Skydance Interactive*, developer and publisher of the well-reviewed Archangel: Hellfire (available now on Vive & Rift), share their experiences and industry knowledge on how to develop a VR game to hit both the in-home consumer market as well as the Location-Based VR Arcades. Pavel Tumik, Technical Director at Skydance Interactive, shares the developer story on how to develop and design one game for separate markets, and key points to keep in mind through development. Guy Costantini, VP of Global Interactive Marketing at Skydance, shares the marketing and publishing story, as well as the importance of hitting both markets during the early days of the VR industry.
What You Will Learn:
Required Fields(*)
Guy Costantini is Vice President of Global Interactive Marketing for Skydance Media, known for high profile blockbusters on cherished franchises like Terminator, Altered Carbon, Mission Impossible, Star Trek and many others. As marketing leader for the Interactive group, he is working on multiple VR titles like the recently released Archangel: Hellfire and the upcoming The Walking Dead: Saints & Sinners. In his career, he has had the chance to work on several industry-shaping games like The Witcher 3, League of Legends, Marvel: Contest of Champions, Arena of Valor and Gwent. The only thing he loves more than games are his family and bringing amazing games to eager players, which he has had the pleasure to do for hundreds of millions.
With over 15 years of senior and lead engineering experience in the gaming industry, Pavel understands the development highs and lows of both indie and AAA development.