Schlagwort: developer conversations

  • Developer Conversations: Funding Insights from Gamedust

    Developer Conversations: Funding Insights from Gamedust

    Reading Time: 4 minutes

    Whether you are developing software for enterprise customers or games for consumers, securing investments for your VR project can be a daunting task. We’ve gathered insights from voices across the industry to learn how different studios and companies acquire funding to build VR content. In part four of this series, we talked with Jakub Matuszczak, COO of Gamedust about the specific challenges facing VR game developers.

    Gamedust was founded in 2015 as the VR division at Setapp, a Polish software studio. Since striking on their own in 2017, Gamedust has published hit titles such as Neverout, Overflight, Spuds Unearthed, and most recently, Yupitergrad.

     What was the top challenge you experienced related to funding your VR project and how did you overcome it?

    Our main challenge for Gamedust with Yupitergrad was to balance the cost of developing a high-quality video game with achieving projected sales results. The budgets of virtual reality games are not much different from other independent video game projects yet demand even greater skills regarding optimization and technical knowledge. However, the market for these games is significantly smaller. While making the decision to start the  Yupitergrad development funding from HTC Vive helped us a lot – they mitigated the risk of achieving break even with our own investment.

    What did you wish you knew when you first started developing VR solutions?

    That the market will be constantly changing and there won’t be any standard or “generation cycle” like in the traditional video games development. The market is very diversified, with multiple devices on the market, each with different standards. Also – the devices change rapidly – Gamedust started with Oculus Gear VR, only 5 years passed and now its successor – Oculus Go will no longer be supported. The market is constantly changing and new solutions emerge and go.

    What one piece of advice would you give to developers looking for investors/funders for their projects?

    For video games, the crucial point is to define and be aware of the USPs (unique selling points) of the project. Whether it’s core gameplay mechanics, stunning art style or replayability – each game needs to have defined business value which we could compare to other games on the market. For example, in Gamedust we knew that we have great movement mechanics and distinctive cell-shaded art style and retro-futuristic setting in Yupitergrad, but we also did the research of other VR puzzle platformers titles. Also – timeline, budget, and PnL including the risks for the project completion are very important for the investors. It shows that the developer learned his lesson while doing the research.

    Many developers face investors/funders/other stakeholders that are often concerned that VR projects won’t pay off. How were you able to secure buy-in from your key stakeholders?

    Gamedust is in a comfortable situation – our key stakeholders believe in the emerging market and love the thrills of the startup companies. They understand that being at the forefront of the revolution matters and also understand particularly the VR market very well. Apart from that, what helps a lot is that they are also avid fans and users of the technology. They understand that each of Gamedust games is an R&D project – there are no industry standards or good game design practices established for the VR video games – contrary to the products dedicated for the traditional PC and console video games market.

    What needs to be done to drive more awareness for VR gaming?

    In the case of video games, there are two ways. First – supply of more high-quality content designed with virtual reality technologies in mind – if there are games that are fun to play and available only on VR devices – users would be more eager to check the hardware – that’s our mission at Gamedust. Apart from that – education and accessibility – people must be aware that using VR is not “rocket science” technology. High – quality standalone headsets like Vive Focus Plus help a lot with such adoption.

    Why did you choose to create for the market you did?

    The market has extreme growth potential. As I’ve mentioned before, VR becomes more and more accessible and more mainstream. Other markets are well saturated and the virtual reality market will plummet soon, so being at the forefront of this revolution gives Gamedust a competitive advantage – with established pipelines, knowledge and good practices, and – most of all – high-quality games.

    Aside from funding, what other areas of support did you receive from Vive that were critical for bringing your content to market?

    Our developer relations team provided great support with initial idea verification. During the production of Yupitergrad we received a lot of feedback about the gameplay, visuals and overall project progress. Also, we discussed the scope and proper price point for the created content. Considering VR has almost no established practices – especially in terms of video games business models, receiving advice from platform holders on every step of development helped Gamedust to avoid some mistakes along the way. Having HTC Vive as a partner with insights about the market is an invaluable benefit – it could even help to correct initial assumptions made by the developer.

    Additional insights on securing funding can be found in our previous post from voices at HTC VIVE, Nanome and 3Data.

    Website: LINK

  • Developer Conversations: Funding Insights from 3Data

    Developer Conversations: Funding Insights from 3Data

    Reading Time: 3 minutes

    Securing funding for XR projects remains a key challenge for developers around the world. We recently shared best practices and general tips from HTC vice president, Pearly Chen, and from Keita Funakawa, COO of Nanome. In the spirit of collaboration and insights sharing, we went straight to the source to continue this important conversation.

    We sat down with Wallon Walusayi, Co-Founder & Chief Executive Officer at 3Data, a VIVE X company tapping into big data to help companies operate more efficiently. 3Data found traction in the synchronized view of all its real-time data through its Data Fusion platform, and starting in IT Operations and Security, the company’s technology has quickly proven to be valuable across multiple industries such as Logistics and Supply Chain, Cloud Operations, and IoT Management.

    According to Walusayi, aside from funding support, benefits of being a VIVE X company in bringing your content to market includes access to a team leading premium VR experiences, which has enabled 3Data to harness the full power of high-fidelity XR displays and push the limits of how businesses will interact and harmonize with data in a new and intuitive human-centric way.

     What was the top challenge you experienced related to funding your VR project and how did you overcome it?

    In a single word: education. More specifically, education on the ROI of the project. When fundraising for our WebXR project, we underestimated the amount of education that would be required to communicate the fundamental ROI from stereoscopic 3D visualizations, as well as the additional benefits of interactive immersive collaboration.

    What one piece of advice would you give to developers looking for investors/funders for their projects? 

    I would advise developers to focus on the ROI of their applications and the bottom-line impact for the business. XR is still very new and proof points are necessary to quantify the real value for end-users and encourage companies to adopt new XR technology. One thing I also wish I knew when I first started developing VR solutions was how important 2D cross-platform functionality is to bridge the gap for companies to adopt new XR technologies.

    Many developers face investors/funders/other stakeholders that are often concerned that VR projects won’t pay off. How were you able to secure buy-in from your key stakeholders?

    3Data was able to secure buy-in from our investors and early stakeholders through the relentless pursuit of product-market fit and early adopter customer testimonials. We developed our platform in correlation with customer feedback and proved our value through industry use cases. My advice is to develop a prototype, collect feedback, and quantify the value by iterating on your sales process.

    What needs to be done to drive more industry/vertical buy-in for VR solutions?

    While there are many factors to consider when thinking about industry buy-in and XR adoption, two important factors stand out. The first is lowering the barrier to entry for proof of concepts by creating easy ways for developers to integrate with existing IAM systems, such as Active Directory. Secondly, there needs to be a ubiquitous process for turnkey XR solutions for specific business units to easily pick up XR devices and immediately understand the use case and benefit.

    Stay tuned for more insights in upcoming developer Q&As and in the meantime, be sure to join us on our Developer Community Forums.

    Website: LINK

  • Developer Conversations: Funding Insights from Nanome

    Developer Conversations: Funding Insights from Nanome

    Reading Time: 4 minutes

    For game developers to those building enterprise applications, finding investors to back any VR project can be a real challenge. We recently shared best practices and general tips from HTC vice president, Pearly Chen, who works closely with the developer community through VIVE X and Viveport. In this ongoing developer series, we’re highlighting voices from the industry to share their experience in securing funding.

    This week, we interviewed Keita Funakawa, COO of Nanome, who shares the VIVE X company’s unique insights in the biopharma space. Nanome is a software platform for designing and simulating molecules in virtual reality. With Nanome, professional researchers and scientists can intuitively interact with their data in VR and gain ‘instantaneous’ insights about their data while sharing a common workspace with their colleagues. 

    What was the top challenge you experienced related to funding your VR project and how did you overcome it?

    When it comes to a specific challenge related to VR, it was mainly overcoming the niche/gaming stigma associated with VR. “There are not enough headsets sold,” “VR is only for gaming,” “you’re betting your users would want to put this bulky piece of hardware onto their face,” etc. were the typical comments we heard. As a software solution in the biopharma industry, we also had tremendous challenges selling to an industry that hasn’t fully embraced digital/software disruption as much as other industries. We were always faced with skepticism about market/user size or potential because there haven’t been as many comparable software solutions that have distributed biopharma industries.

    What did you wish you knew when you first started developing VR solutions?

    Biopharma IT networks are a nightmare. Since our users are handling/designing data that’s extremely sensitive (from an Intellectual Property perspective, not from a patient HIPPA compliance perspective), the security surrounding this data is very airtight and extremely cumbersome work with. As a result, we’ve spent much more time working around these hurdles than we initially expected. Additionally, many enterprise VR hardware solutions also do not take this into account, so letting our hardware partners know ahead of time of these hurdles could have alleviated some of the challenges we faced.

    What one piece of advice would you give to developers looking for investors/funders for their projects?

    The hype of the VR industry from 2016/2017 has diminished significantly, and as a result, investors are more reliant on KPIs such as revenue and engagement before investing. My advice is to become a self-sustaining business from revenue first. As NYU professor Scott Galloway puts it, “revenue drives businesses not burn.” It is much less stressful trying to fundraise when you are not concerned about runway and survival. Investors want to fund businesses that are about to thrive, not businesses just trying to survive. During meetings and pitches, investors definitely feel that lack of stress. They are attracted to that, and building a business around revenue first enables you to have these stressless interactions with excited investors, yielding a higher probability of getting funding.

    Many developers face investors/funders/other stakeholders that are often concerned that VR projects won’t pay off. How were you able to secure buy-in from your key stakeholders?

    I can only talk about our solution specifically, but we were solving a massive need for drug discovery scientists that happened to be extremely valuable for Work/learn from home and for COVID19 research. Scientists risked information loss when using non-collaborative 2D software solutions and were able to gain unique insights and value from a collaborative VR solution. This along made us a must-have than a nice to have. Then, as COVID19 started to spread, the risk for information loss for such a critical global crisis was too massive to ignore. On top of that, these scientists could no longer meet in person and rely on non-collaborative solutions to do their research. The same value propositions were also shared among our basic chemistry educators/students and academic research users in over 250 universities and institutions worldwide.

    What needs to be done to drive more industry/vertical buy-in for VR solutions?

    VR hardware: decrease bulkiness, cost, IT, and hardware requirements. Better input (such as enabling typing on a keyboard)

    Software: more general computing apps that we see in our main computing interfaces accessible and better in VR. I.e. Apps like email, Slack, excel, word, web browsing not only need to be available and used in VR, but also have a significant value add/improvement in VR such that VR becomes more of the main computing interface for everyone.

    This will allow specialized apps like ours to integrate within the everyday life of our users more seamlessly. Right now, although our users use Nanome almost everyday, it’s practically a ‘special event’ for our scientists to set up a headset and use Nanome. Ideally, and we think this is only a matter of time, we want scientists to switch over to Nanome whenever they need to use it like another app on their smartphones

    Why did you choose to create for the market you did?

    Science is fundamentally collaborative and in 3D or higher dimensions. Limiting science to a non-collaborative 2D monitor severely limits the insights, and discoveries scientists could be making. Nanome is the frontier interface and collaboration software for science, starting with molecular data.

    Aside from funding, what other areas of support did you receive from Vive X that were critical for brining your content to market?

    Vive’s initiative to focus on enterprise has been an enormous help for us since enterprise is most of our business. Top pharma companies found out about VR through purchasing a Vive, which led to discovering Nanome.

    Website: LINK