Microsoft “City in the Cloud” HoloLens Pitch ● Perkins 360 Menu 08
  • 11. Recent Projects● Lab World ● Slender Things ● Field Goal Hero ● Microsoft “City in the Cloud” HoloLens Pitch ● Perkins 360 Menu 10
  • 13. Law Enforcement De-escalation Simulation ● Alpha / Research Quality ● Ambitious Timeline ● Ambiguous Scope ● Atypical Onboarding ● Immersive Experience 12
  • 15. Theoretical Strategy ● IVA Development 14 ● Flow State ● Immersion v Presence
  • 16. Practical Strategy ● UI and Onboarding Challenges 15 ● Scripting interaction without AI ● Developing storyboards (proximity / embodied / immersion [audio / transitions]) ● Room Scale Locomotion Challenges and Solutions
  • 17. Design ● Lessons learned in texturing for VR 16 ● Lessons learned in modeling for VR ● Unity v Unreal
  • 18. Development● Unity v Unreal v Everyone Else ● Developing user interfaces/interaction in VR ● Lessons learned by developing a voice detection system ● Lessons learned by developing for Room Scale locomotion 17
  • 19. Project & Client Management 18 ○ You should not take a hit (lost money) ■ Your expectations should be high. ■ This is an emerging field so if you have the skill to get in and learn Unity or Unreal, then you should make money. ○ Estimate what you know, then buffer that by 20% ■ Chances are you built apps in C# or C++ before. Take what you know about them and apply that as much as you can. ■ You will get hosed sometimes. ■ Next time around you will have a better idea of what to bill for ● Managing a project with an opaque or moving scope ○ Utilize an agile process, like kanban which is more of what we use. It is like a scrum process without the sprints, just one continuous flow. ● Client communication ○ Keep the lines open and communicate weekly. Don’t be afraid to communicate walls that have been encountered. Clients may not have technical answers, but suggestions that can help your approach.