Our Experience at Develop:Brighton 2025 – VR Pipeline Essentials And A Day of Industry Insights

This July, we had the opportunity to attend and present at Develop:Brighton 2025, the UK’s leading conference for game developers and immersive media professionals. Our session, VR Pipeline Essentials, was one of the final talks of the conference. Before stepping on stage, we spent the day attending inspiring sessions, exchanging ideas with other creators, and reflecting on the progress of immersive technology in the industry.

Getting There

We took an early train from London to Brighton, arriving just in time for the opening of the conference. The journey gave us a chance to finalise a few notes and ease into the rhythm of the day. Once we arrived at the venue, the buzz of the event was immediate, and it was great to see so many teams, studios, and independent creators filling the space.

Below is a summary of the day, the sessions we joined, and a detailed breakdown of what we shared during our talk.

Talks We Attended

Throughout the day, we attended a wide variety of sessions that covered storytelling, production workflows, creative leadership, and accessible design. Here are the titles of the talks we joined:

  • Reading Between the Lines: Integration of Sound, Narrative and Design into Dialogue
  • Graphic design is my passion – What Do 2D Artists Do on 3D Games?
  • Unreal Engine: Five Important Lessons
  • Making the Lives of Audio Designers Easier in Senua’s Saga: Hellblade 2
  • Being a Leader in Game Development: Set Yourself Up for Failure or Success
  • Narrative VR and Its Bright Future (we all hope)
  • Zero to Fun; Vibe Code: Games Together (non-coder friendly!)

Midway through the day, we took part in a lunch hosted for speakers and conference pass holders. It was a great opportunity to relax and connect with other attendees, share thoughts on the morning sessions, and hear about the diverse projects people are working on. The conversation ranged from design challenges and VR pipelines to platform trends and team structures.

These talks were varied in topic and tone, and each brought something valuable to the table, from technical insights to creative encouragement.

Our Talk: VR Pipeline Essentials

Our session was scheduled near the end of the final day, and we were glad to see a room of developers, artists, producers, and students joining us for an honest and practical conversation about VR production. The goal was to share lessons learned from twelve years of immersive development at Sliced Bread Animation, especially in the healthcare and corporate training space.

Introduction and Background

Jamie began the talk by introducing our studio’s history, which started in animation and gradually moved into VR as the technology matured. Since our earliest projects with the Oculus DK1, we have developed interactive training and educational content across multiple platforms and headsets.

A key part of Jamie’s introduction was focused on what makes VR different from traditional media. In VR, the player is present, embodied, and reactive. You are not telling a story to a passive viewer. You are building a space that someone will step into, explore, and often behave unpredictably within.

To illustrate this, Jamie shared a story about testing our VR cooking simulation with his daughter. Instead of following the steps of the recipe, she decided to crawl into the oven. We had designed the kitchen with attention to detail, but never expected users to explore it in that way. That moment was a perfect example of how players claim agency in VR whether you plan for it or not.

Storytelling and Spatial Pacing

We then explored how important it is to guide the player without restricting them. This involves careful onboarding, meaningful audio cues, spatial layout that encourages exploration, and pacing that builds comfort before complexity. We talked about common mistakes developers make, including rushing movement sequences or not preparing users for a scene transition. Even something as simple as telling the user “We are moving now” can reduce disorientation significantly.

Jamie also emphasised that you have to define the player’s role early. Are they an observer, a participant, or a character within the world? If that is unclear, the experience quickly becomes confusing. Designing a VR narrative requires more than placing voiceovers and prompts. It requires spatial, emotional, and sensory awareness.

Pipeline and Process

The next section focused on the process. Jamie described how early in our VR work we ran into technical and visual alignment issues. For example, models reviewed and approved in Maya would look incorrect once inside Unity due to differences in lighting, shaders, or scale. This led to costly rework, especially on projects where accuracy was critical, such as medical visualisations.

We now approach pipeline planning with a structured methodology. This includes:

  • Documentation and storyboarding before any major build work
  • Prototyping user interaction flows before final content is created
  • Cross-tool validation between modeling software and Unity
  • Client-facing reviews that involve actual headset views, not just stills

We also listed five major pitfalls that affect many VR teams:

  • Starting without a plan or prototype
  • Overlooking motion comfort
  • Using too many disconnected tools
  • Leaving optimisation until the end
  • Failing to test with real users during development

Technical Workflow

Soheil took over to present the technical side of the talk. He began by explaining how VR development builds on game development principles but raises the stakes on performance. Smooth frame rates are not just desirable in VR, they are essential to the experience.

Soheil shared our technical toolkit and optimisation practices, including:

  • Reducing draw calls through static and dynamic batching
  • Using Level of Detail (LOD) models to reduce load on distant objects
  • Grouping textures into atlases to reduce material changes
  • Baking lighting where possible instead of using real-time
  • Monitoring CPU and GPU use with Unity’s built-in Profiler
  • Avoiding overly complex physics setups, rigidbodies, and unnecessary colliders

He also explained how Unity’s XR Interaction Toolkit helps us streamline input, interaction, and locomotion across headsets. The toolkit gives us reusable systems for grabbing, poking, hovering, and navigating, and it supports both hand tracking and controllers. This means we can build a core experience once, and then deploy it across Meta Quest, Apple Vision Pro, and PC VR with minimal changes.

Soheil highlighted how we balance mobile VR constraints with PC VR potential. For mobile-focused projects like those built for Quest, we prioritise texture resolution, shader simplicity, and physics limitations early in the asset pipeline.

Motion Sickness and User Comfort

We then returned to the topic of comfort. Everything we do, from design to code, has to consider motion sickness. We use fade-ins, pre-motion audio cues, smooth locomotion, and stable camera systems. We also onboard the player with a controlled warm-up interaction, where they can learn movement and input without stakes or urgency.

We have found that even experienced VR users benefit from clear pacing. For new users, it is essential. Comfort is not a bonus feature in VR. It is part of the core design.

Q&A and Audience Interaction

The audience Q&A brought great energy and thoughtful questions. Topics included:

  • Handling garbage collection and avoiding freezes
  • Using VFX without compromising performance
  • Building UI for non-gamer users in training contexts
  • Dealing with unclear or shifting client briefs
  • Teaching users through environment instead of overlays

We shared how we use small gestures and low-pressure interaction sequences to onboard users. For clients unfamiliar with VR, we often build interaction prototypes early to establish shared understanding. That prevents surprises later in production and helps refine expectations collaboratively.

Winding Down

After the final sessions of the day, we made our way down to the beach with a few of the other attendees. The Brighton seafront was the perfect place to wind down. We enjoyed a few drinks, watched the sun start to set, and shared stories about the day’s highlights. It was a relaxed and memorable way to close out the conference experience.

Later in the evening, we caught the train back to London, reflecting on everything we had seen, learned, and contributed.

Final Reflections

Being part of Develop:Brighton 2025 was a fantastic experience. The conference was full of great talks, honest conversations, and new connections. The energy throughout the day was positive and practical, with a strong sense of community among teams working on both commercial games and experimental projects.

We were grateful to have the chance to share what we have learned, and we came away inspired by how many others are exploring immersive technologies with care, creativity, and intent.

Thank you to everyone who attended our talk, asked questions, or stopped to chat afterward. And a big thank you to the Develop team for creating such a well-run, thoughtful event in a brilliant setting.

Click here to see further examples of VR training. Sliced Bread Animation can help enhance understanding, improve retention, and bridge knowledge gaps in audiences by translating complicated concepts into engaging VR training. Get in touch with us today and find out what Sliced Bread Animation can do for your organisation.

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