Sunday February 26, 2017


Versions workshops offer participants a chance to learn best practices from the pros, get hands-on and investigate the practical side of creating compelling experiences for VR/AR/MR. Led by industry-leading experts, they’ll explore a range of topics related to the funding, creation and distribution of VR/AR experiences, as well as hands-on technical tutorials on WebVR, 360 video and game engine environments, as well as more cutting-edge experiments like room-scale VR.

Workshops will be opened first to Versions conference pass holders, but you may also purchase a ticket to attend an individual workshop. You do not need a conference pass to attend a workshop.



10:00 AM-1:00 PM | INTRODUCTION TO HOLOLENS | New Museum Sky Room


10:30 AM-12:00 PM | MAKING MONEY IN VR/AR | New Museum Theater

12:30 PM-1:30 PM | DISTRIBUTING YOUR WORK | New Museum Theater



2:00 PM-5:00 PM | DESIGNING FOR ROOM SCALE VR | New Museum Sky Room


4:00 PM-6:00 PM | CASE STUDIES | New Museum Theater






introduction to hololens

Description: Let science fiction become science fact through Microsoft HoloLens, the world’s first self-contained, untethered head-mounted holographic computing device for mixed reality (MR). Mixed reality blends 3D holographic content into the physical world, giving holograms real-world context and scale. In this workshop, we’ll create a holographic game using Unity, where we’ll cover the fundamental principles of interacting with holograms using gaze, gestures, and voice. The project will be publicly available with additional resources to allow participants  to re-build the game and to continue its development, long after the workshop is over.

Adina Shanholtz, also known as the ‘Fey Technologist,’ is a Technical Evangelist for Microsoft. She graduated from Oberlin College in 2015 with a double major in Computer Science and East Asian Studies. She has a passion for game development, virtual/mixed reality, wearable technology, and empowering others through programming. In her spare time Adina likes to knit, practice her Japanese, and perform hoop and poi circus arts.

Pre-requisites: Please ensure you have all the system requirements and tools installed to follow along with the workshop, these can be found here:


Creating virtual worlds for 2d artists

Description: This workshop is geared toward artists, designers, and explorers who know how to take photographs, scan drawings, or use digital tools to generate imagery, and want to learn how to make these visions come to life in virtual reality. The workshop will cover easy-to-learn techniques that turn the typical 3D production process on its head and allow for rapid prototyping of spaces that look and feel the way they were intended to.

David Lobser is the Senior Artist-in-Residence at NYU's Media Research Lab. Lobser is engaged in physically co-located, multi-user VR experiences using Holojam, mixing procedural techniques with the human touch to create lush virtual worlds. He has an extensive background in commercial animation and visual effects and has taught animation at Harvard University.

Pre-requisites: Experience working with Photoshop or similar & a basic understanding of Unity. Participants will need to bring a laptop (mouse & tablet is useful but not required), reference images and designs to be dissected and rebuilt in 3D (layered Photoshop files are especially useful), Photoshop & Unity will need to be installed prior.


Making money in VR/AR

Description: No business exists without a model. So what’s the model for creating in VR and AR? A series in three parts, we look at three models for financial success (or not!) in a brand new medium From fundraising for your startup to working with a publisher or studio to working with brands and agencies, we’ll take a high level view of how to face reality.

Presenters: Adaora Udoji, VC | Drew Bamford, HTC Creative Labs | Joe Radak, Eerie Bear Games | Ari Kuschnir, M ss ng P eces





distributing your work

Description: Distribution is everything. Finding the right audience and picking the right platform is crucial at a time when there are so many options to choose from. Hear from some of the best minds in the platform game on how to choose what’s right for you and take your creative work to market. This workshop will provide an overview of the VR landscape and the existing methodologies and strategies for its distribution. We’ll examine the various marketplaces and their related constraints and considerations. Further we’ll discuss our data collection methodologies, thought processes, and early conclusions from data gathered.

Alejandro Dinsmore is CEO of EEVO and has spent the past decade working in VR and as an entrepreneur. Prior to EEVO Dinsmore worked in sales, marketing, and product roles at Little Devices, an MIT-based medical hardware start up, SimplyBuilt, a Squarespace competitor, and AlphaSights. Dinsmore also co-founded Sisasa, a fintech SaaS platform, and studied neuroscience at Vassar College, which contributes to his current obsession with VR.


Lightning in a bottle: hand-drawn animation in vr

Description: The rise of 6DoF (six degrees of freedom) controllers—wands you can move in 3D space—is one of the most exciting developments in virtual reality today. (Just ask anyone who’s played with apps like Tilt Brush, Medium, SculptrVR, or Quill.) The Lightning Artist Toolkit (LATK) is a set of tools for Unity, Blender, and WebVR that lets you work with frame-by-frame, hand-drawn VR animation in game engines and mature 3D animation packages.Its output is readable in any 3D graphics application and ready to use in real-world production scenarios. Combined with the Tilt Brush SDK, this is a comprehensive solution for creating, sharing, and distributing frame-by-frame 3D animation. In this workshop, we’ll explore strategies for creating content with 6DoF controllers, present the LATK and Tilt Brush SDK along with examples of hand-drawn animation in VR, and have fun drawing in space with anything you can connect to Unity.

Nick Fox-Gieg is an animator and creative technologist based in New York and Toronto. Most recently, Fox-Gieg has been working on virtual reality projects at Framestore and Google Creative Lab. His film, The Orange, won the jury prize for Best Animated Short at SXSW in 2010; and his films have also screened at the Ottawa, Rotterdam, and TIFF film festivals, at the Centre Pompidou, and on CBC TV. Fox-Gieg was awarded an Eyebeam Fellowship in 2012, a Fulbright Fellowship in 2006, and has received media arts grants from Bravo!FACT, the Canada Council for the Arts, and the arts councils of Ontario, Pennsylvania, Toronto, and West Virginia. He holds an MFA from the California Institute of the Arts and a BFA from Carnegie Mellon University.

Pre-requisites: No coding experience required. Find all downloads and requirements here



Description: Much remains uncertain for the futures of virtual and augmented reality. At this critical juncture, when we have much to learn and no clear revenue models in place, we need to foster collaboration between the tech brands who are making this technology and the content creators who are helping us imagine what to do with it. How can companies like Oculus, HTC, and Intel help nurture and support creatives and enable them to take risks? How can creatives work with companies to help design new tools, new kinds of experiences, and ultimately push the field forward? And can we create an open environment that promotes learning and sharing to help advance the field as a whole?

Presenters: Lisa Watts, Intel | James George, DepthKit | Yelena Rachitsky, Oculus Story Studio


designing for roomscale vr

Description: Room-scale VR is the ability to walk around in a virtual world with the capacity to interact with that world using controllers and peripherals, creating a presence in immersive experiences. Virtual reality is all about presence. In this hands-on workshop, Dario Laverde, HTC’s Senior Developer Evangelist, will show you best practices for designing room-scale VR, and how to identify weak design choices. The rules are yet to be written, but after a year since the first room-scale experiences were released to the market, we can examine what makes the best experiences so far. Laverde will present a step-by-step tutorial on getting started, and is accessible to those who are both new to Unity and to experienced developers and designers alike. Laverde will also introduce the latest Unity3d plugins that support room-scale VR. 

Dario Laverde is a Senior Developer Evangelist at HTC. Previously, he was a full stack software engineer, and has worked as an instructor, consultant, software architect, author, and entrepreneur. Laverde founded several local developer communities, and is active in the NYC and global VR communities. You can follow him on Twitter at @virtual_dario.

The workshop will cover: Setting up your scene for room-scale. Adding interaction and making objects grabbable. A survey of the many Locomotion options. Customizing your controllers and trackers.

Pre-requisites: Laverde will be using the HTC Vive, but most of the material covered is applicable to all current room-scale VR platforms. The only prerequisite is to bring a laptop with the latest version of Unity3d 5.5 pre-installed. If you have a VR-capable PC or laptop, you are encouraged to bring that, as we will have a Vive that can be passed around for individual testing in addition to the shared demo headsets.


keeping vr real: cinematic & live action volumetric capture

Description This workshop delves into the fundamentals of live-action virtual reality capture using hybrid camera systems as well as volumetric capture techniques. Sensorium co-founders Matthew Niederhauser and John Fitzgerald will introduce various VR camera rigs, aesthetic considerations for the equirectangular format, and other post-production wizardry for creating cinematic VR experiences.They will then move into how infrared, photogrammetric, and LIDAR technologies are used to create scenes for room-scale VR experiences. Although cinematic VR experiences continue to gain traction on mobile devices, production strategies are now emerging to bridge the uncanny valley and presenting subjects that elicit deeper emotional engagement in CGI environments.

Sensorium Works is a creative studio that operates at the intersection of art, new media, and technology committed to collaborations that push the boundaries of virtual reality. Sensorium also focuses on independent documentary projects in coordination with the MIT Center for Advanced Urbanism, the Cyborg Foundation, and the Pulitzer Center for Crisis Reporting.

Prerequisites: All levels welcome, however familiarity with live-action or volumetric VR workflows would be beneficial


Case studies

Description: Micro-talks from local creators on the triumphs and tragedies of creating in VR and AR.


Eliza McNitt, Fistful of Stars

David Lobser, Flock

Graham Sack, Lincoln in the Bardo 

Hyphen-Labs, NeuroSpeculative AfroFeminism

ScatterZero Days VR

Zach Kaplan First Look VR




231 Bowery, 2nd FL | New York, NY 10002



235 Bowery | New York, NY 10002



235 Bowery | New York, NY 10002