VRHackathon prototype training 2/6 – Unity Basics 2/2

Datum: 3 augustus 2016 Geschreven door: In:

In preparation of the 2nd Brussels VRhackathon, Be.VR organizes a training for VR tech newbies. The goal here is to provide adequate directions in order to create a prototype that would be technically & conceptually viable. The whole training will be divided in 2 parts :
– 1 on the basic VR technical side (4 courses in September)
– 1 on the VR creative (team) side (2 courses in October).

In order to guarantee quality, attendance will be (strictly) limited to 10 seats (for at least the first 4 trainings)– this is a requirement from tutors. As demand is strong, there might be selection required – based on the following:
– first registered / first served (mainly, but as well based on the following points…)
– profile type of the motivated learner (Pro/ Hobby Dev, Art Designer, Hardware, data driven profile…) – this is in order to create a group dynamic
– participation to the Brussels October VRHackathon (you need to purchase your tickets)
– total number of workshops taken (the more you take, the more chances you get accepted for the program…)

Special offer with the VRHackathon (thanks to the Microsoft Innovation Center):
– if you participate (“participate” = list of presence will be set in place at each workshops) to the entire VRhackathon training program (6 workshops) -> FREE entry to the VRHackathon (your ticket will be reimbursed).
– if you participate to 4 Workshops ->50% off the VRHackathon price (in addition to early bird discount if subscription before the 31st of August)
– if you participate to 2 workshops ->25% off the VRHackathon price (in addition to early bird discount if subscription before the 31st of August)

————– Unity Basics 2 (spread on 2 sessions of 1h30 – Sept 5 / Sept 12 evening). No Reply expected here (solely reserved to those participating to Unity Basics 1) ————–

Requirements for the workshop:
– A laptop with the Unity development environment installed (can be Windows or Mac). Some further information to follow
– Understanding of object oriented programming, and preferably the C# programming language. IF NO experience with programming or C# at all, have a look at these series of tutorials: https://www.youtube.com/playlist?list=PLivfKP2ufIK7SCuf1Sevu196JhgKMX42T . Motivation to non-programmers is key here, even if we’ll explore libraries with already-made re-useable C# scripts…

In this workshop you will learn the essentials you need to make a basic app/game in Unity:
– the Unity Editor interface
– navigating through the scene
– using primitives to rapid prototype
– coding behaviour in C# and best practices on how to organise your code
– Camera’s, collision detection, lighting, user input…

Tutor of this session:
Frederik Windey is a senior software engineer in the user experience (UX) team at 3D vision and gesture recognition specialist: SoftKinetic, a Sony Group Company. After working for five years as a teacher in entertainment software development, Frederik spent an additional six years working in the fields of Augmented Reality, Virtual Reality, digital signage, 3D scanning, motion control and gesture recognition. Frederik is considered a Unity development specialist and has created a wide variety of demos and proof-of-concepts on PC, console and mobile platforms as well as emerging technologies such as the Oculus Rift and in-car gesture systems. Fred’s day-to-day working methodology is based around the principle of ‘let’s try it and see what we learn’.

– participation to both sessions (for non-students): 40€
– participation to both session (for students) : 25€

(To be paid in advance via Bank transfer (in order to validate subscription). Details only communicated to the selected profiles (confirmation by August the 15th).)

Any questions, please comment below

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"To begin with, Virtual Reality is a part of computer science and it represents a new approach to computer science. Instead of treating the computer as a box that's out there that is supposed to accomplish something, you put a human being in the center and say, "Let's look at the human being closely. Let's see how people perceive the world or how they act. Let's design a computer to fit very closely around them, like a glove, you might say. Let's match up the technology to exactly what people are good at.""
Jaron Lanier, 1992