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Week 2: Oculus Launch Pad 2018 - Due July 16 @ 11am PST

Anonymous
Not applicable
Please share your update by July 16th. Please note that no late exceptions will be made. If you have any challenges posting, please send an email to launchpad@oculus.com. Paste/Copy submissions via email are not accepted. 

Lets see what you are all up to! 
82 REPLIES 82

Hello Everyone, 

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I wanted to give a couple quick tips on showcasing your games at Expos.
I recently showcased a project called Museum Multiverse at Game Developers of Color, and I wanted to talk about the lessons I learned in my journey showcasing.

1. Focus on the Frontend

What I mean by Focus on the Frontend is make the first impressions of your game really strong. At a particular expo, there could be over a hundred games for players to get lost in. Focus on Frontend by having a unique touch to your booth and don't stop there make sure your title screen in your game is the best it can be as well!

2. Keep Your Demo Short

There so many demos at an expo, you would not want a player feeling trapped in your 20-minute experience. Keep your demo short and sweet.

3. Keep Contact with Your Audience

Use business cards (about your game) to promote the game you are showcasing, have newsletters about your project but the most significant thing you'd want to focus on in connecting with your audience is having ways to connect and follow on social media readily available. 

In my time at the expo from utilizing these tips, I had my VR headsets running non-stop with players wanting to jump into the VR experience, people like Paul from Kotaku asking the game for a video on the expo, and warm moments like a mother and daughter who played the experience three times over because they loved it so much.

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charlesbabb
Explorer
The past four weeks have been a whirlwind on sorting out the game mechanics. I'm looking to create an experience that is on multiple platforms for Oculus. This is new to me considering the Oculus Go and Oculus Rift platforms use different input devices in their experiences. I truly want to explore cross-platform play with the devices. We are running a few prototype games that may reach our expectations. More to follow in later updates.

The bigger issues that we're running into is locomotion. How do we move the player under a single method across two platforms that have very different hardware specs and inputs. As a traditional game developer, the Oculus Rift is the preferred platform to develop a title on. However, the Oculus Go is definitely the more compelling platform because it will be the one that most consumers will gravitate toward because of price and mobility. As the Oculus Go only has a single input device, we will be unable to emulate walking locomotion. We prefer to have a single locomotion mechanic across platforms and pointing-teleporting seems to be the best fit. More to come in the next week.

AnwarBey
Protege
week 2 - Milling about working on designs trying to figure out what to make, enhance, and strengthen to my project stand up. Right now it is not standing, its slumped over on the couch like ... -AnwarBey