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Procedural Level Design Tips for VR

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Monday, June 26th, 2017
3:30pm-3:55pm
ITRD2-17
INTENSIVE TRAINING Day 2 or 2-DAY PASS or MULTIPASS REQUIRED FOR ADMISSION

Procedural Level Design Tips for VR

In this quick overview VR game dev maverick Blair Renaud will walk through his latest work with building procedural levels for spatialized games and how he wrangles disparate digital assets to create a unified aesthetic for his eye-popping virtual worlds.

Blair Renaud
Blair Renaud, Founder and CEO | Iris VR

Blair has over 20 years of game development experience, having worked on titles spanning the genres. From the Grand Theft Auto series to N+, from MAC and PC titles to mobile devices and handhelds. Developing for VR is the next logical step.

He was awarded a B.A.F.T.A. for best sound design in an interactive title by the British Academy of Film and Television in 1999 for Grand Theft Auto: London 1969 while working for Rockstar Games Toronto.

In his spare time, Blair studies Wing Chun Kung Fu and plays the Theremin. Currently, Blair is working on multiple VR titles for the Oculus Rift, Samsung Gear VR, Sony Morpheus, and the HTC Vive. Titles range from his Cyberpunk adventure game Technolust to experiences based on the works of director David Cronenberg in co-production with the CFC and Occupied VR.

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Procedural Level Design Tips for VR