Week 12 – Post PAX and Oculus Launchpad Submission

This week is the final week for Oculus Launchpad program. For those who has gone through game jam and hackathons, you know what this means…  the most productive time!

On Monday, I stayed at PAX until it ended. I took one day on Tuesday to recover from PAX Dev and PAX.

Unfortunately I did not have much time to demo my latest build there, since there were too many things going on. I did sat in the AFK room for about an hour, to observe how they run things there. I noticed the room was very quiet. There were people going in and out, but most of them sat down and either take a break, or talked to each other in very soft voice. It was a peaceful place. There were several tables inside with chairs around them. On each tables, there were several children and adults coloring books, crayons and color pencils. There were also flyers about the organizers (TakeThis.org), information about mental health and where to seek help. They even provide professional helps for those who need it during the event.

I flipped through several coloring books, and spent a lot of time going through one book called “Color Me Calm” by Lacy Mucklow. This book was designed for adults who needed to relax, and I took a lot of notes while I was in the room, which I listed below:

Images used to evoke more relaxing responses in people:

  • mandalas – for concentration, meditation & calming
    • sanskrit word for circle or round, even container for secret space
    • in book: circular, repeatable geometric pattern, round or curvy in nature, not jagged
  • nature aspects and patterns – inspirational calming
    • wooded scenes – quiet scenes of forest area evoke calm feeling
    • animal patterns – fish, nautilus, etc
    • natural pattern – snowflakes, ammonites, trees, shells, leaves, flowers
  • geometric pattern – regular, symmetrical pattern can be meditative
    • math basis, symmetrical design = balanced, evoke order, calmness and focus
    • asymmetrical patterns also convey the sense of balance because of exponential and logical pattern they create
  • water themes – envisioning steady or rhythmic flows and picturesque scenery can be soothing
    • water scenes are relaxing for many people, especially photographs and artwork of beaches, ocean
    • music with ocean waves in the background has a calming effect. Some says it reminds them of heartbeat sounds
    • environments of still water such as lakes, ponds, etc give soothing effect similar to white noise
    • water scenes are often associated with vacation, relaxation and fun times

With all these information, I will have to change the other rooms design for Enliven VR.

Back to project. For the final submission, I tried to cram as many polish as I could. Changes for this week:

Per feedback I got from a couple Oculus Launchpad participant and some friends, I decided to remove the keyboard. Most people expected to be able to change the background music by interacting with the keyboard. It was also hard to see from below, and felt unnatural.

Added butterfly behavior and modify existing wing material. Previously, when user gazed at animated creatures, my script enabled and disabled their animation property in Unity, which caused them to animate or freeze in the middle of their movement. It did not feel satisfying, and one feedback I got even expressed concern about ‘harming’ the butterflies. So this week I created a new script that made the butterfly hovering around when we gaze at them. The starting positioned seemed a bit jittery, but once it moved, it looked natural. I also set the butterfly to always animate, so they either float or hovering this time. For the wing material, it was originally very transparent, with a bit black outlines. Based on optimization documents I read, transparency really affects performance, and it is generally better to have less transparent areas. So I updated the butterfly texture to reduce the transparency and made it more colorful as well. As a result, they are easier to spot this time.

Added pets behavior. Similar to the butterfly, previously each pet started with disabled animation, and as user gaze at them, they started to move. I used the generic animator controller too, so their movements were not the greatest. Those who tested my app could tell that although the red panda was very energetic, the kitten only blinked and the husky pup walked in place unnaturally. This week I spent some time to create custom animator controller for each animal. Each pet now has four to five different animation cycles, and as user gaze at it, the pet movement changed randomly. The cat starts at idle, then it can meow, jumped a bit, or do a high jump. The pup starts at idle (sitting on its butt), then laying down, scratching its head, or sleeping. The red panda also has different movement per gaze, instead of one giant set of movements like before. These behavior will need to be tweaked more in the future to give even more personality and natural feeling.

Updated terrain geometry. Previously, I have had no luck in building Gear VR application when using Unity terrain tool. My builds tend to not running on the phone during testing. I have tried smaller terrain, with like 10 x 10 and still facing the same issue. The terrain geometry also cannot be scaled using transform properties. So in the previous builds, I just use a quad as a terrain and colored it green. This time around, I created a bumpy 10×10 planes in 3ds Max, brought the mesh to Unity, applied material and it worked like a charm. No issue in building, no performance issue during run time, and it looked a lot better than the flat quad.

Added temporary art for pillows and blanket. One of my tester was confused about the bed, since it is round, and not a standard rectangle-shaped bed. For a clear visual, I added pillows and blanket, but since time was limited, I did not have much time to implement any textures. Originally I wanted to create a Turkish comforter and bedding set, after my conversation with a fellow Launchpadder with Turkish background who mentioned about the dying tradition of handmade comforter. This will definitely be implemented in the future.

Fixed spotting and weird shadows on light-baking. After I started playing around with light baking in Unity, some assets, like the gazebo floor, pet tower, and the new added blanket had mold-like spotting or hatched lines. I was not sure what causing it and had been ignoring it for a while. Near the end of the week, one of my client started getting his hands wet lighting for his game as well, and he saw similar issue. He asked me about it, and I told him some lighting setting I have tried, like turning off shadows, etc. Also, out of curiosity, I looked up this behavior on google, and found out that it was caused by overlapping UV in the model. I updated the blanket model, fixed its UV overlap, re-baked the lighting again and voila, the spots were gone!  I shared my finding with my client, and proceed in updating the rest of problematic geometry. My environment looked a lot cleaner afterward.

Due to the natural disaster happening in Florida and Texas, Oculus Launchpad submission got extended from Sunday night to Tuesday at noon. As much as I tried to get much done, on Saturday I started to feel sore throat, and by Sunday it proceed to sinus infection. My husband had been down with flu since the end of PAX, and I was miraculously unaffected. However, the bug in the air finally hit me. So on Saturday, I finished writing the proposal, budget list. I spent half a day on Sunday to set up a wordpress site for Enliven VR main page, but I couldn’t get any style to work to my liking, so I scrapped it and just built it from scratch, using handy dandy notepad++ and my outdated knowledge of HTML and CSS. I spent Sunday night building the latest version of the app, and as previously having issue with jarsigner.

After taking some medicines this morning, I proceed to rebuild the app, resigned, and after a couple failed attempts, I noticed typo on the application path during jarsigning session. Once I use the correct path, it worked!  Again, based on my experience from game jam and hackathon, when you have a working build very close to submission, might as well submit it before proceeding into making a broken build in the next few minutes. I did the submission for both builds and documentations, and that’s it for this week.

Time to fight the PAX pox now. Next weekend will be the anticipated Seattle VR Hackathon, so I will try my best to rest before then. I might also take a bit of break from Enliven VR development to get a clear vision and reconsider design changes. So, see you in a week or two~

Week 11 Update

Every year Penny Arcade Expo (PAX) has always been a big industry event here in Seattle, so I know I would not have much time to work on developing Enliven VR much.

On Sunday night, after I posted the previous blog, I started to learn the submission process to put the latest build onto Oculus Store. I printed and read all the documentations from the website, watched and took notes from Nathan’s video, created a built, created storekey, signed it once, then got stuck on the jarsigning process. I kept getting nothing but errors. Every time I got an error, Google was my best friend and helped in finding answers. I recreated the build several times, tried several different storekey, and jarsign just wouldn’t budge. I went to bed feeling frustrated.

On Monday morning, I went back to Google, looked for more information, and started noticing pattern of people who had issue when their filename had weird symbol like numbers or signs. Also some people mentioned that we should shortened the path name.  So I created a new folder on my d:/ drive, put my new build there with really simple name. For the keystore, I use really simple password, again, no number or symbol. Then voila, jarsigner worked!!!  I was so happy.  Gabor reviewed the app really quickly too, probably because I posted it around lunch time. Thank you Gabor, hope you had time to eat lunch.

People in the discord channel, Lauren, Tyrus, and another Scott helped me on the whole process. For those who need help, hop on discord :D

I spent Tuesday and Wednesday at PAX Dev. There were not many VR talk this year, unlike last year. The VR vibes last year was all about “give it a try, dev!  Don’t worry about failure, nobody knows what’s going on.”  This year, it’s more like “okay, we made mistakes, here what we learned.”

Currently I am at PAX. My mission is to try as many VR experiences I can try. It can be challenging since the lines are really long!  Bethesda is showing Fallout VR, Doom VR, Skyrim VR, and earlier I noticed the line was already 3.5 hours wait. There are a few indie VR games in smaller booth.

My other mission is to find some people who are willing to try my app. I had one lady volunteered this morning. She said she were a bit prone to motion sickness, and she did not have any discomfort using my app, which was great for me. There is also a special room here called AFK room where people can find safe space when they feel overwhelmed in the convention. I dropped by there earlier, talked to one of the organizer to see if I can demo my app there. He said to drop by tomorrow and have organizers try it first. We’ll see what happen then.

See you next week!

Week 7 Update

This week I did not have any time to work on my own project due to conferences and local game jam.  There was DevGAMM on Monday, Casual Connect on Tuesday til Thursday, Seattle Indies game jam on Friday til Sunday. In fact, I’m writing this from the game jam, now that I have some free time after churning art assets over the last 3 days.

I took a lot of notes from the conferences:

From DevGAMM:

  • localizations boost sales & visibility / discovery (which is a big issue for current game developers)
  • VR experience has more impact than video games. Positive – people who play more VR can overcome certain phobias, such as height. Negative – can be traumatizing & bad experience, user no longer interested in VR (not just your product). Design carefully

What I learn from Casual Connect:

From Things to learn from Raw Data:

  1. know target audience (hard core players, expressive, or creative).
  2. Community management. Target VR enthusiast, engage them. Know where to reach the community based on audience (pc gamers use reddit). Do content marketing – for example create graphic novel about in- game content for Comic Con. Run Freaky Friday event where VR devs from different companies try each other’s products, share the result with the community.
  3. Identify the influencers. Give keys at pre-alpha to streamers or influential VR enthusiasts
  4. Key relationship. Build & maintain relationships with platform companies, like Oculus, HTC, Microsoft, etc. Look for opportunities to get featured in the platform store.
  5. Analytic – use data to find information
  6. Launch. Use appropriate information to present at conferences & events. For example, highlight technical talk for GDC, while talking more about contents and features at E3.
  7. Demo & arcade. Give public opportunity to try the product.
  8. Optimizations – happen early & often; level of detail art assets need to be tested in VR; sound location matters (ex, for a gun, the cocking sound, bullet, shooting sfx need to be separated)
  9. Breaking rules- let user have control of the head; if dev need to add feature, make sure it enhances the experience, not making user uncomfortable.

From Shipping the first VR game (Archangel):

  • make no assumptions
  • VR / AR needs a lot more testing than games
  • Need testing using all elements (textured 3d assets, effects, lighting, audio) instead of just greyboxing/ temp assets
  • understand what works
  • expect delays, need more iteration in VR than games
  • expect technical challenges, especially if managing multiple platforms
  • expect process challenges. It’ s even more difficult when working with remote team members
  • When designing interactions, consider different skill levels. Consider user position. There’s a reason stand up meetings are super short. Consider players daily activities. People who work long hours standing might not want to go home & play standing up.
  • UI – text is hard to read
  • Locomotion – still the hardest problem in VR
  • Budgeting – add 100% to budget compared to game dev due to delays, not including hardware. Always add extra time.
  • Stylized art asset can affect a lot in VR. Can’t rely on existing video game assets; they will need to be optimized for VR

From Opportunities and Challenges of Building Games in VR/AR/MR:

  • Challenges: user comfort & fatigue. Unlike video games, it’s hard to play game in VR when we are not feeling well. VR can be isolating than shared experience. Locomotion & motion sickness are still big issues
  • Design tips: don’t go immediate hi-resolution with assets. If needed, reduce amount of things in the world. If it’s not interactable, maybe they need to be removed.   Keep frame rate minimum to 90 (check with device specs). Use spatial sound, cues, haptics. Get experimental to enhance presence.
  • For testing, put a lot of people through the experience, listen to them and also watch their body language. The first test is motion test, to see how the user react to motion sickness. Second test is to see if people understand the experience. The third test is design balancing.
  • Comfort & accessibility – consider designing experience that can be used with only 1 controller. Implement height adjustment for those in wheelchair. Give people alternatives for sensor (?), for example after a while player can get tired of talking, standing, etc.

From State of VR Content in 2017:

  • VR is not casual, nor it’s like everything else (mobile game, PC games, etc)
  • Don’t coast on novelty. People are no longer shocked. They want more experience.
  • Explore both PC and mobile. Mobile systems are getting closer to closer to PC.
  • Be more broad on genre. People are curious.

From Investment Opportunity for VR Gaming Studios:

  • In VR/AR, a lot of creative works come from women. However, lots of funding are not going to them.
  • Investors look at company’s portfolio before investing. They look at the leadership of the company, what they’re thinking about the future, whether they have longetivity, have enough money to survive 18-24 months, also if they’re willing to learn and grow.
  • VCs currently avoid investing on hardware, since they take a while to tweak. They like to invest in market trend, not in long-term R&D projects. They invest in tools & contents. They’re big on location-based entertainment.

For the game jam, the theme is “it’s not a scam”.  I’m working in a team of 5 people (2 programmers, one audio person, one 3D artist.)  We are working on VR experience of a buyer’s remorse, when the user bought their dream space ship, only to find that things break along the way. The development process is interesting. We have one person with Oculus Rift + touch, and two people with HTC Vive, all working on the same project at the same time.  We are using mainly SteamVR and Newton VR for physics.  If anyone is interested, you can download our project at https://github.com/chinnie/SpaceLemonVR .   Currently the main scene is integrated for HTC Vive build, but the unity project main scene can be run on both HTC Vive and Oculus Rift + Touch.

Here is video from the presentation:

Plan for next week:
– sleep in and relaxing on Monday.
– create art assets for Enliven VR

See you next week!

Week 4 Update

This week I started the production phase of this project by creating a series of different levels to mimic the flow of the experience, starting from Main Menu up to lobby selection. I spent some time watching Unity live stream tutorial video for how to create, save and load persistent data, since I will need to implement similar thing to record users preferences, like their favorite animal, things that made them uncomfortable, etc.

During this time, there were some level design changes as a result of rapid prototyping and user testing. The most constrained setting, which was the laying down position, had a very small range of viewing. During several testing on the previous room level, I noticed that it was hard to access the menu placed on wall to the side. I really had to strain my neck to be able to select the menu items and it was really uncomfortable. This needed to change. I also realize the lobby level can be used as a relaxation place as well. Also I started to design around adding downloadable contents (DLC) to the project.

This week was super busy in term of professional meetups in the evening, so I had to cut some development time.

On Tuesday, Unity 2017 was released. After backing up the project, I decided to upgrade. To my surprised, I had almost no issue. Usually when I upgrade to a newer Unity version, a lot of scripts and sometimes prefabs would break. I was expecting tons of errors, but so far there were only a couple issues.

The first one was in the OVROverlay.cs script from Oculus Utilities 1.16.0 beta. The method Cubemap.CreateExternalTexture used 4 variables, but somehow the script used 6 variables instead. Once I fixed that particular line, the error disappeared.

The second issue came from a custom outline shader that I used before the upgrade. Somehow after upgrading, it added dark blue tints to all the outline materials. Since I didn’t know much about writing custom shader from scratch, I had to look for another. I found three different scripts online, tested each of them, and found one that a lot easier to implement than the old one.

In the evening, I went to an Indie Game Developer social meetup, which was held monthly. I met several other VR content creators there.

On Wednesday, I created the different levels, played around with different UI elements and changed design several times to ensure user comfort. Things were good. In the evening, I went to a local Hololens meetup. I wasn’t planning to go, but then I heard they would demonstrate Microsoft new Acer VR HMD there. I glad I went though, since the talks were really interesting. The first speaker, Sean Ong, shared his experience in creating virtual apartment tour for a company in Dubai. The second speaker, Thomas Wester, shared his experience in capturing dancing motion into VR and AR experience in his team project, “Heroes – a Duet in Mixed Reality”, which was created as 2D film, 360 video (available on GearVR) and for the Hololens. I really like this talk, since it was the first time I have seen Hololens not used for business purpose. You can view these talks here.

My impression on Acer HMD… It was very light, even lighter than GearVR + phone. However the demo used a PC with older graphic card, so graphic-wise it was similar to PSVR. In term of room-scale, it felt like Oculus Rift, for seating experience. We can move a little bit, but there was not much room to walk around, unlike HTC Vive. They didn’t have the VR controller yet, so instead we had to use Xbox controller. I personally dislike VR experience using game controller. At the moment I was unimpressed with the HMD. I will have to try this device again with better PC and the hand controllers in the future.

On Thursday, I did some code and assets cleaned up. I then noticed that the new outline shader was acting strange. It would work fine for a bit then it wouldn’t work at all. I wasn’t able to touch more on this since I had to go to Seattle Unity user group meetup and learned about a real-time geo-spatial plugin called Mapbox. Having to drop was I was doing while it was still unresolved actually gave me a lot of anxiety. Those who befriend me of Facebook probably saw me complaining about it. Thankfully the content of the meetup talk was really interesting and I also got to meet some old friends that I haven’t met in a while. My anxiety was reduced a lot afterward.

The next day, instead of jumping straight into figuring out the issue, I started the day with me-time, taking extra time with hot shower, made delicious breakfast (usually I forgot to eat breakfast) and organized the house a bit so it didn’t look like a typhoon just passed through. When working solo, it is really easy to get burned out, and I noticed the anxiety might be the first sign. So after I felt more relaxed, I opened up the project and tried to figure out what causing the shader issue. After several testing, I noticed that during run-time, there was extra camera under OVRCameraRig. In my project, I modified CenterEyeAnchor game object by adding more children for UI and gaze interaction and their supporting scripts.

During run-time, usually CenterEyeAnchor was placed under LeftEyeAnchor automatically. But during my testing, my custom CenterEyeAnchor was placed under LeftEyeAnchor as usual, but then extra CenterEyeAnchor sub-object was created with a camera attached to it and it prevented the new shader from displaying correctly.

After I modified the OVRCameraRig.cs script and disable this extra camera, everything worked again, hooray. Let’s hope this won’t create a new wonky behavior in the future.

In the evening, I went to an event hosted by TPCast, which was a device that transform HTC Vive into a wireless HMD. I was skeptic about it before, thinking it would have latency issue, and the battery pack would be uncomfortable. However I had a good experience with it. It didn’t have any latency, and I forgot about the battery pack. It felt a lot more comfortable than having the long heavy cable, that’s for sure.

[Now, for a bit of rambling.]
This week I met a couple people that made me think more about VR industry and where we are heading. Both actually happened before and during TPCast event.

We arrived about 45 mins early for TPCast. The lobby had some nice sofa, so I let my husband tried the latest build of EnlivenVR while killing some time. We also met with another 2017 OLP member and chatted for a bit. Then an older gentleman approached us. He looked somewhat disturbed. He saw my husband using GearVR a while back, and wanted to share his concern. The gentleman was a senior composer working in movie industry, and had some people told him to look into VR. This event was his first time going to any VR event, and he noticed all the demo were on ‘violent’ games. Then as he talked to one of the organizers, he was told that that was what VR all about, and that really upset him. I was really surprised, since I have seen many interesting projects, games or non-games ones. I told him there were a lot more than violence in VR, and that I was in a middle of making a relaxation VR experience. He seemed happy to hear that. However he seemed disinterested from looking more into VR based on this first experience, which made me pretty sad. The gentleman left before the event even started.

As we made our way to the event room, one of the organizers was curious about what happened. We explained to him, and he seemed shocked as well. It turned out they were showing Space Pirate Trainer, and a bow/arrow game, which to most gamers were considered non-violent. I was expecting to see something like Raw Data, Arizona Sunshine or other zombie survival shooter games instead. The organizers then tried to catch up to the gentleman to talk to him, but he was long gone.

At the event, there were a total of 6 ladies: four attendees and two organizers. I chatted with these ladies. Like most VR events, the attendees were mostly men. One of the lady, just like me, has been working in tech for a while so she was fine. But another lady, who was there with her mom, was very new to VR. Just like the gentleman from before, this was also her first VR event. She was a student from business school, curious about this new technology but felt really intimidated for being a minority. We talked for a while, and I shared my experience that although it were very common to be minority in this kind of tech events, the ladies in Seattle and all over the world are trying to make VR/AR industry more inclusive to women and other minorities. She seemed relieved to hear that, and interested to come to more local meetups.

When it was my turn to try the device, I asked the organizer if I could try different app, a non-game one. They had Tilt Brush installed, so I went with that. I had a good experience being wireless, able to move around and draw from different angles without the need to teleport around or worry about stepping on tangled cable. When my turn was over, the two female staffs came to me, shared how they never try Tilt Brush before and now they were really interested of what else VR were capable of aside from gaming.

In the end of the day, I was left pondering. As a gamer, am I desensitized to violent contents? I don’t feel disturbed for shooting zombies or slashing monsters. For me, they’re no different than the fruits we slice in Fruit Ninja, just some objects to interact with. But for those who are not familiar, do we look like violent people for enjoying these kind of games? As content creators, what considerations should I put when creating contents, to make people like that gentleman not to stay away from VR?
[End of rambling]

Back to the project talk. To do list for next week:
– Create and test saving/loading custom data.
– Use custom data to drive object generation in room and garden level.
– New menu design that won’t hurt my neck to much.

See you next week! And don’t forget to take a break and treat yourself once in a while. It really helps.

Oculus Launchpad Bootcamp

As the first phase of this year’s Launchpad program, Oculus held a two full-day bootcamp at Facebook campus in Menlo Park, CA on June 10 and 11. One hundred brilliant participants with various background, ethnicity, different skin colors, and all with the common passion in Virtual Reality were gathering in this space. It was a lovely sight. I would say more than 50% of the participants were colored women, and the rest were colored men. I didn’t meet with any transgender person. But then again, I did not have the chance to talk to all 100 participants.

On the first day, the event started with breakfast and mingling among participants, followed by a short ice-breaking session to get to know each other. Robin Hunickle from Funomena came next with her inspirational talk about failing. The following talk was from Facebook’s lawyer, about law and legal matters. From then on, the participants were divided into two groups: 360 film making and games/experience. I was interested in VR experience, so I stayed to listed to Bernie Yee from Oculus Rex sharing his knowledge and experience as producer in video game and VR industry. The talk structure came in lectures as well as group exercises. We took a break in between this session to have lunch. After this track, all participants gathered in the main room again to listen to Storytelling presentation. The last talk of the day was an open Q&A session hosted by Jason Reuben. A lot of people were asking tough and good questions, ranging from upcoming tech, challenges in VR, to how to overcome unconscious bias.

At the end of day one, Oculus held a social mixer at the garden of Facebook building rooftop. If you ever watch The Kingdom of Dreams and Madness, a documentary of Studio Ghibli, where they showed the garden area at Studio Ghibli rooftop, it was similar, except Facebook rooftop garden was a lot larger. Up there they set up some VR demo stations featuring Google Earth and Facebook Spaces, where participants could try them with Rift & Touch controller or on GearVR. I have tried Google Earth, and really not interested in social VR at this time since personal space is still an issue, so I spent my time grabbing snack for dinner, had a drink from the open wine bar, and get to know the others.

The second day started with breakfast and mingling, followed by the first talk by last year Launchpad participants, sharing their experience of the program and the projects they are working on. It gave us ideas what to look forward in the next few weeks as we go through this program. Chris Pruett, head of Oculus Mobile Dev Engineering gave the second talk about VR user comfort issues, design and motion controls based on his experiences.

Then, we had Unity tutorial session, which divided the attendees into two groups based on their Unity knowledge: beginner and advance. I considered myself an intermediate, so I was not sure where to go at this time. On the screen for beginner session showed the Viking tutorial, which, if had been taught in a couple Unity Roadshow workshop in Seattle. However, I noticed that Sarah Stumbo was giving the presentation, so I decided to stick around, since I like her teaching style, where she would go over and explain the scripts used in project. One of the attendee was having issue where her laptop was not powerful enough to run Unity, and since I have done this tutorial in the past, I lend her my laptop. I was also able to spend time and help an old friend getting used to Unity while catching up with her stories. I was also able to tinker with the GearVR headset, and learned how to set it up with the help of the others around my table.

After lunch and more tutorial session on 360 video, everyone gathered together and listen to the talk on VR for good, which was another Oculus program similar to Launchpad but more about creating products that promote empathy and good. The following talk was about Creating Compelling Pitch by Isabel Tewes, Developer Strategy, and Dorian Dargon, a producer. Dorian was actually one of the Launchpad participant from last year who then got hired by Facebook. During this session, there was presentation and short exercise on pitching with a partner. I have only pitched in my Game Design course a few years ago, so this workshop was really useful. I learned a lot from my partner’s feedback, especially in giving enough information and why I am the right person for this project. Promoting myself was still a hard thing to do for me.

The last talk was a journey story of one of last year’s Launchpad participant, Jewel Lim. She shared her life story and what VR and the program meant for her. Her talk was really touching and inspirational.

Overall, the bootcamp was a great inspirational and motivational experience. I got to create new bonds with other creative people, as well as renewing the bonds with some people I have met in the past. To the mentors and speakers who share their experiences, thank you. It helps to see the process and the human side of things, instead of just an end product.  Also, big thank you for the organizer of this event, like Ebony. You enable us this opportunity to meet and learn from so many people. Oh, and for the free hardware too!

In the future, I will post my notes for more details of these talks. Stay in tune!

Hardware from the bootcamp
Pitching session
Pitching session


Hello everyone!

This weekend I will be visiting Facebook HQ to attend a 2-days 2017 Oculus Launchpad boot camp. I’m so excited to meet with the other participants and mentors. In the weeks following, I will share the progress of this Virtual Reality experience in this blog.

See you soon!