Jack. First of all, I want to apologize for offending you. We published this just to show how the tech could be used. We don't actually care about the message. But you do bring up a viable point, that for some people - this might be an issue, so I take this post down.
What European universities would you recommend?
How about you don't associate with a left leaning partisan news site assuming all video game artists lean the same way. I'll be blocking your content from here on out.
Check out a presentation by Ready At Dawn’s Art Director Nathan Phail-Liff on the way the studio shifted from AAA console games to working on VR projects. VR is a whole other story, so how did the team decide to step into the unknown? Let’s find out.
VR as a medium represents a pretty large shift in both game development as well as artistic production practices. Going from AAA console games to creating Lone Echo required letting go of a lot of previously held beliefs, making a lot of mistakes, and ultimately leaning into the things that are so powerful and unique about VR.
From achieving a high degree of player presence and immersion, gearing artistic design towards putting comfort at the forefront, and pushing the expectations of visual fidelity under daunting performance targets, this session touches on a number of the challenges and lessons learned through the process, as well as what we found so exciting about the medium, from both an artistic and creative standpoint.