Oculus Connect
Oculus Connect

Loews Hotel in Hollywood, CA
September 23-25th, 2015

The Event

Oculus Connect 2 is our second annual developer conference where engineers, designers, and creatives from around the world come together to learn about the future of the Oculus platform and push virtual reality forward.

This year’s Connect will feature keynotes from Brendan Iribe, Michael Abrash, and John Carmack, plus everything developers need to know to launch on the Rift and Gear VR.

Learn

Learn

Attend talks from industry leaders pushing the cutting edge, and learn about the latest advancements in the field

Share

Share

Give and receive insight from fellow Oculus developers tackling the same challenges

Explore

Explore

Participate in design and engineering workshops with other attendees and the Oculus engineering team

Travel

Loews Hollywood Hotel

1755 N Highland Ave,
Hollywood, CA 90028

Los Angeles Airport

1 World Way,
Los Angeles, CA 90045

Transportation

Uber
Super Shuttle

Lowes Hotel

Schedule

Connect 2 will feature over 30 talks. This schedule will help you plan and customize your Connect 2 experience.

8:00 AM

Registration: 8 AM - 9 PM
Solano

Developer Lounge: 8 AM - 10 PM
Annex

9:00 AM

Information Desk: 9 AM - 9 PM
Mezzanine Lobby

1:00 PM

Jesse Schell has been creating VR experiences for over 20-years. In this talk, he shares what he has learned about creating great VR over the years, including many specific examples from 'I Expect You To Die'.

Duration: 25 min

Developers from CCP Shanghai will take you through the roller-coaster of building a fun and visually stunning game for Gear VR. Gunjack is a first-person arcade shooter, built from the ground up for VR using Epic’s Unreal Engine 4. This talk will offer an overview of the creative process, project set-up and how to achieve AAA visuals on Gear VR, among other topics.

Duration: 25 min

More content creators are filming immersive 360-degree VR video content than ever before. However, VR video today requires high resolutions and high bitrates that stress the limits of video decoders and modern CPUs. These requirements make it challenging to stream high-quality VR video over typical wifi. We’ll reveal new techniques and transformations you can use to reduce the resources required to stream and decode high-quality VR video for playback on Rift and Gear VR.

Duration: 60 min

1:30 PM

From gameplay to relaxation, music can turn a good experience into a great one. This talk will share techniques on designing VR experiences to sync with music and offer tips and tricks for Unity and Unreal. The talk will dissect Proton Pulse, Pulsar Arena, Vanguard V, and NUREN and discuss how these VR experiences deliver visuals and gameplay that blend seamlessly with pre-recorded audio. Attendees will also get a sneak peek at how music and VR is genuinely helping people in need.

Duration: 25 min

Learnings and design rules. Lessons and best-practices. Countless talks, articles and books have been written in an attempt to codify design and provide game designers with a rock solid foundation that they can depend on to deliver high quality experiences. This is not one of those talks. Instead, this talk will offer an honest look at some of the “safe” design decisions that failed spectacularly in Time Machine VR in an attempt to un-learn fundamental design rules in order to make a better game in VR.

Duration: 25 min

2:30 PM

Discover the process used to design the virtual interface for the card game Lost Cities on Gear VR. Examine the mistakes and assumptions made in designing the tabletop interface, and review a few “do’s and don’ts.” Review how scale, field of view, typography, art style, and the use of grids can affect tabletop design to improve readability and avoid neck strain. Finally, learn how a little arts and craft time can make all the difference.

Duration: 25 min

A rare behind the scenes glimpse featuring work by the newly formed ILMxLAB. xLAB is responsible for Immersive Entertainment within Lucasfilm and combines the forces of Industrial Light & Magic, Skywalker Sound and Lucasfilm itself. ILMxLAB collaborates with filmmakers to create VR and other immersive experiences along with building tools specifically designed to improve the filmmaking process. Come see rarely viewed footage and the latest behind the scenes work-in-progress in VR.

Duration: 60 min

3D audio is critical for creating a believable virtual world, and sound design for VR is very different from traditional games or movies. This talk will cover VR audio techniques including building immersive ambiences, attenuation curves, mixing and player focus. You’ll hear some of the sound design tricks used in the Oculus demos, and learn more about how to work with the Audio SDK to create authentic and compelling experiences.

Duration: 60 min

3:00 PM

Low light environments provide challenges for VR presentation. The brain relies on the eye's rods and cones differently than in higher light situations. Designing realistic immersive virtual reality environments will utilize non-foveal area of the eye, as well as sound queues and memory. This talk will review these issues and discuss how they have been addressed in two Oculus Share apps.

Duration: 25 min

4:00 PM

We are at the beginning of a new era of communication. Instead of speaking through a phone or screen, we will soon be able to remotely communicate, collaborate and connect as if we were in person. The team at Pluto VR has been hard at work building towards this future and will share their learnings around self-representation, voice, body language, trust and personal space to create better shared presence in VR applications.

Duration: 60 min

When you’re building new experiences, they have to be intuitive to be truly immersive. We’ll discuss the challenges of designing user interfaces and interactions for an emerging medium and how we approach the constraints and possibilities of VR. We’ll cover design patterns, how to create ideal user experiences in VR, and our vision for the future of VR UI.

Duration: 60 min

Flawless mobile VR demands careful coding and significant optimization. Come learn what it takes to build great experiences for Oculus Mobile. You’ll learn how to maximize the performance of Unity apps on Gear VR and how to master development activities such as mesh design, scene organization and rendering. You’ll learn tips and tricks (and maybe even a few vulgar hacks) that will help Gear VR apps run at maximum speed.

Duration: 60 min

5:30 PM

Step behind the scenes and learn about the gritty side of developing the Rift. We’ll talk about the hardest elements in designing hardware for VR and the challenges we faced turning a 3D computer model into reality. You’ll learn about the difficult design decisions we made to get the Rift ready for people everywhere.

Duration: 60 min

The Crescent Bay demos from Oculus Connect 2014 were designed to demonstrate the magic of presence and show people the power of virtual reality. The result was a series of 10 experiences with unique perceptual, visual and auditory goals. We’re taking you behind the scenes of the Crescent Bay demos, where you’ll learn how we breathed life into an alien creature that reacts to your presence, how we conveyed scale and distance to create a sense of vertigo, and how we optimized VR content for Unreal Engine 4.

Duration: 60 min

In this session, we'll review some of the tools, tricks, and practices used by Turbo Button and Cartoon Network to develop Adventure Time: Magic Man's Head Games in Unity. We'll look back at how the game got started, how its story and design evolved to better fit the Gear VR hardware, and how we solved some of the game's biggest technical challenges. We'll also go through some of the workflows between art, design, and engineering that helped us hit the 60 FPS target and bring the Land of Ooo to life in VR.

Duration: 25 min

8:00 AM

Information Desk: 8 AM - 10 PM
Mezzanine Lobby

Registration: 8 AM - 8 PM
Solano

Developer Lounge: 8 AM - 10 AM, 2 PM - 12 AM
Annex

10:00 AM

In the opening keynote, Brendan Iribe will share the latest news from Oculus, including updates on the Rift, Touch, and Samsung Gear VR.

Duration: 60 min

11:00 AM

Michael Abrash will reveal for the first time some of the exciting projects underway in Oculus Research and how it’s laying the groundwork for the future of virtual reality.

Duration: 30 min

1:00 PM

John Carmack will give his signature talk about the technical details, challenges, and future plans for mobile VR development.

Duration: 60 min

2:30 PM

The Rift is Oculus’ most immersive platform. This talk will help you understand how to get the most out of the Oculus PC SDK. You’ll learn about the design of the API, how the software stack works, and how to design apps that show the true capabilities of the Rift and Touch.

Duration: 60 min

Virtual reality will transform game design forever. Developers will face entirely new challenges when designing for gameplay, locomotion, and input. You have to develop for an immersive world instead of a screen. You have to make the experience comfortable. And you have to take risks. This panel discussion will cover successes and failures from the early days of VR, and help developers bring this new era to life.

Duration: 60 min

The Oculus Mobile SDK has everything you need to build great games, applications, and experiences for Gear VR. We’ll cover the fundamentals of building mobile VR applications, the capabilities of the SDK, best practices for avoiding common development pitfalls, and the upcoming API restructuring designed to make the SDK easier to use.

Duration: 60 min

4:00 PM

The Oculus Story Studio team will share creative and technical lessons learned while making its first two VR experiences, ‘Lost’ and ‘Henry.’ We'll discuss the creative solutions we've come up with while developing narratives for virtual worlds, the technical tricks used to fit content into 90 frames-per-second, and thoughts on how authoring technology today needs to change for VR.

Duration: 60 min

Toybox was the first demo for Oculus Touch and served as the internal prototyping test bed to experiment with new features and social interactions in VR. Toybox helped us understand how people interact in virtual reality, how to build expressive avatars, and how we can deliver social presence. In this talk, you'll learn everything we learned about designing intuitive, enjoyable interactions for Oculus Touch.

Duration: 60 min

The Oculus Store is a VR-first experience that will connect content developers to their worldwide customers. This talk will introduce developers to the process for submitting and managing their content on the platform, and share best practices for working closely with the Oculus Publishing team to price and market content for maximum success.

Duration: 60 min

5:30 PM

From indie documentaries to Hollywood blockbusters, filmmakers all over the world are beginning to explore how VR can fundamentally improve the way we share stories. In VR, the traditional conventions of filmmaking don’t always work. Set designs need to adapt. The actor’s relationship to the audience changes. The way you capture and render live-action scenes becomes more complex. Join some of the top movie directors, producers and writers as they share techniques for making movies in VR.

Duration: 60 min

Designing for standing VR with tracked controllers is a novel challenge. True 1:1 motion controls make incredible things possible. Owlchemy Labs shares their experiences designing standing VR experiences learned through the development of Job Simulator. Watch as the team discusses tracked input, considerations for real-world ergonomics, skill transference in VR, accommodating for varied height experiences, designing around the tether, and dealing with the constraints of occlusion and locomotion, among other lessons learned.

Duration: 60 min

Shared experiences in virtual reality open up a new world of possibilities for interaction, communication and play. We’ll cover lessons learned during the development of our social VR apps and introduce the new Oculus Platform – a set of services to help developers easily build social, identity, commerce, and more into their Rift and Gear VR apps. We’ll explain how to get started with the Platform SDK and preview the roadmap for what’s coming next.

Duration: 30 min

8:00 AM

Registration: 8 AM - 12 PM
Nichols

Information Desk: 9 AM - 12 PM
Mezzanine Lobby

9:00 AM

Sign-up for 1:1 consultations to review your projects with Oculus and Unity engineers who will be on hand to assist with performance optimization and VR design. By the end of the consultation, developers will be on a stronger footing for their journey into VR publishing, and will have established contacts with an Oculus publishing team devoted to their success. Developers interested in participating are required to bring their project, demo, or build. Sign-ups will take place onsite in the Developer Lounge located in the Annex on Sept. 23 and 24 from 12:00pm-2:00pm.

Duration: 3 hours

Sign-up for 1:1 consultations to review your Unreal Engine projects with Oculus and Epic engineers who will be on hand to assist with performance optimization and VR design. By the end of the consultation, developers will be on a stronger footing for their journey into VR publishing, and will have established contacts with an Oculus publishing team devoted to their success. Developers interested in participating are required to bring their project, demo, or build. Sign-ups will take place onsite in the Developer Lounge located in the Annex on Sept. 23 and 24 from 12:00pm-2:00pm.

Duration: 3 hours

10:00 AM

John Carmack will demonstrate the process of developing a simple VR application using a new development environment for rapid development and open deployment on Gear VR. You’ll also learn more about media processing, remote development, deployment, and multi-user setup.

Duration: 60 min

11:30 AM

Learn more about integrating virtual reality into a native C++ engine with the Oculus PC SDK. We’ll provide a step-by-step guide on bringing your code into VR, offer trouble-shooting guidance on how to get the integration and VR experience right, and help you avoid common pitfalls that have challenged VR developers around the world. We’ll also explore how to profile your VR app, including an in-depth look at performance analysis using ETW and GPU view.

Duration: 60 min

VR is a powerful tool for creative work. Artists working in virtual worlds will no longer be bound by the limitations of physics, and will be free to create in new mediums. This is the beginning of an entirely new genre of artistic experiences. In this talk, Oculus team members will discuss actionable lessons around building rich interactions with Oculus Touch and share their thoughts on the future of professional VR applications aimed at creatives.

Duration: 60 min

Attend

Registration for Oculus Connect 2 has closed. If you already applied, your application will be evaluated by mid-August.

Attendee

Registration for attendees is now closed.

Learn More

Speaker

Registration for speakers is now closed.

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FAQ

Oculus Connect 2 is the second annual virtual reality developers’ conference hosted by Oculus. It’s designed to bring together VR developers across a variety of platforms and mediums to share, connect and collaborate in the interest of creating the best VR experiences.

Oculus Connect 2 is open to everyone who has a passion for virtual reality and an interest in developing great virtual reality content. This includes VR developers, gaming, entertainment and cinematic content makers, innovators, creative thinkers, enthusiasts and more.

Oculus Connect 2 is Wednesday, September 23 through Friday, September 25. The event schedule will be released in the near future.

Oculus Connect 2 will take place at the Loews Hollywood Hotel at 1755 N Highland Ave, Hollywood, CA 90028.

Connect attendees were eligible for a special group rate at the Loews Hollywood Hotel, but the rooms available with this discount are currently full. However, you can still book rooms at the regular rates. Please check this FAQ for updates, or contact the Loews Hollywood Hotel directly.

The application and registration process will be announced in early July. Check back here on the Oculus Connect 2 website for more information.

Oculus Connect 2 registration fees will be $495 for early registration and $695 for general registration and on-site registration.

The early registration price is discounted $200 off the price of general registration.

Accommodations are not included in the cost of conference attendance.

If you plan to demo your content to other attendees during the conference, we recommend you bring your own dev kit and PC, as access to Oculus-offered demo stations will be limited. Likewise, if you want to show content to your peers, colleagues or new connections on Gear VR, you should bring your Gear VR and Samsung device.

Content tracks have not been announced but will span a variety of media, platform focus and format.

No, you do not need to select a content track.

Oculus Connect 2 takes place in Hollywood, CA. The nearest airports are the Los Angeles International Airport and Burbank Bob Hope Airport.


Driving From LAX
  • Head east on Century Boulevard to the 405 North entrance.
  • Take the 405 North to the 10 East. Exit on La Brea heading north.
  • Take La Brea up to Hollywood Boulevard.
  • Make a right on Hollywood Boulevard.
  • Make a left on Highland. The entrance will be on your left.

Driving From Burbank Airport
  • Take Vineland Ave and US-101 S to Johnny Grant Way in Hollywood, Los Angeles
  • Head west on Airport Dr. toward W Empire Ave, 0.3 mi / 2 min
  • Turn right onto W Empire Ave, .4 mi
  • Turn left onto Clybourn Ave, 262 ft
  • Turn right onto Vanowen St, 0.5 mi
  • Turn left onto Vineland Ave, 3.3 mi
  • Turn right to merge onto US-101 S toward Los Angeles, 2.8 mi
  • Take the exit toward Highland Ave/Hollywood Bowl, 0.4 mi
  • Merge onto Cahuenga Blvd W, 0.2 mi
  • Continue onto N Highland Ave, 0.7 mi
  • Turn right onto Johnny Grant Way
  • Take a quick right for the Loews Hotel Entrance

By Car

From the North
  • Take the 101 Freeway South
  • Exit on Highland South (a one way street)
  • Continue for less than a mile and turn right onto Johnny Grant Way to enter the Hollywood & Highland Complex
  • Take a quick right for the Loews Hotel Entrance

From the South
  • Head North on I-5 to I-405 or Head North and West to I-110 North
  • Connect to I-110 North through Downtown
  • Take the exit for 101 North to Hollywood
  • Exit Cahuenga towards the Hollywood Bowl
  • Sharp left onto N Cahuenga Blvd
  • Turn right onto Franklin Ave
  • Turn left onto N Highland Ave
  • Turn right onto Johnny Grant Way to enter the Hollywood & Highland Complex
  • Take a quick right for the Loews Hotel Entrance

By Train
  • The nearest MetroLink Rail Line access is the RED line, at Hollywood & Highland Station. www.metro.net
  • Amtrak rail service to Los Angeles terminates downtown at Union station. www.amtrak.com
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