View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.
You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Alexander Dawson (Software Engineer, Meta)
Zack Dawson (Game Designer, Meta)
Location: Room 2011, West Hall
Date: Tuesday, March 19
Time: 1:20 pm - 1:50 pm
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass - Get your pass now!
Topic: Design
Format: Sponsor Developer Summit
Vault Recording: Video
Audience Level: All
When building a mixed-reality game, crafting and harmoniously blending two worlds into a single space is a fundamental challenge. Designing a game that incorporates the player's room as part of the level means losing out on a lot of control that fully pre-authored level design grants developers.
As a pack-in launch title for the Quest 3, Meta's First Encounters wowed players by smashing apart and opening their rooms to another world. Learn how the game was designed to make careful & considered use of the player's space as a core element of the game's design. Discover how the development team approached interactively transforming the player's space through a mixture of scene understanding & at-runtime procedural generation.
Game Designer Zachary Dawson and Game Programmer Alexander Dawson discuss the design, technical challenges, and solutions developed for turning every player's room into their own game world.
Attendees will gain insights into tried & tested approaches for overcoming the unique challenges that mixed-reality game design presents. Attendees will learn about tools & techniques used in First Encounters to create a compelling experience that feels physically grounded in the player's space.
This talk is for designers, programmers, and anyone interested in creating mixed-reality games and experiences.