• An inspiring conference, expo and networking event that you won't want to miss!

Sessions confirmed include:

Opening Keynote: Taking VR to the Next Level – A Case Study in AAA Games Development
Stuart Whyte, Sony Interactive Entertainment
This keynote session talks about the current state of the VR industry and looks to the future and how developers can accelerate the adoption curve through creating AAA experiences. The session covers the challenges and opportunities of AAA VR development and suggests potential solutions to maximise success for any sized studio.

Closing Keynote: Windows Mixed Reality: Developing for the Virtuality Continuum
Pete Daukintis & Mike Taulty, Microsoft

Want to get started in bringing your existing developer skills and apps to Windows Mixed Reality devices like HoloLens or the forthcoming immersive headsets from a number of hardware partners? In this session, we’ll review the current Windows Mixed Reality landscape and platform stopping off along the way to have a look at the devices and the scenarios where they shine and what a prospective developer needs to know about the platform, tools, frameworks, runtimes, languages and resources that are available.

Improve your brain – the real value of VR/AR gaming
Faviana Vangelius, SVRVIVE

Yes, immersive gaming is the new frontier of entertainment, but the true value of VR/AR lies in how you can impact the human brain. Learn how to build immersive games using neuroscience to improve the lives of the players, and society at large.
Learn how to build immersive games using neuroscience to improve the lives of the players, and society at large.

 Pioneers in the Desert – The Reality of Developing for Virtual Reality
Andrew Willans, CCP

The highs and lows of developing games for the first generation of virtual reality. An honest account of the EVE: Valkyrie journey from the past 21 months, covering the cross-play launches on all major VR platforms, the challenges of running and building a live game with a growing community of early adopters, and how the evolving technology is shaping our vision for future projects.
Best practices and lessons learned, as well as some cautionary advice on what didn’t work.

Love Your Limitations: Defining Art for Mobile VR 
Anna Hollinrake, Climax Studios

Mobile VR games provide a whole new host of challenges due to their technical requirements, and can result in cutting content in exchange for performance. Through her experience on ‘Lola and the Giant’ for Google Daydream, Anna will explain the process in which large, intricate levels can be built and played, whilst maintaining striking visuals on a mobile VR platform.
Learn how being mindful of technical limitations maximises creativity, rather than fighting against them, and how you can create strong aesthetics along the way.

Collaborating with Brands to Create Magical VR
Brynley Gibson, Kuju

What does creating VR for a brand entail? What is the purpose of it? How can we collaborate with stakeholders to deliver value? And how can we ensure we deliver an authentic experience for users? Bringing his extensive experience in VR development on PlayStation VR Worlds and leaning on his recent work on The Chainsmokers Paris VR project as a starting point, Brynley will explore this topic.
• How to create branded content in VR
• How to collaborate with stakeholders
• How to deliver an authentic experience to the user

Serious VR, Making Real Money
Tanya Laird, Digital Jam
Exploring the industries who are making tangible revenues with non entertainment VR including a closer look at how government are utilising VR including the Ministry of Defence and Ministry of Justice.
• What revenue models are actually making sustainable income using VR
• How other industries are looking at entertainment led VR and learning lessons to maximise their existing Immersive Technology strategies
• What industries (we money to spend) are seeking to engage with games and VR industry talent

Drop Deadline – Delivering a Visually-Excellent, 60fps, Narrative Mobile Shooter to a Fixed Deadline With a Small Team 
James Horn, Pixel Toys
Drop Dead was Pixel Toys’ first VR game and was created in just six months by a small indie team. Our talk will cover how we created a game with excellent console quality graphics, a fully motion captured storyline, immersive gameplay and support for an evolving hardware lineup whilst still hitting that all important 60fps performance benchmark. Lead Artist James Horn will reveal the tricks and tech that helped the game hit release on time and go on to become one of the top-selling games on the platform.
• Mobile VR in Unity Tech: optimising draw calls/keeping it all cool
• Narrative in VR: integrating motion capture, supporting localised audio content.
• Art directing for Mobile VR: tricks to squeeze it all in
• VR business – making a successful top selling Mobile VR game – what to do and what not to…

VR and Moral Panic: The unexpected fear factor that can make or break your VR’s journey into mainstream culture
Catherine Allen, VR Curator and Producer

You’ve spent years building your latest VR product; developing it into something you think will be of huge value to your customers lives. You and your team are brimming with hope and hype. However, as we have all seen with video games, new forms of media can sometimes trigger sensationalised fear and worry from the mass media and then, the public – a phenomena that sociologists describe as ‘moral panic’. We’ve seen it before with technology ranging from the telegram to the telephone to television; essentially, if a new form of media changes our relationship with time, space and each other, then the conditions for moral panic are ripe. VR is the perfect moral panic case study, as we are seeing this phenomena begin to happen in front of our eyes. Using VR as a reference point, Catherine will demonstrate how the knowledge of a new technology’s very existence can bring out society’s deep down hopes and fears about humanity’s future.

Getting Up Close and Virtual with the Automotive Industry: Using VR for the Right Reason
James Watson, Imagination
This session will highlight examples of where immersive technology has been used to solve specific business challenges. Often VR is used because as the latest shiny new toy, rather than as an effective tool to achieve a specific business goal. Case studies from Jaguar Land Rover will highlight the “dos and don’ts” of how to achieve this.
• How to define the brief before jumping to the solution
• What clients will look for when considering VR (inc. defining KPIs)
• How to develop VR that has a defined application in the real world

Haptics and VR – Touching Virtual Worlds 
Rich Hayden, Ultrahaptics
How do you know if you are holding something if you can’t see your fingers on the other side of an object? We might be accused of taking our sense of touch for granted, in the real world, but once we enter a virtual world the subtleties of touch and the information we process from this, so called, haptic feedback is glaringly lacking. This talk explores how we process the sense of touch, how we can simulate it in virtual worlds, and what this means for VR applications from gaming to enterprise VR.

Funding Question Time
Chair: Ella Romanos, Rocket Lolly Games

Martin de Ronde, Force Field VR


Dave Ranyard, Dream Reality Interactive


Thomas Gere, Entrepreneur and Angel Investor


This panel of developers and funders discuss their experiences of getting their latest projects funded, the new trends in funding and how to think outside the box on your next funding round.  The developers will share their experiences in putting together a successful pitch and getting work for hire projects.  They’ll also tell you what NOT to do in your next pitch.  Bring your questions to ask about your own funding dilemmas.  Do you crowdfund your next project? Do you go the traditional VC route? Let this panel of experienced pros help you figure out your next steps.