Europe’s hotspot for games professionals Quo Vadis increases in size each year. This time hosting 3 days of lectures, roundtables, and workshops that cover all areas of game development. This year, on April 26th, we are there to speak about game development, particularly for VR.
In the talk, light will be shed on the challenges Force Field faced when taking an existing genre, that of top-down shooters, into VR and the way in which VR turned the tables on many if not most of the features and mechanics of that genre. From the specific lessons of Landfall, general lessons can be deduced, leading to a number of recommendations for developers looking to take established genres into VR.
The talk is particularly interesting for developers getting started in VR as well as developers who already have one or more titles published in VR or AR.
Attendees will get an overview of surprising and unexpected things Force Field had to contend with in the development of Landfall, and the general lessons these findings may represent for them, as well as a number of general recommendations for working in VR.
About Martin de Ronde:
Martin started working in the games industry over 20 years ago as a PR manager and later as a development manager in publishing. After this, he wanted to see what life was like on the other side of the game industry fence and founded his own development studio in 1998, which he sold to multimedia conglomerate Lost Boys a year later. Here, Martin became co-founder and managing director of Lost Boys Games, the company’s newly set up games division. Lost Boys Games went independent in 2001 and was renamed Guerrilla Games, when sold to cross-media company Media Republic in 2003. Guerrilla Games grew into one of Europe’s largest independent developers. Martin was commercial director, witnessing the birth of PlayStation 2 hit Killzone for Sony Computer Entertainment and PlayStation 2, PC, and Xbox hit Shellshock: Nam 67 for Eidos. Just before the studio was sold to Sony.