5 Insights for New VR Developers from DreamWorks Animation Head of Technology Product Development
At Samsung’s 2014 developer conference last week, Warren Mayoss, Head of Technology Product Development at DreamWorks Animation, took to the stage during the second day keynote to talk VR. Mayoss shared some of the initial work that DreamWorks has done with virtual reality, including five insights for new VR developers.
Mayoss, who worked previously with EA for many years, was crucial to the launch of DreamWorks’ virtual reality initiative which seeks to extend the company’s storytelling franchises into new immersive experiences. That initiative manifests in the ‘DreamLab’, led by Brad Herman, where the company is experimenting with virtual reality.
1. Develop for the Medium “Don’t just assume that a flat screen will work.
2. Real World Phobias May Translate to VR Because VR is so immersive, developers have a responsibility to not only make experiences comfortable, but also not traumatic (unless of course that’s what the user wants).
3. VR is a New Medium “What you don’t want to do is present them with a lot of menus and instructions to get them into the game. Get them get into the experience and let them get comfortable and then start to tell them what to do… guide them with what you want them to do,” rather than bombarding them with text and info.
4. Start Prototyping
VR is new, and like the early days of any medium, best-practices are still being defined. Methods for everything from functional UI design to avoiding sim sickess are still being uncovered. Time and time again we hear stories of researchers and developers deploying what seem like obvious solutions only to have their expectations crumpled up and tossed to the trash bin.
“Start prototyping and developing. The only way we’re going to understand what works in VR and what doesn’t is to actually just start developing,” Mayoss said.
“We worry about motion sickness in these kinds of things so we’ve been experimenting with low-frequency vibrations and audio to try to make people more comfortable, it interrupts your processing…”
“For mobile VR, the high framerates and low latency requirements are very critical…
5. Business of VR Gear VR’s launch will help us in the mass market consumer proposition and so we think that app monetization will be similar to mobile,” he said. “You need to ask yourself what you want to do, what your goals are, and what you would do to stand out…”
See the full story here: http://www.roadtovr.com/5-insights-new-vr-developers-dreamworks-animation-head-technology-product-development/
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