VRHackathon prototype training program (list of trainings + dates)

Datum: 30 augustus 2016 Geschreven door: In:

In preparation of the 2nd Brussels VRhackathon, EUVR asbl organizes through Be.VR 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 VR training is tackling now the VR creative (team) side (3 workshops in October + a bonus MiniJam in order to consolidate all learnings).

Attendance will be extended this time to 15-20 seats.
Please register via EventBrite (first bought, first in). Registering through Meetup (even if welcome) only won’t provide you with a seat. By participating to these workshops, you imply your participation to the Brussels VR hackathon on 21-22-23 October (purchase your ticket now, profit from EarlyBird discounts – if still available).

** Unity Basics 1 & 2 by Frederik Windey – sold out 

** Your first Android VR application by Eloi Stree – Sept 19 – sold out

** VR Art creation do’s and don’ts 1 & 2 by Simon Loyer– on Sept 27 & Oct 3 – NEW – More Info & register here

This session will focus on art content creation for VR project. From scope, to pipeline building, to asset management, to integration, to polish. In this session we will discuss the best ways to build your projects on the different VR hardware. If you are an artist, that workshop would be mostly about unlearning bad habits. And if you are a programmer how can only make cubes, that’s fine, you will learn about the 10 ways to make a cube wrong.This is a 2 parts workshop. The first on will be focused on project planning and scope, And the second one on integration and polishing. 

** Oculus & Vive by Franck Thomas on Oct 11 – (change of date) – only 1 seat left – More info & register here

1/ Setup Oculus DK2 & CV1   2/ Getting started in Unity with Oculus   3/ Basic control, interaction and motion for Oculus

1/ Install SteamVR through Steam  2/ Getting started in Unity with SteamVR  3/ Interacting with objects using the motion controllers

** VR Design by Andrew Curtis – on Oct 15 (Sat morning)- NEW – More info & register here 

This session will focus on the practical design consideration when making VR software. It will touch on user discomfort and the differences (from regular software development) that need to be considered when working with this technology, In this session we will discuss the best ways to utilise the different hardware strengths and content types available to current generation VR. 

** BONUS MiCrO-jAm by Andrew Curtis, Simon Loyer, Franck Thomas, Frederik Windey (tbc) & Eloi Stree (tbc) – on Oct 15 – (afternoon) NEW – More info & register here 

A chance for students who attended the preceding VR tech,design and art lessons and experience to consolidate their learnings through a compressed game-jam/Hackathon lasting 4 hours. The session will discuss the various stages of a jam and feature tips on how to to achieve good results.. During this session the teams will build something ‘demoable’! The teachers of previous sessions will also be actively on hand to assist in all areas of VR software development over the session. The session is also open to newcomers participating to the VRhackathon, (depending of course on the seats available). 

Please note the special offer with the VRHackathon (thanks to the Microsoft Innovation Center, softwareinbrussels.be & screen.brussels):

– if you participate (“participate” = list of presence will be set in place at each workshops) to 6 VRhackathon prototype training workshops (except the micro-jam) -> FREE entry to the VRHackathon (your ticket will be reimbursed).
– if you participate to 4 Workshops (except the micro-jam) ->50% off the VRHackathon price (in addition to early bird discount)
– if you participate to 2 workshops (except the micro-jam) ->25% off the VRHackathon price (in addition to early bird discount)

So ready to be part of (& build) the VR trend ?

Any questions, please ask 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