Analysis of various examples of XR experiences, which have been built with the aim of creating social impact. The reports by institutes like XR4Change under Games4change on the tangible effects of the XR experiences, which have a great potential to increase awareness and empathy due their immersive elements will be used as resources during the workshop.
Oytun Kal has worked for film, tv, animation, vfx and game industries for many years in Germany and Türkiye. He is now the Executive Producer
of BUG Lab TEKMER, the game incubation center from Istanbul for game startups and companies, where they support the growth of the startups with
game business-oriented pre-incubation and incubation programs.
He is also one of the lecturers at BUG Lab's (Bahcesehir University Game Lab, Istanbul) bachelor program, where he teaches XR technologies, virtual
production and mocap animation for games and the entertainment industry.
Virtual reality has great potential for immersive experiences that are not available in the other mediums. Because of the isolation from the real world,
being a different “entity” inside the virtual world, and mostly limitless interaction methods in virtual reality, can be the most compelling experience
in the future. Nonetheless, creating these well-designed immersive experiences can be extremely complicated.
To well-designed games and experiences for virtual reality, it is essential to understand what is virtual reality and what is game design. Virtual reality
takes the user and puts them in a new virtual world; in this world, everything should be designed to be easily perceivable by the user. Thus human perception
must be comprehended. How visual, auditory, touch, and vestibular sensory are affecting the experience are the central questions of this workshop. Virtual
reality offers an interactive experience that allows the user to affect the world. Like in traditional video games, users (players) can interact and navigate
in the virtual world. This workshop also shed light upon how interaction and navigation methods should be created in virtual reality games.
Server Zafer Masalcı is an architect holding a Master's degree in game design from Bahcesehir University. His master's thesis, titled "A Guideline Study for Designing Virtual Reality Games," offers comprehensive insights into virtual reality and provides guidelines for the design of virtual reality games. With years of industry experience in architecture, architectural visualization, animation, and virtual reality experience design, he currently serves as a lecturer at Bahcesehir University. In this role, he imparts knowledge on various topics such as game development using UE blueprint, level design, in-game lighting design, virtual reality game development, modeling, and animation for games. His research focus encompasses virtual reality, level design, game development, and modeling.