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Over 50 Sessions Taking Place at VRDC@GDC 2017

Checkout a full rundown of the VR sessions at GDC this year.

There’s not long to go until the annual 2017 Game Developer Conference (GDC) will be taking place in San Francisco alongside sister event, the Virtual Reality Developers Conference (VRDC). The two conferences will see professionals from across the video game industry come together and discuss anything and everything. Showing how immensely popular VR has become, VRDC will be hosting over 50 sessions over the five days, all of which have now been unveiled.

For those attending VRDC@GDC the VRDC program is sold out, but the 50+ VR sessions during the main GDC conference, summits, tutorials and bootcamps are still available.


These sessions cover a massive range of topics, hosted by some of the biggest global companies including: Nvidia, Intel, ARM, The Khronos Group, Oculus, Tobii, Google, Microsoft and many more.

GDC isn’t just about the sessions, the event is one of the biggest in the gaming calendar, and as such developers and manufacturers do tend to make big announcements  – last year for example the PlayStation VR price and release date were revealed by Sony Interactive Entertainment (SIE).

Checkout most of the talks below for further details, and for the latest news from GDC and VRDC, keep reading VRFocus.

2 Immersive 4 VR: Reinventing ‘Rock Band’

Accelerating Your VR Games with VRWorks (Presented by NVIDIA)

Assisting VR Gameplay Through the Use of Iconographic Music

Audio Adventures in VR Worlds

Audio Bootcamp XVI: Approaching and Designing Audio for Interactive VR Applications

Awesome Video Game Data 2017

Beyond Ageism: Exploring VR Games for an Older Audience

‘Bound’: Emotions Through Ballet and Modern Art

Building Emotional VR Character Experiences Really Fast (Presented by Autodesk)

Building the Stage for an Immersive Theater VR Experience

Console to PC VR: Lessons learned from The Unspoken (Presented by Intel)

Dear VR, Where’s My Money? (Presented by Akamai)

‘DriveClub’ Audio: From Console to VR

Full Speed Flying in VR! The R&D Behind Eagle Flight (Presented by Autodesk)

Future of Art Production in Games

High Quality Mobile VR with Unreal Engine and Oculus (Presented by ARM)

Higher Res Without Sacrificing Quality, plus Other Lessons from ‘PlayStation VR Worlds’

Hitting 90: Optimizing for VR, and a look at Robo Recall (Presented by Intel)

IGDA Virtual, Augmented, and Mixed Realities (VAMR) SIG Roundtable

Immersive Design: Enterprise Applications for Virtual Reality (Presented by Autodesk)

‘Job Simulator’ Postmortem: VR Design, Tech, and Business Lessons Learned

Lessons from Escape Rooms: Designing for the Real World and VR

Looking back at Arizona Sunshine: Developing Arizona Sunshine for VR with Unity (Presented by Intel)

Mobile: The Future of VR (Presented by ARM)

Punch It (Up): Writing for Star Trek in VR

Reaching the Largest Gaming Platform of all – the Web. WebGL, WebVR and glTF (Presented by The Khronos Group)

Refocusing on VR Innovation: Can Standards Simplify Cross-Platform Virtual Reality Development? (Presented by The Khronos Group)

Running a Virtual World via ECS (Presented by Amazon)

Set Graphics to Stun: Enhancing VR Immersion with the CPU in Star Trek™: Bridge Crew (Presented by Intel)

Seven Years in Alpha: ‘Thumper’ Postmortem

Steps for Effective Localization

Still Logged In: What AR and VR Can Learn from MMOs

Subdiv for the PlayStation®4 (Presented by Sony Interactive Entertainment America)

Success in Mobile VR Development

Teaching Virtual Reality Game Development

Technical Artist Bootcamp: A Tech Artist’s Guide to VR

The Autodesk Vision and Strategy for Games and VR (Presented by Autodesk)

The Future of Eye Tracking Technology (Presented by Tobii)

The Future of VR and Mobile Graphics (Presented by Imagination Technologies)

The Interaction Design of ‘Oculus Medium’: Sculpting in VR

The Interaction Design of ‘Oculus Medium’: Sculpting in VR

The State of QA: A Discussion

True Audio Next and Multimedia AMD APIs in games and VR applications development (Presented by AMD)

Virtual Insanity: Lessons Learned from Creating a Virtual Reality Engine

Virtual Reality and the Future of Commerce (Presented by Digital River)

VR 201: Lessons from the Frontlines (Presented by Oculus)

VR Best Practices: Putting the Fun in VR Funhouse (Presented by NVIDIA)

VR Discussion Panel – What We Have Learned and Predicting the Future (Presented by Autodesk)

VR Market 2017: Data and Insights

What to Pack: Exploring VR and AR with Daydream & Tango (Presented by Google Inc.)

Windows Holographic Rendering: One SDK to target VR and AR ecosystems (Presented by Microsoft)

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