VRDC Fall 2017 Schedule Scheduler | 'Obduction', from 2D to VR: A Postmortem and Lessons Learned

VRDC Fall 2017 Session Scheduler

View, browse and sort the ever-growing list of VRDC Fall 2017 sessions by pass type, track, and format. With VRDC Fall 2017 Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our Mobile App. You can download the app on iTunes or Google Play.

All SessionsSpeakersMy Schedule
View Sessions As:
  • 'Obduction', from 2D to VR: A Postmortem and Lessons Learned

    Location:  Continental 4, Ballroom Level, Tower 3
    Format: Lecture
    Track: Games & Entertainment
    Pass Type: VRDC Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: All

    Hannah Gamiel will explore the triumphs and tribulations of the development of 'Obduction', a game by Cyan. Inc. (creators of 'Myst') that had an initial release in 2D and a successive release in VR for Oculus Rift, Vive, and (soon to be) PSVR. Topics discussed will be how Cyan laid out the foundation of generic VR systems during 2D development to ensure a successful transition to VR system engineering, assumptions made that hurt or helped VR development during the emergence of new VR hardware, and how lessons learned will help lay out the groundwork for future VR titles' success.


    Attendees will learn how to develop VR games or experiences with certain assumptions, practices, expectations, and methodology to ensure the success of the product(s) and potentially still keep the door open for tapping into the 2D gaming market, based on experiences gained during the 2D to VR development of 'Obduction'.

    Intended Audience

    Developers of VR games/experiences who are hoping to gain insight on the three-year development and consequent success of a 2D and VR game. It is recommended to have at least some familiarity with VR game development, but all VR experience creators of various skill levels are welcome.