VR Post-Mortem: Inbound Missile Defense (or How to Create a Quality Product on Limited Time and Budget)

Ballroom G

Having limited resources to develop your game doesn’t mean you have to sacrifice quality. From April to June of 2016, John and John Paul worked feverishly and efficiently to bring Inbound, a quality arcade VR game, to the Vive. Along the way, they developed a very efficient workflow that allowed them to create a game full of high-quality art and polish in an amazingly short time. This is a very practical session for small indie teams who want to learn from veteran game developers how to create a quality product (VR or traditional) on a limited time and budget.

AR/VR Track

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