Horror has always been a sit back and watch or play-passive experience for audiences, now VR has taken that terror to new heights with fully immersive, visceral, interactive experiences. When VRWERX set out to develop 'Paranormal Activity: The Lost Soul' they knew that they wanted to create a game that was scary as hell, but how would people react to this next-gen horror? After thousands of hours of R&D and game testing they were able to create a delicate but intense balance of story, gameplay, and terror.Co-Managing Partner and Co-Creative Director Russell Naftal will be speaking about the challenges of finding that balance and the techniques used to achieve it. He will cover a number of marketing and distribution topics including benefits of early access, the importance of experiential marketing, and consumer engagement. He will also cover a number of development topics including character AI, eye/head/body tracking, scare levels, locomotion, optimization for multi-platform development, randomization system, inventory/HUD, the inflated importance of Easter eggs, utilization of spatial audio, and more.