Naughty Dog Will Expose the Tech that Makes Uncharted 4 Great at Siggraph 2016; Sony Will Talk VR
We’re a month away from Siggraph 2016, that will be held between July 24th and July 28th in Anaheim, California. Among the lectures that will be held at the event, there are a couple that will prove quite interesting for PlayStation fans.
First of all, Naughty Dog will host The Technical Art of “Uncharted 4” on July 28th at 9 AM, presented by Technical Art Director Waylon Brinck, Lead Technical Artist Andrew Maximov and Senior Shading Artist Yibing Jiang.
“This talk presents a handful of rendering and shader features created by the technical artists at Naughty Dog. Some of the features are novel, some are an evolution of common concepts, but all are critical to achieving the look and scope of “Uncharted 4″.”
That’s not all, as Head of PlayStation Magic Lab Richard Marks will present “Human-Centered Design for VR Interactions“ on JUly 25th at 9 AM.
“The most important part of VR interaction is the person doing the interacting. Human-centered interaction design focuses on the human side of communication between user and machine: the interface from the user’s perspective. Focusing on users is more important for VR than for any other medium. When VR is done well, interactions can be brilliant and pleasurable, but when done badly, they can result in frustration, fatigue, and sickness. Many causes of bad VR are centered on a lack of understanding of human perception, intuitive interaction, design principles, and real users. Quality interactions enhance user understanding of what has just occurred, what is happening, what can be done, and how to do it. For optimal VR experiences, goals and needs must be efficiently achieved, and the experiences must be engaging and enjoyable.
This course begins with the most fundamental aspects of VR interaction design, then provides extensive detail about various ways of interacting with the hands. Topics include human perception, human-machine communication, adverse health effects, input-device classes and their characteristics, reference frames, interaction patterns and techniques, multimodal input, and bimanual interaction. Emphasis is on designing and iterating around content and goals, selecting input devices (and conversely designing around specific input devices), and example interfaces such as realistic and non-realistic hands, hand-held panels, color cubes, jigs, 3D multitouch, and the viewbox. The course also includes a broad overview of how attendees can apply the define-make-learn iterative design cycle to their own VR interfaces and projects.”
While the sessions normally aren’t livestreamed, at least the slides and often the recordings are normally posted online afterwards, so we can expect to hear about them one way or another.
If you follow DualShockers, you should be used by now to Andrew Maximov’s fascinating lectures, so I’m looking forward to that.