Schedule

EARLY BADGE PICKUP
2017-09-18
DAY 1 – Tuesday
2017-09-19
TRACK 1
DAY 2 – Wednesday
2017-09-20
TRACK 1
TRACK 1
TRACK 1
16:00 - 18:00
Early Registration

An opportunity to pick up your badge early and avoid the rush on Day 1.

Although access to the venue will be restricted, we’ll get you registered so you’re ready to hit the ground running the following morning.

08:00 - 18:00
Registration

You want to come in? You’ll need a badge. And Registration is the solution to that mini quest.

10:00 - 10:20
Superstar Session: VR Beyond The Headset – Building An Engaged, Social Experience After The Helmet Comes Off
Thor Gunnarsson
Co-Founder & Head Business Development at Sólfar Studios
10:20 - 10:40
What You Need To Know To Create A Hit VR Title – Lessons Learned From Resolution Games

Every day, it seems like a new VR game is being released and new projections are hitting the news about the expected mass adoption of consumers using VR headsets. But, how do you create content that goes beyond a good demo experience and into gameplay these users will enjoy and play again and again? How do you stand out in the sea of VR games flooding the market in its still infant days? And, how do you stay adaptive and work effectively in a field that is ever-evolving? In this talk, Martin Vilcans, CTO at Resolution Games – creator of the most downloaded game on the Gear VR, Bait! (2M downloads and counting), and one of the highest-rated games on Daydream, Wonderglade, – will draw on his team’s experience creating several games and dozens of prototypes across nearly all platforms to share his key takeaways and established best practices. He’ll also discuss current VR hurdles and how his team has overcome them and what it takes to stay nimble while moving forward.

Martin Vilcans
CTO at Resolution Games
10:40 - 11:00
There’s No Money In VR
Pete Jones
Joint MD at CherryPop Games
11:00 - 11:20
Building An RPG For VR
Jonathan Davies
Narrative Designer at Coatsink Software
11:20 - 11:40
Virtual Reality Game Development
Bob Heubel
Gaming Business Development Lead at Immersion
11:40 - 12:00
I Am God! – Perspectives For Non-First-Person VR Game Design

Virtual Reality provides an unforeseen medium for immersive first-person experiences. But there is a lot more that can be done with the VR. This speech handles the other perspectives of virtual reality games. The presentation is built around the design process of Flocklore – a casual puzzle game for mobile VR devices, where the player takes a god-perspective on the game world.

Jaakko Kemppainen
Lead Game Designer at Mindfield Games
12:00 - 12:20
Great Games Made Even Better With VR

It is very hard to make profit with VR only games as an indie developer, we feel that it is mandatory to have the game playable both with and without VR. However, the VR component still adds a lot value and it should enhance the experience and the game should not be limited either way by the technology. This is a challenging approach, but something that worked with our first game and currently we are developing our second game with VR and we hope that we can get it much better after releasing the first VR game and experimenting with VR for couple of years now with different prototypes.

Lasse Liljedahl
CEO at Iceflake Studios
12:20 - 12:40
Challenges On Designing Immersive VR Experiences Without Breaking The Fourth Wall

This talk is about 3rd Eye Studios’ learnings from wanting to fix several of the biggest problems in VR with their first game Downward Spiral: Prologue. In the speech the company CTO Veli-Pekka Kokkonen talks about: how to achieve free movement in VR without motion sickness with e.g. smart design choices, how to tell the story of a silent protagonist with environment art, how gameplay elements like tutorials, menus and inventories can break the immersion, how to get performance up by using simple surfaces, how to fix lack of perception with hand poses/shadows/highlights/ and, how to get player guidance right by thinking that humans like moth.

Veli-Pekka Kokkonen
CTO at 3rd Eye Studios
12:40 - 13:00
Why Are We Still Using Teleportation?

How a user traverses in VR worlds is one of the medium’s most heated topics. We detail why teleportation remains the preferred method of movement for our games, and how we let game design inform the movement.

Daniel Kihlgren Kallander
Game Designer and Programmer at SVRVIVE
13:00 - 13:30
Panel: Learnings In VR Game Development
Julie Heyde
#ChickenBitch at VRUnicorns
Nizar Romdan
Co-Founder & CEO at Virtual Arts
Bob Heubel
Gaming Business Development Lead at Immersion
Daniel Kihlgren Kallander
Game Designer and Programmer at SVRVIVE
Horatiu Roman
CTUnicorn at VRUnicorns
13:30 - 14:30
LUNCH BREAK
14:30 - 14:50
The Long And Winding Road, The Making Of Cargo Racing VR

Virtual Arts is a new startup formed in Cambridge, UK developing Virtual, Augmented and Mixed Reality Content and Tech. In this talk we will go through our journey to developing our first mobile VR game “Cargo Racing VR” and the learnings we made along the way.

Nizar Romdan
Co-Founder & CEO at Virtual Arts
14:50 - 15:10
How To Make Your VR Studio Successful By Applying The Lean Startup Mentality

The Lean Startup by Eric Ries is about how today’s entrepreneurs use continuous innovation to create radically successful businesses. We applied his methodology to our rapidly growing VR studio. I would like to illustrate the core principles of the lean startup mindset on the example of our own VR startup. For example, how progress is measured in a startup, to know what to build and how the lean feedback loop helps with innovation. And it goes beyond best practices to a whole new management culture, which is based on MVPs, testing assumptions and leadership. In this rapidly innovating VR industry it is more important than ever to apply these principles to stay competitive and become successful in the VR industry.

David Gattig
Co-Founder & CEO at Avrlon
15:10 - 15:30
How To Change VR Challenges Into Opportunities With A Few Simple Tricks
Adam Robaszyński-Janiec
Founder at The House of Fables
15:30 - 15:50
10 Commandments For Creating VR To First Timers
Marko Järvi
Founder at Evocat Games
15:50 - 16:20
Panel: The XR Indie Dev Power Panel
Ricardo Haratani
Owner at Lucky You Studio
Lasse Liljedahl
CEO at Iceflake Studios
Harri Manninen
Director at Nordic VR Startups
Ville Kivistö
CEO & Co-Founder at Mindfield Games
Juhana Kotilainen
President, Co-Founder at Silvermile Entertainment
16:20 - 16:40
Beyond The Spectacle – What Does It Need For VR To Take Off?
Jan Wagner
Executive Producer and Managing Director
16:40 - 17:00
The Effect Of Using A Virtual Self-Avatar In Games & Simulations
Kaspar Tiri
Co-Founder at Wolf3D
17:00 - 17:20
Designing For Presence in VR

Presence is the unique aspect of user experience in VR, and there are nuances to presence, ranging from being active in a space, to experiencing presence of others, to becoming emotionally engaged through presence. The design space of VR can be conceptualised around categories of presence as design goals, and a variety of more specific design patterns are currently emerging around these premises. In his talk, Aki Järvinen, will introduce a model to inspire creative thinking around designing presence for VR.

Through a number of examples, such as the VR game Lone Echo, Järvinen will chart different design details that contribute to specific types of presence in the user experience. The resulting model is a highly visual mapping of design approaches in the current VR market. It also functions to point out the gaps where ‘VR native’, original means of interaction can still be invented instead of replicating conventions from screen-based media. The audience will gain an overview of the current state of VR from a creative design point of view and a concrete framework that will enable them to look at their own VR projects in a new light.

Aki Järvinen
Founder at Game Futures
09:00 - 17:00
Registration

You want to come in? You’ll need a badge. And Registration is the solution to that mini quest.

10:00 - 12:30
The VR Indie Pitch

The VR Indie Pitch is a mammoth developer pitching competition open to all types of independent developers working on VR, wherever they are based. (If you’re pitching a regular mobile game, head over to our Very Big Indie Pitch.)

At the event, a host of leading VR game journalists will be gathered together with partner judges to run the rule over a selection of pre-filtered games.

The developers are allowed 4 minutes (3 mins pitch, 1 min Q&A) to pitch to each judge table in a ‘speed dating’ style. Once everyone has pitched, the judges confer and pick the finalists who progress through to pitch live to an expert panel of judges for the Grand Prize.

Aside from the chance to get their game in front of the leading media influencers and potential publisher partners, this VR Indie Pitch also rewards the top developers with a share of a promotional prize package worth $7,000.

Tuesday 19 September 2017
9am – VR Expo opens – please have your demo set up and ready (tables and power provided)

Wednesday 20 September 2017
10am – Intro and instruction for the VR Indie Pitch
10.30am – Start of the VR Indie Pitch
12.30pm – End of the VR Indie Pitch
5.30pm – VR Indie Pitch FINAL announced (Hall F)

 

Full info here.

10:00 - 10:20
Investment In VR
Tipatat Chennavasin
Co-Founder & General Partner at The Venture Reality Fund
10:20 - 10:40
Future Outlook Of VR In The World & VR Game Production Requirements
Masaru Ohnogi
Head of Global BD at gumi
10:40 - 11:00
Slow and Steady Wins the Race – Current Trends And Near Future

An overview of current trends in sales and expectations for VR gaming. With less than 100 existing premium games and expected earnings for a moderately succesful game around the $100,000 mark, what should developers take into account when creating games for the VR market?

Tuomas Karmakallio
Hub Coordinator at FIVR
11:00 - 11:20
Bringing Daydream Games To Life
Ignacio Monereo
Business Development, Android Apps and Games at Google
11:20 - 11:40
Innovation And Believability In AR

Our talk will take you on a journey through the challenges we faced while working at PlayStation on their groundbreaking AR games EyePet and WonderBook Book of Spells, which was created in collaboration with J.K. Rowling. We will also divulge a wealth of tips on how to succeeded when creating believable AR experiences before giving an insight into what we’re up to now at Conspexit Games Studio. Our plans involve taking believable AR out of the living room and into the street so we can enable players to turn their AR game prowess into a force for social change by participating in the creation of an application that will assist the visually impaired.

Claire Boissiere
Production Director & Co-Founder at Conspexit Games Studio
11:40 - 12:00
Beyond ARKit – Multi-User, Multisession AR
Ross Finman
Co-founder & CEO at Escher Reality
12:00 - 12:20
AR – The Sleeping Giant
Christina Barleben
CEO & Creative Director at Thoughtfish
12:20 - 12:40
Location-Based AR Games – Innovating Gameplay & Interaction

The release and success of Pokemon GO, showed that location-based Augmented Reality (AR) games can be first class citizens among other mobile products. Yet, the design and storytelling in location-based AR game can be implemented in non-traditional ways and this area is not widely explored yet. By accepting and understanding new technical possibilities and restrictions, location-based AR game developers should be able to create new experiences, not possible in other types of games.

In this talk we will share our observations and experience gained designing and developing a location-based AR game “Monster Buster: World Invasion”. We will tackle various game design and some technical problems and will provide answers to questions like:

  • How to tell engaging stories in AR?
  • How to deal with session length in location-based AR games?
  • How to adapt classic RPG game design to a location-based AR game setting?
  • How to expand your audience and keep people engaged beyond those that like to walk a lot?
Šarūnas Ledas
Co-Founder & CEO at Tag of Joy
Žilvinas Ledas
Co-Founder & Game Developer at Tag of Joy
12:40 - 13:00
Bored Of The Cows Dancing On Business Cards? What Will AR Really Feel Like?
Jufo Peltomaa
Co-Founder & Head of Special Ops at Immersal
13:00 - 13:30
Panel: Challenges & Solutions Of Working With AR
Mark Ollila
Partner at UX-fit
Ross Finman
Co-founder & CEO at Escher Reality
Christina Barleben
CEO & Creative Director at Thoughtfish
Claire Boissiere
Production Director & Co-Founder at Conspexit Games Studio
Russell Harding
Co-Founder & Creative Director at Conspexit Games Studio
13:30 - 14:30
LUNCH BREAK
14:30 - 14:50
Why Developers Will Love VR Advertising
Niklas Bakos
Co-Founder & CEO at Advrty
14:50 - 15:10
VR/AR/MR – Dystopian Nightmare Or Endless World Of Wonder?

This talk will look at the current and potential future for the emerging technologies of VR, AR and MR from the perspective of Virtual Arts – A new startup formed in Cambridge, UK developing Virtual, Augmented and Mixed Reality Content and Tech. Virtual Arts will use its first-hand research and supply its views on market trends and opportunities.

Ryan Booth
Marketing Manager at Virtual Arts
15:10 - 15:30
How To Advertise In VR/AR – What We’ve Learnt In One Year
Larissa Kyrion
Marketing & Partnerships Manager at Vire
15:30 - 15:50
Collaborating With Brands To Make Magic VR

Using the Chainsmokers experience to talk about Curve’s creative approach, together with where brand- and marketing-driven work fits into the ecosystem.

Brynley Gibson
Head of Studios at Curve Digital
15:50 - 16:10
VR For The Tiny, Angry & Hungry – One Company’s Journey To Making Practical Applications

Join Dark Amber’s Henri Brandt on how the company found a niche market utilising VR and created a new revenue stream (and steep learning curve) that lead it to working with/for the biggest engineering business entity in Finland, Pöyry, and the city of Kouvola, KRAO and Medi-IT, to name but a few.

Henri Brandt
Co-Founder & Writer at Dark Amber Softworks
16:10 - 16:30
A Window Into The Russian VR Market
Sergey Doudy
VR/AR Association Russia
Michael Doudy
VR/AR Association Russia
16:30 - 16:50
Why & How To Localise VR Games

Even though English is the lingua franca in game development actually less than half of the possible clients speak English and especially for Virtual Reality you need to make sure that your players understand your game as quick as possible since it’s incredibly important to give them a good feeling from the first second or else they might feel lost and will not try the game a second time. Additionally the non-English speaking market is huge and localizing any game brings a very big potential for better monetisation.

But translating games is no easy job. You need to get the texts out of your game and into the hands of native speakers for every major language who quite often have no clue what the game is about. To ensure translation quality you need to provide them a lot of context. That means all text elements with their descriptions as well as screenshots and testbuilds of the game need to be constantly sent around and updated. And while there are some translation management solutions that support you in the process for traditional and mobile games there are none that have proper support for vr games. Regular screenshots do not work very well to explain the context of a vr scene to the translator. It’s also not easily possible to deliver testbuilds since translators would need to have vr equipment and even if they have, it’s quite complicated to deliver updates to test the translations quickly.

The talk will propose tools and workflows to deal with these issues, e.g. how to capture 360 degree screenshots and preview them in a translation management platform, maybe use cheap cardboards to preview scenes and update text over-the-air to let translators preview the translations in-game without creating new builds.

Steffen Roemer
CTO & Co-Founder at Applanga
16:50 - 17:20
Panel: Virtual Reality – Big Money Or Niche Market?
Michael Doudy
VR/AR Association Russia
Sergey Doudy
VR/AR Association Russia
Oskar Burman
CEO at Fast Travel Games
Jan Wagner
Executive Producer and Managing Director
Harri Manninen
Director at Nordic VR Startups
Alexey Ezhikov
Business Solutions Managing Director at Planoplan
17:25
VR Indie Pitch Final

The winners of the VR Indie Pitch @ XRC Helsinki 2017 are announced in Hall F, bringing a suitably jovial close to the conference.

The VR Indie Pitch is a mammoth developer pitching competition open to all types of independent developers working on VR, wherever they are based. (If you’re pitching a regular mobile game, head over to our Very Big Indie Pitch.)

At the event, a host of leading VR game journalists will be gathered together with partner judges to run the rule over a selection of pre-filtered games.

The developers are allowed 4 minutes (3 mins pitch, 1 min Q&A) to pitch to each judge table in a ‘speed dating’ style. Once everyone has pitched, the judges confer and pick the finalists who progress through to pitch live to an expert panel of judges for the Grand Prize.

Aside from the chance to get their game in front of the leading media influencers and potential publisher partners, this VR Indie Pitch also rewards the top developers with a share of a promotional prize package worth $7,000.

Select date to see events.
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