As a proud supporter of VRLA dating back to the parking lot gatherings of 2014, we’re pleased to confirm that Epic is on board for the 2017 VRLA conference and expo, and we’re bringing Robo Recall with us! We have a full dance card planned for VR developers and enthusiasts at the show, which will be held April 14-15 at the LA Convention Center.
Panel: Robo Recall: An Epic Journey in VR
Epic Games' developers will host a postmortem on the recently launched Robo Recall, the critically-acclaimed VR shooter hailed for its arcade action and creative combat using Oculus Touch. Hear war stories on its evolution from Bullet Train demo to a fully-featured Unreal Engine 4 game complete with full source mod support, all released for free to the community.
Evan Champlin, Senior VR Designer
Jeff Farris, Technical Lead
Pete Hayes, Senior Artist
Tommy Jacob, VR Producer
Seth Weedin, Audio and Gameplay Programmer
Dana Cowley, Sr. Marketing Manager (moderator)
This discussion will take place in the Unreal Engine Theater on Saturday, April 15 at 1:30pm.
The Show Floor: Play Robo Recall! And Robo Recall Mods
That’s right. You’ll be able to play the latest build of the game - and compete for bragging rights via the high score leaderboards - and even check out the Robo Recall mods released to date! We’ll also have Unreal Engine tools available so you can check out our workflows and ask any questions.
Epic will have a 20’x40’ booth (#330) in West Hall next to our friends at Kite & Lightning, makers of the Unreal-powered Bebylon, which will also be playable during expo hours.
VRLA attendees will also be able to play Robo Recall at Intel's booth, #442. Thanks again to our friends at Intel for providing the hardware for Epic's Robo Recall demo stations at GDC 2017!
Workshop: Making High-Quality Interactive VR with Unreal Engine
Saturday, April 15, 4:00-6:30pm
During this workshop, Epic Games Director of Education and Learning Resources Luis Cataldi will help VRLA attendees profile and optimize a visually stunning Unreal Engine environment. Participants will develop a better understanding of the technical design processes for building locomotion and interaction mechanics using Blueprint visual scripting. Hands-on learning will include modifying the content pipeline to build a mini-game and bring the experience together in VR.
What started as a modest Kickstarter campaign burgeoned into one of the crowdfunding platform’s greatest successes. We chat with Koji Igarashi himself about the game’s journey.