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  • Viveport holiday picks for 2017

    Viveport holiday picks for 2017

    Reading Time: 4 minutes

    Whether you’re experiencing VR for the first time or looking for new titles to check out, we’ve got some holiday picks for you – sourced from our very own Viveport staff. Think of these as personal picks from people who know best!

    Available now in Viveport Subscription

    Thomas’ pick, and here’s why: With Vive Trackers coming out this December, I have to experience the full body tracking in Island 359. There’s something equally terrifying and exciting being dropped on a remote island with dinosaurs, but I’ll feel better defended with my two feet in VR with me. I hear Raptors are terrified of a roundhouse kick.

    Front Defense Heroes

    Available now on Viveport, and in Viveport Subscription

    Tommy’s pick, and here’s why: I’m excited to band together and against my coworkers! The multi-player aspect of Front Defense Heroes ensures that the experience is always fresh and exciting and emphasizes teamwork as much as smack talk. With multiple maps and three distinct game modes, this game will keep anyone occupied during the break!

    Available now on Viveport, and in Viveport Subscription

    Ylva’s pick, and here’s why: Over the holidays, me and my daughters will play Fantastic Contraption and compete in who can create the most surreal machines and best solve the puzzles. It is pure fun – both to play and to watch others play. A perfect holiday game for the family.

    Available now on Viveport, and in Viveport Subscription

    Shubham’s pick, and here’s why: I’m very excited to hear the old radio broadcasts, John F. Kennedy speeches, and astronaut’s conversations on this iconic moon landing journey. Apollo 11 was one of the most iconic events in modern history so to get a chanced to be immersed in it is a awesome. Will be fun to explore the moon and then get to explore presents this holiday season with my family!

    Available now on Viveport

    Jenna’s pick, and here’s why: I have never quite felt such a sense of peace and perspective as when I experience Earthlight. No other VR app has captured that authentic sense of scale, of what it means to not only work on the grandeur of the International Space Station, but also to capture the marvel of looking upon the Earth from that perspective. Whether I’m performing a task to maintain my galactic home or just virtually drifting in space, this collaboration with NASA is a beautiful, engaging and realistic escape that only VR can make possible.

    Available now in Viveport Subscription

    Angela’s pick, and here’s why: Happy Drummer is one of my favorite titles on Viveport subscription. It is a fun, entertaining, light-hearted musical masterpiece that everyone can enjoy – no matter your age. I’ve always been a huge fan of games that involved music, rhythm, and creativity but could never get the full, immersed experience as I can now, in virtual reality. I am able to feel the vibration of the drums as I attempt to pass each challenge and physically see the notes coming at me, which is way more captivating than staring at a 2D screen. One of my favorite things about this title, is that one second, I’m grooving to this awesome beat in front of me, then I’m prompted to turn around and the beat and style switches on me! I cannot get enough of Happy Drummer, definitely something I will be jamming to this holiday season.

    Available on Viveport and in Viveport Subscription

    Stephen’s pick, and here’s why: I’m addicted to this retro-arcade game. It’s like classic 1980s arcade games, but you’re standing inside the graphics instead of looking at them in a cabinet. I love playing all of the game modes but Smash is probably my favorite. And even better there are multiplayer modes now to let me compete with fellow ‘Smashers’ over the internet!

    Super Puzzle Galaxy

    Pre-order now on Steam

    Paige’s pick, and here’s why: It’s like Mouse Trap on Saturn! Super Puzzle Galaxy calls upon your creative problem solving skills as you vie to make the fastest pathway to the goal and rule the leaderboards. I love the ability to create my own levels and share them with the Vive community.

    Pre-order now on Steam

    Tommy’s (other) pick and here’s why: Fallout 4 VR is the game for me! Fallout 4 was one of the best games in the last few years so of course I’m excited to be fully immersed in the world of Fallout for VR – roaming the Wasteland will be so intense.

    Available from December 11th on

    Chris’ pick, and here’s why: I absolutely cannot wait to “swim with the sharks” in Operation Apex!  This underwater learning adventure is perfect for the whole family: dive among the fish & other sea creatures in gorgeous ocean settings, uncover the mysteries of our precious ocean ecosystem, and swim face-to-face with sharks – including the mysterious Great White Shark — all from the comfort of your own home just in time for the holidays.


    What are your holiday picks for VR? Talk about them in our Community Forums!

    Website: LINK

  • Smashing all the things with VRobot

    Smashing all the things with VRobot

    Reading Time: 4 minutes

    Hello Oleg! To start off, tell us what your role is in making VRobot?

    As CEO of Luden.io, my role lies in protecting developers and fun gameplay from boring ideas. I spend my time programming as well as building communications with media and partners like Viveport.

    What’s the origin of VRobot – you created a version at a Game Jam, correct?

    Yeah, that is very funny story. At Luden.io we are making games which are providing some useful knowledge to the player, inspire him to learn something new, like, for example, microbiology, neuroscience or machine learning. Therefore, after InMind 2‘s release (available on Viveport) we were looking for an idea for a new game in the city-building genre, and then Epic Mega Jam 2016 happened. We just allowed players to grab the buildings and smash them. After that, community became crazy; they just forced us to make a game!

    VRobot

    After that first version, how long did you plan to work on development?

    We generally like to finish with basic gameplay in a few months, polish stuff for four months and enter Early Access so that we can start working with our community. However, life had other plans for us, because right after the Jam (in November) we have learnt that we got invited to GDC in the showcase area (end of February). We needed a stable build for the press at the end of February. We had to roll our sleeves up and code it somehow. After that, entering Early Access on Steam did not seem hard to us.

    As a giant robot, what can you do in the world of VRobot?

    To be completely honest – everything crazy that comes to your mind. At least this is what we want. The game’s story is that there is something that happened with tech on Earth and as a result, robots and drones came to power and humans had to escape their home planet to an orbital station. Now they have sent a giant robot to Earth so that he could drive small robots away from the planet and give people their home back.

    Everyone knows that the best tools to fulfill this task are a Lightning Hammer, Transformer Sword, Tornado Gun, Tractor Beam and Bare Robot Hands!

    Right now, we are actively working on multiplayer and a certain game mode, where the player will meet a powerful resistance from the other robots. It won’t be easy to win, and even more destruction will take place.

    VRobot

    You’re not the first developer to go with a giant robot theme. What makes VRobot different from the competition?

    Visual style and fun weapons are what the players like the most about our game. Usually, games about robots are full of violence, which we do not love at all. This is why the huge robot in our game is used for good and helps people.

    Tell us about your development process. You’re involving the VR community in a way that most developers don’t do.

    We have always loved it when the development process is crystal clear for everyone. Same as with VRobot, we are organizing streams from our office, come close to the developers and ask them “what are you doing right now? what will it grow into?”. What is more, you can always write to us and receive an answer from a developer, not a separate community manager. Moreover, we have an open roadmap of development, which can be seen in Trello by anyone who wants to see it – and vote for the feature he/she wants to see in the game.

    What’s the craziest suggestion you’ve been given so far?

    I think it is the door. We did not know how to make an exit to the main menu from the game level. The suggestion was to put a giant door in the city. And let the player take it and hold it in his fist. Then, after 5 seconds, you are being transferred to the main menu. We wrote “Hold the door” on the door. Game of Thrones lovers will get the joke!

    VRobot

    Tell us about your planned future features for VRobot.

    For today, our main goal is to make the player interested in the game after 2 hours of gameplay. This is why we spend a lot of time to develop the arena mode. You will be able to play there on your own or in multiplayer. To be honest, we were very scared to start making this mode, because it requires a huge amount of work. Now, when we have such an awesome community behind our backs, we have become brave enough and “broke bad”.

    Any other VR projects in the pipeline?

    Oh yeah, and we will talk about them to our precious community soon (sign up for our newsletter!). For now all we can tell is that the release of new VR headset from HTC, VIVE Focus, has solved one game design issue, which made us lay a great idea aside for 3 years already.

    Any last words?

    I would like to thank Luden.io community and development team, it is still hard for me to believe that such great people have gathered together in one certain place.


    VRobot is available now in Viveport Subscription.

    Website: LINK

  • Test your astro-mechanic skills in Star Wars: Droid Repair Bay

    Test your astro-mechanic skills in Star Wars: Droid Repair Bay

    Reading Time: < 1 minute

    With Star Wars™: The Last Jedi™ a handful of days away (in theaters December 15th!) we’re excited to present Star Wars™: Droid Repair Bay – Astro-Mechanic for the Resistance on Viveport.

    Created by Lucasfilm’s ILMxLAB (who previously developed Star Wars: Trials on Tatooine) and powered by Nissan, this is the official virtual reality story connected to Star Wars: The Last Jedi.

    Star Wars: Droid Repair Bay

    Set aboard the ship of General Leia Organa, you’re in the droid repair bay with a daunting task: fixing up BB-8 and his astromech droid friends, who are desperately needed in the ongoing battle against the First Order. You’ll need to open up these droids, make sure they’re in working order and get them rolling!


    Star Wars: Droid Repair Bay – Astro-Mechanic for the Resistance is available now on Viveport and Steam.


    Website: LINK

  • Nobel Prize and HTC Vive Partner To Debut The First VR Experience For The 2017 Nobel Prize

    Nobel Prize and HTC Vive Partner To Debut The First VR Experience For The 2017 Nobel Prize

    Reading Time: 2 minutes

    Stockholm, SwedenDecember 5, 2017 – During the Nobel Week when the Nobel Laureates come to Stockholm and Oslo, HTC VIVE™ and Nobel Media announced a partnership to create the first virtual reality experience for the Nobel Prize in Physiology or Medicine. The VR experience “The Circadian Rhythm” takes viewers on a journey into the cellular level of the human body, where they are able to learn about and interact with our biological clock to gain a greater understanding of its inner workings. This truly unique VR experience showcases the contributions of Nobel Laureates and explains how plants, animals and humans adapt their biological rhythm so that it is synchronized with the Earth’s revolutions.

    The Nobel Prize is based on recognizing great contributions to humanity, and the receivers of the Nobel Prize are among those who have advanced our knowledge of the universe and our bodies.    Nobel Media and HTC Vive are creating the virtual reality experience to visualize the 2017 Nobel Prize in Physiology or Medicine awarded to Jeffrey C. Hall, Michael Rosbash and Michael W. Young for their discoveries of molecular mechanisms controlling the circadian rhythm. The experience will be shown for the first time during the Nobel Week while the full free experience will be available globally on Viveport and at the Nobel Museum starting in 2018.

    “Together, with HTC Vive, we are creating unique VR experiences that showcase important moments and lessons that the world can benefit from,” said Mattias, Fyrenius, CEO Nobel Media.  “’The Circadian Rhythm’ is another great testament to how emerging technologies like VR can provide an unparalleled experience and moment of learning.”

    “We believe that the mysteries of our physiology and the world of physics can best be explored when you experience the breakthrough achievements of Nobel Prize Laurates in VR – imagine being in a cell and see the biological clock at work or at the beginning of time when the Big Bang happens,” said Rikard Steiber, President, Viveport.

    This initiative with Nobel Media is the latest in HTC Vive’s effort to expand the world’s understanding of the impact VR can have in educating and engaging the public on the world around us. Vive recently launched Vive Arts, an initiative set to change the way the world creates and engages with the arts. Vive’s partnership with Nobel Media further demonstrates the power VR has in shaping the way we educate and appreciate important concepts.

    Website: LINK

  • Slice and dice in the Kingdom of Blades

    Slice and dice in the Kingdom of Blades

    Reading Time: 5 minutes

    Ready to slice and dice in the Three Kingdoms? Kingdom of Blades is now available on Viveport, so we caught up with Chesstar Studios to talk about their samurai slicer.

    Tell us about Kingdom of Blades!

    Kingdom of Blades is a fast-paced VR slicer game based around a cartoon rendition of the famous Three Kingdoms era in China. We wanted to take a lighter approach to the events around the Three Kingdoms era and went with a more comical arcade style. Both the stylized setting and room-scale tracking allow for a more precise and immersive take on sword-based gameplay.

    What would you say gave you the inspiration to make Kingdom of Blades?

    Based on our past experiences, we found that the slicing mechanic works really well in VR. In addition to fully utilizing the controllers and sub-millimeter tracking, the design of the controllers itself felt as if they were modeled by a swordsmith. Since there aren’t a lot of VR titles currently out there that focus on this particular type of playstyle, we decided to take the dive and try to make a full game based around this concept.

    Kingdom of Blades

    Is there something about the Three Kingdoms period that drew you in?

    We picked the Three Kingdoms for two main reasons. The first being that we are based in China and we felt confident in our ability to fully flesh out the potential of the Three Kingdoms instead of picking something we’ve never seen or heard of before. Secondly our initial main audience is heavily based in Asia, so we wanted to create an experience catered to what fans might be familiar with. Our first priority was to focus on gameplay, then build in an storyline that didn’t detract players from the core experience and mechanics.

    You have made VR games before. How was the making of Kingdom of Blades different from your previous titles?

    The main difference is definitely the scale of the game in question. With a project of this size, our coders, artists and testers have all had their work cut out for them. I don’t think there was a day on this project where we haven’t had to work overtime!

    Kingdom of Blades

    A lot of people might say that Kingdom of Blades is a lot like Fruit Ninja. What’s your reaction when people say that to you?

    We do get that comment a lot and I’d like to respond to it by saying, aside from the fact both games use slicing as a main gameplay mechanic, the rest is completely different. In Fruit Ninja each session is completely randomized, with all the different fruits and power-ups being based on a random algorithm. Our game however has specifically designed levels to try and teach the player while providing a fun experience at the same time. Not a single enemy is placed without careful thought and consideration which is the what makes Kingdom of Blades unique from Fruit Ninja. Also we have a sword that summons a meteor!

    What was the creative process like, coming up with all the different bosses, weapons, and abilities?

    When coming up with a new boss we first would look at his/her presence in the source material (Three Kingdoms). We try to make the characters semi-believable in the sense where those who are familiar with the stories can identify key features of a certain boss. As far as weapons and abilities go, we just try to come up with ideas that are fun to play around with. We take those ideas and demo them to select users. With their feedback we rework, adjust, or completely change a concept until it’s a balance between fun and useful for the player.

    Kingdom of Blades

    Is there a particular storyline fans of the Three Kingdom would recognize?

    Our artwork is heavily inspired by the Three Kingdoms stories. Without giving too much away, fans of the Three Kingdoms are sure to notice a few “surprises” if they observe their surroundings carefully. Also, like what I said before, we try to base our bosses around the canonical source material. For example, on of the bosses, YuanShu, is famously known as the Jade Emperor. We took that and gave him a host of Jade-related abilities players will have to face.

    You guys got the chance to show off the game at VDC 2017, are there any special moments you would like to share from that event?

    First off let me just say that it was am honor and a privilege, being able to showcase our game at the event. We would like to thank everyone on the Vive team for your wonderful support! Now, onto funny stories! My favorite moment would definitely be the time two girls walked up to demo our game. One was filming the other playing the game. She decided to use the Snake Spear and just started swing the controllers around like no tomorrow. I don’t think either of them fully understood what was happening at the time, but it was definitely entertaining to watch. When she finished the both started chatting excitedly about how fun it was, and that the other girl also wanted to try. Its moments like these where as a developer your heart just melts, seeing others enjoy your game so much. Definitely my favorite moment of the event!

    So, what’s next for Chesstar Studios? Plan on releasing more VR content?

    We definitely plan on supporting this game for the foreseeable future. It took a long time to make, we’re not going to leave it so soon. As for future content, who knows? Maybe we’ll take what we’ve learned here and try our hand at a different genre.


    Kingdom of Blades is available now on Viveport.

    Website: LINK

  • DreamWorks’ legendary VR experience – Voltron!

    DreamWorks’ legendary VR experience – Voltron!

    Reading Time: 5 minutes

    Sci-fi action series DreamWorks’ Voltron: Legendary Defender is set to continue for many seasons to come, so it’s a great time to expand their universe with a VR experience. We spoke to Lead Designer Dan Kingdom about DreamWorks Voltron VR Chronicles

    Hello there! Please introduce yourself to our audience of Voltron and VR fans.

    Hi there, my name is Dan Kingdom and I was the Lead Designer on DreamWorks Voltron VR Chronicles.
    I was responsible for overseeing all of the design aspects for the experience, from gameplay and puzzle design, to controls and presentation of the story in VR.

    In addition, I was also the creative designer, which gave me the great honor of working with the DreamWorks’ Voltron: Legendary Defender creative and production team. In this role, I was responsible for creating the story and writing the script for DreamWorks Voltron VR Chronicles.

    For anyone who might be new to Voltron, what’s the show about?

    The critically acclaimed Netflix original series DreamWorks’ Voltron: Legendary Defender reimagines one of the most popular fan-favorite shows of all time in a comedic action-packed show from executive producer Joaquim Dos Santos (The Legend of Korra, Avatar: The Last Airbender) and co-executive producer Lauren Montgomery (The Legend of Korra). Five unsuspecting teenagers, transported from Earth into the middle of a sprawling intergalactic war, become pilots for five robotic lions in the battle to protect the universe from evil. Only through the true power of teamwork can they unite to form the mighty warrior known as Voltron.

    In a nutshell, what sort of things can a Voltron fan expect to see/do in DreamWorks Voltron VR Chronicles?

    DreamWorks Voltron VR Chronicles was designed from the very beginning to be a cinematic experience, allowing you to feel as if you are standing inside an actual episode of the show, right alongside your favorite characters.

    This VR episode also features a collection of interactive moments, such as piloting the Blue Lion as you navigate asteroid fields and alien planet surfaces, solving devious puzzles, and performing physical actions.

    If you’re a Voltron fan and have always dreamt of living out your fantasies from inside the show, DreamWorks Voltron VR Chronicles is our best effort to help you realize that dream!

    DreamWorks Voltron VR Chronicles

    VR Chronicles certainly looks like the Voltron TV show. Did you use assets directly from the animation team, or did you recreate things?

    Aside from Voltron itself and the five Lions (which were modified from the show models for VR) all of the remaining assets you see in DreamWorks Voltron VR Chronicles were built by our very talented team of artists and modelers, who took great care to make sure that all of the visuals felt as close to the show as possible.

    Everyone on the team who worked on the project is a massive Voltron fan, which I think is clear when you compare the VR experience to DreamWorks’ Voltron: Legendary Defender. From visuals, to animation and dialogue, we wanted to make this the best Voltron experience possible.

    Did you work with the original voice cast? If so, who will we hear from?

    Right from the start, we knew that we wanted to get everyone from DreamWorks’ Voltron: Legendary Defender involved with the VR experience, and luckily for us DreamWorks said ‘Yes’.

    So that means all of your favorite characters are going to sound just like they do on the show, from all of the five Paladins (Lance, Keith, Pidge, Shiro and Hunk) to Princess Allura and Coran, and even the villainous Haggar and Zarkon (and trust me when I say, you haven’t experienced the indomitable presence of Zarkon till he’s looming over you in VR).

    DreamWorks Voltron VR Chronicles

    If you’re a fan of the TV show, will you find any ‘Easter Eggs’ or references that casual fans might miss? Does it relate to any plotlines or characters from the show?

    DreamWorks Voltron VR Chronicles is set loosely in the second season of DreamWorks’ Voltron: Legendary Defender, and acts as a side story for all of our characters. We don’t reference any major plotlines from the show itself, so even if you’ve never watched an episode of the show, you can jump in and enjoy it.

    However, if you really know your Voltron lore, then there are some very deliberate character moments and dialogue that you should be able to pick up on, along with a brief character cameo from the show.

    We’ve also gone to great lengths to recreate as many of the small visual details as possible from the iconic locations, so whether you’re standing inside the Blue Lion cockpit or on the bridge of the Castle of Lions, there’s always something to see no matter where you look.

    Voltron originated in the 1980s, when VR technology like we have now was (almost) purely science fiction. How does it feel to present a futuristic show like Voltron in a ‘sci-fi medium’?

    Quite simply, Voltron is a perfect source of material for VR, and has allowed us to really showcase what the medium can offer.

    Standing next to a gigantic, robotic lion (not to mention Voltron itself) for the first time is quite simply AMAZING, and the visual style of the show has transitioned almost seamlessly over into the experience, creating visuals that really pop with incredible color and depth.

    The show has also given us leeway to feature a diverse selection of visually striking sci-fi environments, allowing our artists to really flex their creative muscles with alien worlds and dramatic space battle vistas.

    DreamWorks' Voltron VR Chronicles

    Finally, is it required that players supply their own ‘pew pew’ noises (as in the trailer above) or is that optional?

    While it is not required (Lance handles the ‘Pew Pew’ quite admirably, after all) we have found in testing that it is extremely rare for people playing not to ‘Pew Pew’ as they blast Galra fighters out of the air as they pilot the Blue Lion!

    Thanks for talking with us, Dan!


    DreamWorks Voltron VR Chronicles is available on Viveport.

    Website: LINK

  • Developing for the Vive Tracker with the VRUnicorns

    Developing for the Vive Tracker with the VRUnicorns

    Reading Time: 6 minutes

    With Vive Trackers and the Racket Sports Set becoming available soon, we chatted with the mystical developers at VRUnicorns, who are bringing compatibility with the new accessories to their hashtagged VR titles.

    Being “game jammers by heart” our questions were answered by Horatiu Roman (Chief Technical Unicorn), and Julie Heyde (#ChickenBitch) of VRUnicorns.

    For those who aren’t familiar, tell us a little about you, and your projects over at VR Unicorns!

    We’ve been creating VR games since Julie stole an Oculus DK1 from the Copenhagen Unity office back in spring 2013, but our worlds were changed when we received the Vive in summer 2015. We are game jammers by heart and started jamming out various crazy semi realistic sports games although we were supposed to work on a Norse mythology horror game called RagnarokVR.

    One day Horatiu made the very first version of #SelfieTennis, and it was so fun to play that we cancelled RagnarokVR. We started working on #SkiJump around the same time and then later teamed up with The Swedish part of VRUnicorns on #Archery. When Julie was high on steroids last year she came up with the idea for #Utopia and suddenly we had 4 games in development.

    Okay, what’s the deal with all the hashtags.

    #-tagging everything started as a joke as Julie really hates hashtags. So it’s more of a pun-on-pun than anything else, but now we are stuck with hashtags. Forever.

    While we’re talking about existing projects, how did you come up with the ideas for these games?

    #SelfieTennis was seeded when Horatiu, Milan and Julie had a late night idea jamming in the office and Milan came up with the idea of playing tennis with yourself. So Horatiu decided to jam up a game called #SelfieTennis the next day and asked Julie if she wanted to play tennis with herself and she was game. About a week later we dropped the game we had been working on for 2+ years and then went all in on semi-realistic sports games and they are so much fun!

    #SelfieTennis

    #Archery started at a Vive Jam in Copenhagen that Julie was part of organizing. Max brought Jakob with him to Copenhagen from Stockholm (where Max and Julie had hosted another Vive Jam a few months prior and Jakob and Julie met for the first time). Jakob and Max worked on a game called Pizzahood where you made pizzas with bow and arrow and Julie loved it. A few months later Jakob and Max joined VRUnicorns and Julie forced them to rename the game #Archery. #Archery will launch just before Xmas 2017.

    #SkiJump started back in 2015 around the time of #SelfieTennis as Thorsten S. Wiedemann (organizer of A MAZE Festival) came to Copenhagen to visit us. So Julie asked Horatiu if we could make a surprise for Thorsten as he used to be a professional ski jumper. Thorsten loved it and worked on it for a bit with us and we have promised him to release it SOON.

    #Utopia was an idea forming in Julie’s head when she was very sick with sarcoidosis and floating around on her back in a kayak in the ocean in Danish Winter high on steroids. She discussed the idea with Mauro and then somehow convinced Rami and Horatiu that we should make a version of #Utopia ready for GDC 2017. They said yes for odd reasons, but partially just because they were happy to have her back to work. And on steroids. We have no idea when #Utopia will release, but Julie wants to upload her soul to it and dispose her body. One day.

    Let’s talk about the Vive Tracker! Did you find it easy to add Vive Tracker into your existing VR development setup?

    We have already used the trackers for quite a while in #SkiJump with the animation system that Horatiu has created. We basically have a mocap system based on the trackers and recording directly in Unity, so don’t need to hand animate our characters. We were working on #SkiJump the day we received the racket tracker, so we decided to add a ponycorn to the tracker and jump around on #MountPony and shoot with bow & arrow. The implementation took a few minutes and then we were testing. The following days we jumped back to #SelfieTennis and upgraded it to the latest Unity version and then we added the Ponycorn to the tracker, so you can jump around the court with the tracker between your legs while using tools in both your hands – or just play tennis, but get all the tricky balls you play yourself easier than when standing still.

    #SelfieTennis

    How about adjusting your code – was it easy to integrate?

    The racket tracker was very easy to integrate and we have added new features to #SelfieTennis so the gameplay is hella fun with the racket tracker. The best thing about the racket tracker is its limitation: it has no buttons, therefore designing around that makes for more interesting ideas of what you can do in the game – everything that happens is more automatic and you just play and hit stuff. 

    Are there any ‘dream projects’ you now realize you can create with the Vive Tracker?

    One of our main dreams has already come true in terms of animating our characters with the trackers and our own bodies instead of spending hours animating in a 3D tool. This is also very beneficial for Julie as she gets a lot of pain working on a computer due to her condition whereas spending time in the Vive moving around works as an instant pain relief. So suddenly game development is not so damaging to her body and she can work for much longer on a daily basis.

    Once we got our hands on the trackers we had many ideas for their use, since we’ve already worked with alternative controllers for games. Horatiu is a piano and guitar player and he has been experimenting with bringing musical instruments in VR for a while, and the trackers are making this easier than ever. Another prototype we played with is a hammock game where the player is on a real hammock, while in VR, and has to shake the hammock to get clowns to fall off the ropes before they get too close… And when we got our hands on the racket tracker, we mostly had ideas for it that had nothing to do with tennis: use it as a giant spoon, a paddle for #SelfieKayaking, a wrench or a suitcase (if you hold it from the opposite end…). And of course as a #Ponycorn.

    What most surprised you about using the Tracker? What was an unexpected bonus, if anything?

    We have always loved the Vive and the overall tracking system with the base stations, but we were still happily surprised about how well the trackers work and how accurate they are. The trackers are a blast to work with and we are using them daily during development.

    Do you think the future of VR is in full-body tracking, or is that not necessary for a truly immersive experience?

    We are currently mainly using the trackers during development of our games, but we do a lot of tests on players and we see how much they love the animation system and bringing characters to life with their own movements in VR. We can definitely see a future of full body tracking in VR and we have already created a variety of locomotion mechanics over the years where trackers can work as a huge add-on.

    Thanks for talking with us, VRUnicorns!


    #SelfieTennis and #Archery are available in Viveport Subscription. The Racket Sports Set, including a Vive Tracker and handles for tennis and ping-pong, will be available in December. More details here.

    Website: LINK

  • Winners of “HP Mars Home Planet” Conceptual Design Phase Announced

    Winners of “HP Mars Home Planet” Conceptual Design Phase Announced

    Reading Time: 4 minutes

    Life on Mars is one step closer to ‘virtual’ reality as nine winners have been announced at Autodesk University Las Vegas 2017, for the first phase of HP Mars Home Planet – a global project pairing co-creation on the Launch Forth platform with virtual reality (VR) to simulate a utopian civilization of one million people on Mars.

    From buildings, vehicles, farms and clothing, this co-creation project of professional architects, engineers, designers and artists from around the world explores how one million humans could thrive on the Red Planet given its climate and atmospheric challenges.

    HP Mars Home Planet runs on Launch Forth, a product design platform powered by a robust co-creation community of 120,000 designers, engineers and solvers. This community-powered platform allows people everywhere to collaborate on ideas, solve problems and create solutions for challenges, both big and small, using open innovation to accelerate the product development process.

    HP Mars Home Planet launched as a three-phase, yearlong project in August when HP Inc., NVIDIA®  and Launch Forth teamed up with Autodesk, Epic Unreal EngineFusion, HTC Vive, Microsoft and Technicolor.

    In the first phase of Mars Home Planet, participants submitted conceptual designs for the buildings, vehicles, smart cities, and transportation systems that will support one million humans in an area of Mars called ‘Mars Valley’. The challenge was so popular, it broke Launch Forth’s record of 34,000 participants and close to 500 entries in around two months.

    The winners, who, will be awarded $38,080 in total prizes, were determined by public voting and an illustrious panel of judges, including:

    • Dr. Robert Zubrin, President of Mars Society
    • Daniel Libeskind, Architect
    • Dr. Sanjay Vijendran, Mars Mission, European Space Agency
    • Andrew Anagnost, CEO of Autodesk
    • Chris deFaria, President of DreamWorks Animation Group
    • Ryan Church, Concept Artist and former Star Wars Art Director
    • Android Jones, Conceptual Artist
    • Stacy Wolf, VP of Industrial Design, HP
    • Jay Rogers, CEO of Local Motors

    The winners are:

    Infrastructure 1: Kenny Levick (United States), Mars-Genesis & Mawrth-Integra: Interplanetary Design

    Infrastructure 2: Kadek Wicaksana (Indonesia), Mars Colony 1.0

    Transportation 1: Xabier Albizu (Spain), MARS M. U. V (Multi Utility Vehicle)

    Transportation 2: Justin Carlo Punay (Philippines), Mars General Utility Vehicle 

    Innovation of Architecture: Jesús Velazco (Venezuela), Solar Powered Colony

    Innovation in Design: Jorge Moreno Fierro (Columbia), Bio System

    Innovation in Engineering: Yih Foo Looi (Malaysia), Living Environments from Hostile Wastes

    Innovation in Engineering– Special Acknowledgement: Jose Daniel Garcia Espinel (Spain), Metropolis First City on Mars

    Innovation in Science: Lake Matthew Team (United States), Artificial Geomagnetic Field to Protect a Crewed Mars Facility from Cosmic Rays

    Phase two of HP Mars Home Planet, the 3D Modeling Competition, opens for submissions today. Participants are being asked to use Autodesk software to create 3D models of buildings, city infrastructure, vehicles, sports stadiums, city parks, schools, furniture, and anything else that might be found in a utopian Martian human civilization of one million humans. Participants will be inspired by the phase one conceptual design winners, but they are free to use their imagination and create whatever they desire. Submissions close February 25, 2018.

    With creative and technical leadership from Technicolor, co-creators will bring the winning 3D models into the Unreal Engine to create a VR simulation of what life on Mars could be like for one million people. The environment will build on Mars Valley terrain from Fusion’s “Mars 2030” game, which is based on NASA Mars research and high resolution photography.

    The entire project looks to a time in the future where there are families and communities living a utopian lifestyle on Mars. The goal of the project is to engage creative thinkers to solve some of the challenges of urbanization on the Red Planet. Ultimately, through the VR experience, people here on Earth will be able to experience what life on Mars might be like.

    For more information about the winning concepts, and to join the 3D Modeling Challenge visit http://launchforth.io/hpmars.

    Website: LINK

  • VIVE Tracker Bundles Up In Time For The Holidays

    VIVE Tracker Bundles Up In Time For The Holidays

    Reading Time: 3 minutes

    It’s been a great year for Vive Tracker and we’re consistently impressed by the way the developer community has integrated Tracker into their experiences, prototypes and arcades. From MarioKart VR, to full body tracking, to the first VR keyboard, Vive Tracker enables new types of VR projects quickly and affordably.

    But that’s just for developers and businesses. Starting today, we’ve got our first line of Tracker peripherals and accessories for Vive users at home.

    The first Vive Tracker accessory bundles are available for pre-order today with expected arrival dates of mid-December (just in time for the holidays).

    • Hyper Blaster with Duck Season
    • Racket Sports Set with Virtual Sports

    A third partner bundle featuring straps to enable full body tracking, is available for purchase today.

    • Rebuff Reality’s TrackStrap with Redfoot Bluefoot Dancing

    Note, the Rebuff bundle does not ship with a Vive Tracker so you’ll need to order directly from Vive.com 

    Hyper Blaster

    The Hyper Blaster brings a retro light gun to VR for the first time. When paired with Vive Tracker, the Hyper Blaster serves as both a gun and motion controller in integrated games such as Duck Season, Arizona Sunshine, The American Dream VR, Operation Warcade, TacticalAR, and Practisim VR. The Hyper Blaster will be sold exclusively through Amazon and includes Duck Season as a pack-in title, and one Vive Tracker, all for $149.99. Duck Season, by Stress Level Zero, is a throwback to the golden age of 1980’s gaming and movies with a hint of horror in a Spielburgian universe. Unique to Duck Season, the Blaster is virtually represented within the game world.

    In addition to the six titles integrated at launch, Vive is working with 10 additional developers to integrate the Blaster by Q1.

    Racket Sports Set

    Custom-molded and weighted to feel like real paddles and rackets, the Racket Sports Set is packaged for both Ping Pong and Tennis games.  Connected via a simple screw, the handles are integrated with five titles. The set will sell for $149.99 and includes both Ping Pong and Tennis handles, a Vive Tracker and a pack-in redemption code for Virtual Sports.  Pre-orders are available today via Amazon, Abt Electronics, BH Photo, Fry’s, Gamestop, Micro Center and NewEgg with additional retailers expected.

    In addition to Virtual Sports, the Racket Sports Set is integrated with four titles today and expect an additional six by end of year.

    TrackStrap

    The Vive Tracker takes SteamVR tracking to another level of accuracy, easily adding feet, wrist, hip or leg tracking movement to VR experiences.

    Rebuff Reality is selling TrackStrap, which easily attaches Vive Trackers to your feet and other body parts to enable full body tracking. A pair of TrackStraps is available now for $24.99 via rebuffreality.com and includes a pack-in redemption code for Redfoot Bluefoot Dancing on Steam, inspired by Dance Dance Revolution (DDR) and Audioshield.

    Dozens of developers have integrated body tracking into their experiences, including CloudGate Studios’ Island 359, which today launched a “Virtual Self” update that uses Vive Trackers for full body tracking and movement.

    Additional compatible titles include Climbey, Holodance, High Fidelity and more.

    Website: LINK

  • A Cornucopia of VIVE Black Friday Deals 

    A Cornucopia of VIVE Black Friday Deals 

    Reading Time: 2 minutes

    Before the year’s most delicious holiday takes place, we want to share our exciting Black Friday deals across VIVE and VIVEPORT.

    Customers who purchase a Vive between Friday, November 24th at 12:00am ET through Monday, November 27th at 11:59pm PT will receive a Deluxe Audio Strap with the purchase of their Vive in addition to the current Fallout 4 VR bundle. For $599 each customer will get the Vive headset and all the necessary hardware and software to set up room-scale VR as well as a Deluxe Audio Strap ($99.99 value), a copy of Google Tilt Brush, a free trial to Viveport Subscription, and a redemption code for Fallout 4 VR ($59.99 value) which launches on December 12, 2017.

    With its integrated headphones, plush padding, and easy adjustment dial, the Deluxe Audio Strap provides additional comfort and when using Vive. Once you’ve received your Deluxe Audio Strap you only need a couple of minutes to install it on your new Vive.

    This Black Friday and Cyber Monday deal will be available online and in all retail locations where Vive is sold. To find a location to purchase Vive near you, click here or head to vive.com.

    VIVEPORT

    Viveport will also be taking part in this year’s Black Friday deals, by offering discounted pre-paid subscription packages for Viveport Subscription and big discounts on titles from Vive Studios.  The Viveport deals will start on Wednesday Nov 22 and end on Monday Nov 27.

    This promotion offers the best time to become a Viveport Subscriber. Viveport subscription is the best way to experience virtual reality from a specially curated collection of apps and games, from $6.99 per month. With your Viveport Subscription, you can experience up to five apps or games every month. Simply download and play!

    Viveport Subscription will see huge savings on pre-purchased plans:  

    ·         3-month subscription  Select 15 Apps for just $12.99 (35% savings) 

    ·         6-month subscription – Select 30 Apps for just $19.99 (50% savings) 

    ·         12-month subscription – Select 60 Apps for just $29.99 (63% savings) 

    With up to 75% off, Vive studios titles will also see big discounts on a wide-range of VR content titles, such as Virtual Sports, Arcade Saga, Remembering Pearl Harbor, Front Defense, Jams Studio, Amazon Odyssey & True Scale. Head to Viveport.com to see the full list of discounted content titles. 

    Also, when you buy or subscribe on Viveport, we will give 100% of all profits back to our developers this holiday season.

    *$599 HTC VIVE + Deluxe Audio Strap + Fallout 4 bundle is for North American markets only. More details on the European markets will be announced shortly. Stay tuned to our blog for more details.

    Website: LINK

  • Vive Studios Announces Super Puzzle Galaxy and Front Defense: Heroes, Two New First-Party Titles for HTC Vive

    Vive Studios Announces Super Puzzle Galaxy and Front Defense: Heroes, Two New First-Party Titles for HTC Vive

    Reading Time: 3 minutes

    Fantahorn Studios and 2 Bears Studio develop their second titles for Vive Studios, emphasizing multiplayer and user-generated content

    Vive Studios today announced two new first-party titles coming to Vive in early December 2017. After releasing popular games this past year, 2 Bears Studio (Arcade Saga) and Fantahorn Studios (Front Defense) have developed their second titles for Vive Studios as the content development initiative approaches its one year anniversary. 2 Bears Studio’s Super Puzzle Galaxy, a physics-based puzzle game, and Fantahorn’s Front Defense: Heroes, a multiplayer WWII shooter, will be available for purchase in time for the holidays.

    “We are excited to showcase the best of room-scale VR gaming as we approach Vive Studios’ one year anniversary,” said Joel Breton, Vice President of Vive Studios. “Super Puzzle Galaxy unleashes mind-bending puzzles and empowers creativity with user-generated tools for creating and sharing your own puzzles. Front Defense: Heroes, builds on one of the most successful games from Vive Studios and delivers a compelling multiplayer experience. The team at Fantahorn has created an innovative VR movement system that we are calling “V-Move”.  We think that players are going to absolutely love this new movement method that allows for concise and compelling multiplayer gameplay in VR.”

    Super Puzzle Galaxy

    2 Bears Studio, the developer behind Vive Studio’s debut title Arcade Saga, is announcing their new title Super Puzzle Galaxy to be made available in mid-December. Set on an intergalactic planet, players manipulate the world’s terrain to solve physics-based puzzles. By pushing, pulling, and manipulating sand and other objects, players vie to create the fastest pathways and unlock new ball abilities. At launch, the game will feature leaderboards and 48 pre-built puzzles with more to follow post-launch. In addition, Super Puzzle Galaxy allows users to create their own puzzles with an in-game editor which they can then share with the community to play. Super Puzzle Galaxy will be available early December on Steam for $9.99 and for a limited time the new title will have a launch discount of 75% off.

    Super Puzzle Galaxy was born out of a passion for creating compelling and engaging VR content for the whole family that challenges the player’s problem solving and creative abilities,” said David Sapienza, Executive Producer of 2 Bears Studio “Adding user-generated content was a core tenet of creating something that empowers the community, and Super Puzzle Galaxy delivers a unique room-scale VR experience.  We’re excited to see the levels and Rube Goldberg contraptions the community is able to come up with.”

    Front Defense: Heroes

    Fantahorn Studios is announcing their second title Front Defense: Heroes. The dynamic title features 5v5 multiplayer and builds upon Fantahorn’s success with Front Defense. Front Defense: Heroes offers a highly polished, room-scale multiplayer shooter. Whether playing as the Axis or Allies, players can access multiple maps, weapons, and game modes, including capture the flag, deathmatch, and defense mission mode to keep gameplay fresh and exciting. Fantahorn is also debuting a unique locomotion system called “V-Move” that adds to the strategy and drama of intense online battles. Front Defense: Heroes will be available in early December on Steam and Viveport for a promotional price of $4.99.

    “With Front Defense: Heroes we’ve built upon our experience with Front Defense to engage the community and offer new challenges with every match,” said River Ho, Front Defense producer. “As a dynamic multiplayer shooter, Front Defense: Heroes lends itself perfectly to the competitive ethos of VR e-sports, an important feature as VR gaming matures.”

    Stay tuned for more news on both titles as their launch dates approach in December!

    Website: LINK

  • Vive Announces Vive Wave Open Platform and Vive Focus, Its Standalone VR device For China

    Vive Announces Vive Wave Open Platform and Vive Focus, Its Standalone VR device For China

    Reading Time: 2 minutes

    Today, at our Vive Developers Conference (VDC) in Beijing, we announced the VIVE WAVE VR Open Platform.  With it, we are taking another huge step in driving the most vibrant ecosystem for VR forward. Vive Wave will open up the path to easy mobile VR content development and device optimization for third-party partners. So far, twelve hardware partners in China, including  360QIKU, Baofengmojing, Coocaa, EmdoorVR, Idealens, iQIYI, Juhaokan, Nubia, Pico, Pimax, Quanta and Thundercomm, announced their support for Vive Wave and integrating the VIVEPORT™ VR content platform into their future products.

    Vive Wave is a clear step forward in bringing together the highly fragmented mobile VR market that has cropped up in China the last several years. It enables developers to create content for a common platform and storefront across multiple hardware vendors. Over 35 Chinese and global content developers have already built VR content optimized for Vive Wave, with 14 showing live demos during VDC.

    We also announced VIVE FOCUS, our first standalone VR Headset for the China market.  Vive Focus is also based on the Vive Wave VR open platform.

    Vive Focus offers enhanced comfort for extended use, easy on-off capabilities, and is the first commercial standalone device to deliver inside-out 6-degree-of-freedom tracking (6DoF) which Vive calls “world-scale”. Without the need to be attached to a PC or a phone, Vive Focus provides unlimited freedom of mobility while reducing the total cost for users to own a premium VR device in China. Its high-resolution AMOLED screen delivers the best possible VR experience, with low latency and unmatched clarity. The Vive Focus is powered by the advanced features of the Qualcomm® Snapdragon™ 835 VR Platform and utilizes the Vive Wave VR open platform, including the rich library of VR content available on the Viveport.

    Also at VDC, Viveport also announced a global strategic partnership with Unity Technologies to enable the one-click publishing of VR content onto Viveport for PC VR, Standalone VR, and mobile VR developers. Unity will integrate Viveport into its content platform and provide a more intuitive way for developers to utilize the new Vive Wave VR SDK. Unity will also integrate Viveport’s in-app payment and VR advertisement functions into its development system, with an initial focus on the China market, opening up even more revenue opportunities for its VR developer community.  For the remainder of 2017, Viveport is giving back 100% of all profit earned on its platform back to the developer community.

    For more information on VDC, check out our press release here.

    Website: LINK

  • Volkswagen Launch The T-Roc Virtual Reality Experience

    Volkswagen Launch The T-Roc Virtual Reality Experience

    Reading Time: 2 minutes

    To celebrate the world premiere of the T-Roc, Volkswagen prepared something special: A virtual reality exhibition right in the lobby of the Volkswagen Brand Tower. The historic brand tower is the administrative center of the Volkswagen group, and stands on the site of the Volkswagen factory in Wolfsburg, Germany.

    This VR exhibit is now freely available to all visitors and extremely self-explanatory. The experience is realized with the use of the HTC Vive, functions without the need for any human resources and is designed with an intuitive user interface. Thus, visitors do not require any prior VR experience to know how to interact with the T-Roc exterior and interior configurations.

    With the help of Leap Motion hand tracking technology, visitors are able to see their own hands in Virtual Reality. This technique makes it possible to change vehicle configurations through simple hand motions and physical interactions with digital information. In the car’s interior, the visitor can playfully explore the design through our new intuitive 3D operating concept. The sunroof and glove compartment can be opened and closed, the horn can be honked and the radio can be turned on.

    For the realization of this huge project,Volkswagen carried out a complex 3D scan from the lobby of the Markenhochhaus. In order to avoid noise pollution through the exhibit, they used new ultrasound speakers. Ultrasound speakers make the sound only hearable for the visitor.

    The result is a one-of-a-kind VR experience, which does not require any external help or tutorials to use. Watch it in action below:

    Website: LINK

  • Death by cardboard! Exploring Kartong in miniature

    Death by cardboard! Exploring Kartong in miniature

    Reading Time: 7 minutes

    From The Incredible Shrinking Man in 1957 to Downsizing later in 2017, getting small has been a sci-fi staple for decades. In SVRVIVE Studios’ new VR experience, office supplies and bits of cardboard become weapons and environments in the small-sized city of Kartong.

    We spoke with Robert Johansson, Level Designer and Oliwer Svensson, Art Director and 3D Game Artist at SVRVIVE Studios to get a newcomer’s guide to Kartong – Death by Cardboard!

    Kartong! Tell us what it’s about in a small, cardboard box sized package.

    Robert Johannson

    Robert Johansson: Well, the game puts you up against evil experiments inside the miniature city of Kartong. You find yourself shrunk to the size of a toilet paper roll and trapped in a maze of evil toys, with your life depending on a mediocre weapon made from office supplies.

    Tell us more about the ‘game jam’ that gave birth to Kartong.

    Oliver Svensson

    Oliwer Svensson: We wanted to challenge ourselves, the first thing being trying out a new game engine. Then after the game jam we showcased our games to each other, and two games felt more close to our hearts, one of them being Kartong. At that time, though, it was still just an ordinary maze game. But we fell in love with the game’s potential and me together with a few others were assigned to brainstorm a unique backstory and an authentic artstyle that felt new and fresh in VR. I gathered inspiration from Tim Burton and other similar genres which felt mysterious, chilling and gritty but not horror-like. We then created our own concept art which eventually set out to be Kartong – a creepy cute VR world completely made out of cardboard.

    Why… cardboard?

    Oliwer: Well, when we started playing around with scale and realized being small in VR is truly engaging, we also knew we needed a backstory to why you would be tiny. We ended up with a really weird one: you’re stuck in a miniature cardboard city, built by “someone” with a twisted mind. The fact that it is a VR game about cardboard, but not built for Google Cardboard, made it all the more fun for us – since we like creating games that can be a little “confusing” in their naming or story.

    Were you inspired at all by various SF takes on ‘shrinking’?

    Robert: Naturally some of our inspiration came from classic SF movies, shows and games – but we’re also very much inspired by The Wonderful Adventures of Nils – a classical Swedish child tale by the author Selma Lagerlöf. Nils is shrunken and able to talk with animals, much similar to the player in Kartong that has been shrunken to the size of a toilet paper roll. The fact that our Creative Director is also called Nils just added to the fun for the rest of the team – it let us mess with him, in a loving way of course. VR can take you to new worlds, but we love the idea of being in a familiar environment – with a totally new point of view and scale. The shrinking aspect of the game is also connected to the semi-hidden backstory. So yes, we were partly inspired by classic SF concepts of shrinking but we also don’t want to say too much, as the story should remain somewhat of a puzzle for players to figure out.

    Kartong - Death by Cardboard!

    This is a pretty radical change from your previous title – The Deus Helix (available in Viveport Subscription). What were you inspired by, games-wise?

    Oliwer: We’ve always had this mentality that we want to create something that evokes emotions but also feels new and special. If it’s already done, make it new. Or if it does not exist, make it! Kartong is the kind of game that by first glimpse looks familiar but when you get past the first layer it changes your perspective. I think what has inspired us the most and what always makes us explore unknown territory is, again, the thrilling idea of creating something new and emotion evoking. We chose to look inwards and ask ourselves what we want to create with this new medium and what emotions we want to explore. I, for example, want the player to feel emotionally attached to, but still curious about, the environment. In comparison to The Deus Helix, Kartong is also more of a casual and social game, perfect to play with your friends or at an arcade. The Deus Helix is more of a longer VR story adventure.

    The miniature city of Kartong changes every time you play. Can you explain that? Is it a procedural map? Was that more challenging to develop in VR?

    Robert: Yes! The city map of Kartong consists of procedurally generated levels. That allows us to create a world in constant change – something which makes every new game unique (and you will never know the way out of the maze, haha). Also, as a small indie studio, this system makes it possible to generate a lot of new content and game time for our players to enjoy. It was a challenge to develop this in VR, especially considering performance – when everything is randomized it is harder to predict where in the city the performance might go down because of heavy objects. But we’ve been working hard on this issue, and I feel we’ve found a really good solution.

    Kartong - Death by Cardboard!

    You describe the game as stealth/FPS gameplay… what makes it different from the average game in either of those genres?

    Robert: We wanted to offer something different and more approachable than the typical horror wave shooter. We were aiming for a visually stunning world you would like to explore, but we still wanted to include that slightly stressed sensation of being hunted down. We’re combining the cuteness of children’s play with the excitement of getting your adrenalin pumping. Also, we wanted to create a game that allows the player some freedom when it comes to play style. In Kartong you can either speed run each map (while you pretend to be a kickass shooter), or you can use our stealth moving system, invented for Kartong, in order to sneak around the whole city without being noticed.

    Let’s talk about the look: clearly, it’s very ‘hand-made’ in style. Did you concept the game with real objects?

    Oliwer: Actually yes! Before the actual development of Kartong begun we started experimenting with photo scanned objects in our studio and also made real weapons out of office supplies. You’ll find all sorts of items from our own office, such as batteries, needles, ketchup containers, matches and cans inside the city of Kartong. What sets it aside from other games though, is the modular approach we have to the art, theme and the environment. We have created a system where we easily could build another theme to be generated inside the city of Kartong if we want to. The possibilities are endless and the only limitation is the imagination of our team and our players!

    Kartong - Death by Cardboard!

    Was everything in the game inspired by real objects, or are some of them completely made up?

    Oliwer: We wanted to put a realistic vibe to the city Kartong and fill it with real-world objects, but also giving those objects a somewhat uncanny twist and use them in unorthodox ways. Also, the longer you play, you’ll notice that there’s more to the city than you might think. You’ll eventually find yourself in a place where you’re offered an entirely different perspective on the city and its dangers. We trying to help you give yourself perspective on your “fears” in life, by shifting between realities – sometimes what you perceive as a deadly trap is nothing but stationary, and sometimes tiny led lights can fill your sky as magical stars.

    Are there any special ‘physics’ in the game to represent the fact that you’re, well, tiny?

    Robert: Both yes and no. In Kartong, ordinary objects are used in new ways, but the physics are kind of the same as in normal life: the objects are just smaller and different. For example, we build a crossbow from a clothes pin and a hair buckle. To figure out the physics, we actually built this miniature weapon for real in our office to see if it would work. We also fired different ammo, including needles and matches in order to see how they would behave. Luckily, no one was hurt haha. Also, the game is still in Early Access, so who knows what crazy physics experiments we’ll add next.

    Any special Easter Eggs people should look out for?

    Oliwer: With our approach to theme difficulty levels based on players feedback and suggestions, we can guarantee that there will be some surprises similar to the Halloween event, but also new unlockables and skins that enhance the experience even further. We won’t reveal the best easter eggs though, as we want players to find them on their own – but I can say this much:  you might be surprised by what happens if you get a special number combo into the menu´s map seed system 😉

    What’s next for SVRVIVE (as a studio)? Any more crazy game jams in the future?

    Robert: SVRVIVE Studios is all about exploring and pushing the boundaries of immersive gaming. We started in emotion evoking gameplay and we’ll soon venture onwards into Transformative Gaming, where games provide more value to players than just entertainment. That’s all we’re saying for now!!


    Kartong: Death by Cardboard is available in Viveport Subscription.

    Website: LINK

  • HTC VIVE Announces VIVE Arts Program

    HTC VIVE Announces VIVE Arts Program

    Reading Time: 4 minutes

    Today HTC VIVE announced VIVE Arts, a new multi-million dollar global VR program set to change the way the world creates and engages with the arts. Vive recognizes VR’s potential to share and engage with the world’s most valuable treasures in a new and exciting way, and the company’s latest investment will support the content, creators and institutions that embrace this new medium.

    Vive has been supporting and investing in the arts and culture space since its launch, creating ground-breaking partnerships with London’s Royal Academy of Arts, Taipei’s National Palace Museum, Muséum national d’Histoire naturelle (French National Museum of Natural History) in Paris, Washington D.C.’s Newseum, and St. Petersburg’s Hermitage Museum among others. Vive Arts’ next project will be in London for Tate Modern’s major upcoming exhibition, Modigliani, opening on November 23rd, where Vive will bring a one-of-a-kind integrated VR experience to gallery-goers. A first for both Vive and Tate, it will bring visitors to the exhibition closer into the artist’s world while also being available as an experience at home through VIVEPORT, the leading VR app store.

    The Vive Arts program will help cultural institutions fund and develop VR installations that furthers education of the arts across the globe, as well as content that will be made available on Viveport. Vive will work with museums and content developers to bring their works to life in a whole new way.

    “With the launch of Vive Arts, we are driving Virtual Reality’s influence in art and providing access to our world’s cultural heritage. We are empowering artists to create, and consumers to experience and interpret, art and culture in new ways,” said Joel Breton, vice president, VIVE Studios. “We are thrilled for the next Vive Arts’ project with Tate Modern, and support their mission to increase the public’s enjoyment and understanding of international modern and contemporary art.”

    London’s Tate Modern:

    ‘We are thrilled to be working with HTC VIVE to bring a new and exciting digital experience to our visitors,” said Frances Morris, Director, Tate Modern.  “We are always looking to push creative boundaries and we think this will be a fantastic opportunity to give the public a different and in-depth understanding of this much-loved artist through new technology.”

    Taipei’s National Palace Museum

    National Palace Museum has a priceless collection of artifacts, paintings, rare books, and other treasures. Jasper Jeng-Yi Lin, Director of the Museum, has made them even more accessible to everyone via new technologies like VR. A massive numbers of artifacts have been digitized for appreciation, research, and creative applications. Using virtual reality, the museum has created experiences for calligraphy, paintings, as well as the Tong-an Ships of 19th-century China, so that visitors can appreciate their beauty across time and space. The National Palace Museum invites friends from around the globe to enjoy its ancient treasures via VR.

    Washington D.C.’s Newseum:

    “At the Newseum, we’ve been working closely with Vive to bring amazing experiences to life in VR. Together, we’re greatly enhancing the educational opportunities in our museum,” said Mitch Gelman, Chief Technology Officer, Newseum.  “With our most recent experience, we’re able to transport you to communist East Berlin at the height of the Cold War, and immerse visitors in the moment like never before.”

    Paris’ Muséum national d’Histoire naturelle (French National Museum of Natural History)

    The Muséum national d’Histoire naturelle (French National Museum of Natural History), in partnership with Orange, will offer a unique immersive virtual reality experience to explore the tree of the living, iconic species and how they are related to each other. Experience the origin of life on earth as well as how human beings influences our own environment. By the end of the year, the Muséum national d’Histoire naturelle will open a dedicated area within the “La Grande Galerie de l’Évolution” (Gallery of Evolution) for visitors to experience on site with HTC Vive VR headsets.  This content will also be available in home through Viveport by end of November.

    London’s Royal Academy of Arts

    “We are delighted to be collaborating with HTC VIVE on From Life, an experimental exhibition project that explores everything from artistic process to technological evolution and creative collaboration, said Tim Marlow, Artistic Director of the Royal Academy of Arts.  “It is an exciting opportunity for leading artists to explore the creative potential of Virtual Reality technology, and for our audiences to experience this technology first-hand, in the gallery and at home via Viveport.”

    More than a dozen pieces of Vive Arts content will be available on Viveport starting today. Interested museums and content creators can visit arts.vive.com for more information.

    Website: LINK

  • Redesign your home’s interior virtually with TrueScale

    Redesign your home’s interior virtually with TrueScale

    Reading Time: 3 minutes

    Now available on Viveport, TrueScale uses room-scale VR to let you design your dream home.

    Ever re-arranged a room in your house, only to move everything back again later? All that sweat and effort, just to get back to where you started. Wouldn’t you like to do all that… virtually?

    More than that: wouldn’t you like to summon up new furniture from thin air, then place it wherever you want in a room you’ve created yourself?

    Yes, you can do this in virtual reality with TrueScale, which lets you recreate (or invent) your home in virtual reality, making a virtual redesign possible in a matter of minutes.

    TrueScale

    Redesigning your house, apartment or office using software isn’t new, but the magic with TrueScale is, well, in scale. You’re creating a virtual environment within a virtual environment, as you’re dropped into a virtual office and placed in front of a virtual drawing board. Here, you’ll be designing the 2D floorplan of your new house, home or apartment, using simple tools.

    The trick is when you turn around – because as you draw on the board, a 3D representation of the walls you’re creating appears on a table nearby. That small, dollhouse scale model is available for you to look at, walk around, examine by putting your face close to it and so on.

    TrueScale

    So far, so what: there’s nothing here that can’t be done using paper or models. But TrueScale has one massive advantage over the traditional mediums, and that’s allowing you at any time to ‘shrink’ down to a dollhouse scale person and step into your in-progress architectural model.

    You can immediately see how the environment you’re creating will look from a human-sized perspective – and then alter it, right there in the same environment. Don’t like how that plant looks? Move it somewhere else. Need that door further down the wall? Drag it over there.

    TrueScale

    This ability to have control over your environment isn’t new in video games, but it’s rarely applied so specifically to something like interior design. What makes all this better is that TrueScale developers, Immersion, have built in support for online furniture retailer Wayfair’s 3D furniture models. This means that when you’re placing items in TrueScale from Wayfair, you could in theory go buy those items and recreate your virtual design in real life.

    Whether you’re looking to redesign for fun or professionally, TrueScale is definitely worth experiencing.


    TrueScale is available on Viveport and Steam.

    Website: LINK

  • VR 101 – A Crash Course In All Things Virtual Reality

    VR 101 – A Crash Course In All Things Virtual Reality

    Reading Time: 3 minutes

    VR, AR, MR – ever wonder what it all means? Don’t fret! These different “realities” can be confusing, so we’re here to explain. Introducing “VR 101”, the next article in our new blog series designed to teach you all you’ve ever wanted to know about virtual reality. From purchasing a VR-ready computer to understanding how room-scale VR works, we’ve got you covered.

    What is VR?

    Virtual reality calls upon 3D computer-generated environments which you can manipulate and explore all while feeling as if you are actually there. This feeling is called presence, or immersion, and it’s when the simulated environment provides enough clues to trick your unconscious mind to start treating this illusion as if it were real. Did you almost fall when you went to rest your hand on that ping-pong table after an intense match in Virtual Sports? That’s because of presence, you become so immersed in the virtual world you forget that table wasn’t real!

    But how is this achieved? To enter the world of virtual reality you must first don an HMD (Head Mounted Display). The headset has two OLED displays, one per eye, at a resolution of 1080 x 1200 pixels each. By showing a slightly different angle of a scene in each eye, you are given the illusion of depth, referred to as stereoscopic display. With the headset on, a life-sized virtual world appears in every direction you cast your gaze. To ensure your level of immersion is preserved, the Vive has a field of view (FOV) of 110 degrees. FOV refers to the angle of degrees in a visual field – the larger the angle, the more immersive your experience.

    What is AR?

    Now that we’ve covered the basics of VR let’s talk about its AR. Unlike Virtual reality, which creates an entire artificial environment to interact in, augmented reality (AR) overlays digital information onto your physical surroundings. While VR requires you to wear an HMD that completely blocks your view of the real world, AR’s display is transparent, allowing you to still see and interact with your environment. While not as immersive as VR, AR can present you with valuable information to enrich your physical reality and facilitate productivity.

    Because of its utility, augmented reality is closely associated with enterprise. Products such as Google Glass have found their way into doctors’ offices and manufacturing plants, increasing productivity and efficiency. While AR is touted as an enterprise solution there are plenty of consumer-focused use cases including Pokémon Go and Snapchat Spectacles.

    What is MR?

    VR and AR are easy enough to understand, but MR is where the water gets murky and confusion sets in. Mixed Reality (MR) combines aspects of both VR and AR, creating a hybrid of these two realities.

    Blending the digital and physical worlds in MR results in an experience where virtual objects are integrated into your physical environment. With these virtual objects anchored to a fixed physical location, you can interact and treat these objects as if they were real. Walk around it or get closer and it will stay secured to its location. To ensure this realism, the MR device first scans and maps your physical surroundings so it can accurately place the virtual objects in your space. For instance, with MR a 3D virtual object can appear directly on the table in front of you, integrating the virtual world onto your physical table.

    Examples of mixed reality include Microsoft’s HoloLens and Magic Leap’s MR headset.

    Like VR, mixed reality has found a host of use cases in both enterprise and commercial offerings. From games to e-commerce to education, mixed reality is a useful and entertaining tool.

    Website: LINK

  • Returning to Stonehenge VR… to play in a sandbox?

    Returning to Stonehenge VR… to play in a sandbox?

    Reading Time: 9 minutes

    As an ancient monument, you cannot even approach Stonehenge in real life – but with Stonehenge VR you can get up close and personal.

    Now with the SANDBOX update, you can do things you probably never imagined with the ancient stones. We caught up with Christian Bretz of VoyagerVR to see how things had progressed since their launch, and talk SANDBOX.

    Tell us a bit about your development background – Stonehenge VR was your first VR project. Was it also your first software project, period?

    A big part of our story is that I wanted to start a VR company, but couldn’t find the financing to hire developers, so I taught myself how to create VR software in Unreal in three months. There is one other piece of that story that we don’t normally get to talk about.

    When I was in high school I used to create mods for Quake II, and at one point I created a mod called Virtual Reality High School and submitted it to the school science fair.

    The concept was that kids new to the school could take a virtual tour of the campus. We photographed the principal and teachers and replaced all the player models from the game, so when you would walk up to the library, the principal would pop up in front of you and give you a brief description of that location at the school.

    You would think this would have won a high school science fair… but no it didn’t, because there was a bug in the software, a pretty big one.

    I forgot to set the trigger to only spawn the principal once, so if you stood on top of the trigger, the principal would continue to respawn; because this was made in the Quake II game engine, he would “telefrag” himself and body parts and blood would explode everywhere, over and over.

    Oh dear.

    This happened while we were demoing to the judges at the science fair… and that was the end of my software development career, that is until the resurgence of the VR we see now!

    Moving on from that ill-fated science fair, what’s happened with Stonehenge VR that’s a bit more positive?

    One of the big ones last year was being a part of the Viveport launch. Having the support of Jenna Seiden and everyone on the Viveport team was so important to us in the early days of what we were doing, and it really helped validate what we were doing.

    We installed a museum exhibit at the Pacific Science Center in Seattle for a short run over the summer last year, and then installed a second permanent exhibit at the Museum at Prairiefire in Overland Park, Kansas.

    Museum at Prairiefire

    Museums are difficult to break into and we were even told that by the various people we’ve worked with. I remember one phone call where a museum administrator said “You know Christian, we don’t normally allow anyone to just do this.” Implying museums aren’t in the habit of creating exhibits out of something someone made in their bedroom.

    That whole experience has been probably the most rewarding thing I’ve ever done to this point, and I have to give a huge credit to the Unreal Engine and the HTC Vive for all of these opportunities. The power of both of these pieces of technology has allowed all of this, and we couldn’t be more grateful they were both available to us at the right time.

    We also did a college lecture for the design students at Cal State Long Beach which I loved doing.

    Now, we just launched the 2.0 version of Stonehenge VR with the addition of the new SANDBOX mode, so we’re excited to see the response!

    You must have shown off Stonehenge a lot since launch. Can you tell us about any special moments you witnessed?

    One that comes to mind is the first time I ever showed the SANDBOX mode to someone. I had been working away for about a month, and had no intention of showing anyone at this point because it was so early on. My business partner Jessica hadn’t even seen it yet.

    My older brother Jason came over to just kind of hang out and we started talking about what I was working on. He’s been one of our biggest supporters, so after we talked about it for an hour, I just said “Do you want to just see it?”

    I was a bit concerned because I hadn’t really planned on giving a demo, and I’d never made anything like this before so I had no idea what the reaction was going to be.

    He ended up spending over an hour playing it! Which in VR can be a pretty big deal. If someone doesn’t like it or it’s making them sick, they’ll just take the headset off or say something like “Are we done now?”.

    I was really happy he liked it and it gave me some signal that I was actually making something people could enjoy.

    Let’s get up to date! Sandbox mode. Tell us what it is, in a nutshell. Does it involve sand?

    Sorry to disappoint, but it doesn’t involve sand or boxes!

    The Stonehenge VR SANDBOX mode is a physics based creation tool that allows a user to build their very own custom designed monuments by hand.

    We’ve also called this version of the software Stonehenge VR 2.0, but it jokingly has had a double meaning. It is version 2.0 of the software, but with the SANDBOX it’s like you’re creating a modern 2.0 version of the monument.

    One thing that surprised me as we were testing the software, is that you don’t have to be an experienced artist to create something compelling or beautiful.

    If you look at our trailer or screenshots you can see some of the examples of what’s been created in the SANDBOX.

    Stonehenge VR - SANDBOX

    What exactly can you do in SANDBOX?

    Once you complete the Museum Mode Tour in Stonehenge VR, the SANDBOX is unlocked.

    When the SANDBOX mode is loaded, you’re standing back in the grassy field in front of the original Stonehenge monument.

    At this point you can choose to delete Stonehenge and start from scratch, or you can build on top of it.

    You can change the environment to a day or night setting. If you set the time to night we have various lighting effects you can add to the scene to create atmosphere, such as campfires and even some fantasy elements, like butterflies that light up the darkness.

    One of our favorite tools is the Paint Launcher which allows you to color the stones by shooting big globs of paint that fill the scene with color.

    Stonehenge VR - SANDBOX

    Another cool tool is the ability to make yourself as small as an ant or as big as a building. The stones at Stonehenge can be over 9 meters tall, so we had to give people the ability to change sizes to move these giant structures around.

    Finally we have the music player that’s built into the controller. We noticed during testing that the SANDBOX was much more enjoyable to watch if some great music was being played at the same time.

    It comes with the whole soundtrack of Stonehenge VR built into the app, and you can also add your own custom MP3s to the playlist as well.

    There’s a bunch of other cool tools such as a hovercraft that you can control to traverse long distances, but those are some of the primary features.

    What inspired SANDBOX? Did you look at Stonehenge and say “You know, I’ve always wanted to stack these stones…”

    This whole thing actually all happened very organically. I definitely didn’t wake up one morning and say “I’ve got it! People want to stack stones in VR!” I can’t take credit for that flash of genius.

    It actually came as a result from a ton of feedback I received after watching people go through the original tour experience at the museums.

    There’s this part at the end of the original Stonehenge VR 1.0 experience where the credits come up, almost like they would in a movie theater. Just for fun, I added a table in front of the credits screen with a miniature version of Stonehenge for people to play with, in case they didn’t want to watch the credits.

    Some people would try to stack the rocks in a new formation to make their own structure, and some would get very destructive and knock the whole thing down. Either way, this was clearly a part where they would really start to smile. If their family was nearby in the same room watching them, they’d all be laughing and having a great time, or telling them what to build.

    Many people commented to me after, “You should make another version where you can really build your own, or even knock down the actual Stonehenge.”

    In so many instances people’s comments can be spot on, this is one of the things I really love about developing VR software.

    The original concept was very simple, but once I got the basics of the app up and running where you could spawn stones and stack them I thought, if you can spawn them then you have to be able to delete them, and if you spend all this time building something there needs to be a save system, and that process went on for months.

    Stonehenge VR - SANDBOX

    Your trailer shows a little party going on… are there any specific multiplayer functions in the Sandbox update?

    We’re really excited about how that trailer turned out. We had an amazing director of the live action portion, Chris Laxamana. He’s done promo videos for companies like Microsoft and Mashable, and we felt really fortunate to have him.

    We cast all our streamer friends like Jovenshire, Leo Camancho and Juliana Barriniger for the video, and Chole Dykstra did our voice over, which was all a whole lot of fun.

    There is no multiplayer yet, but it’s at the top of the list of things we would like to add in future updates.

    We chose the home/party setting because we wanted to emphasize the idea that this is a museum exhibit you can now have in your home, and it can be engaging to watch with a group. It can actually get pretty tense when you’re building something very high up, one wrong move and the whole thing comes crashing down.

    Development wise, what were the most valuable lessons you learned either from developing the ‘v1’ version of Stonehenge, or the new Sandbox mode?

    I think a big one is that 90% of the feedback when it comes to VR usually has some legitimacy. If they don’t get it or it’s not intuitive, you need to tweak it or change it. The Stonehenge VR SANDBOX you see now has gone through hundreds of tests and revisions, all based on feedback we’ve received.

    We have a policy of always moving forward. When I couldn’t get funding two years ago, I taught myself Unreal and made Stonehenge. Six months ago when we weren’t sure who our next partnership would be with, I started work on the SANDBOX. We always have many potential offers that all sound great, but you can’t wait for them to happen. I’ve never put a ton of effort into anything that didn’t ultimately pay off in some way.

    Stonehenge VR - Nvidia VRWorks

    Now the Sandbox mode is done… what’s next? More monuments? Something else entirely?

    Right now we’re taking everything one day at a time. We want to ensure that the launch of the Stonehenge VR SANDBOX is a successful one, and that we can help answer any questions people have about it.

    While we think it’s currently a complete product, there are still so many cool features that we can add to it.

    We’re already working on the first update to the SANDBOX, which will incorporate Nvidia’s Ansel technology. It’s a great tool that will allow people to take really high res photos of what they make in the SANDBOX, but even cooler – export beautiful 360 stereoscopic photographs that can be viewed on mobile VR devices and 360 sharing sites like Facebook.

    Thanks for talking to us, Christian!


    Stonehenge VR – including the new SANDBOX update – is available on Viveport, and in Viveport Subscription.

    Website: LINK

  • How Can We Support A Million Lives On Mars?

    How Can We Support A Million Lives On Mars?

    Reading Time: 3 minutes

    HP Mars Home Planet challenges engineers, architects, designers, artists, and students to design an urban area for a million people on the red planet.

    Is there life on Mars? Imagine a future when one million people call the red planet home. Together with NVIDIA, HTC VIVE and other partners, HP has launched HP Mars Home Planet, an exciting call for global collaboration to solve the challenges of urbanization using virtual reality (VR).

    Establishing human civilization on Mars, which happens to be about 225 million km away, will be no small feat. And yet NASA has identified it as our best option to support human life on another planet. Designing the buildings, transportation networks, vehicles, and essential infrastructure requires leaps of imagination and ingenuity.

    Get ready for HP Mars Home Planet. The challenge will bring together creative thinkers across professional disciplines and elite educational institutions to simulate what life on Mars could be like. Engineers, architects, designers, artists, and students from around the world are invited to participate, either as individuals or in teams, and can design whatever inspires them, from robots to vehicles to skyscrapers to entire city plans.

    HP and NVIDIA teamed up with Technicolor, Autodesk, Unreal Engine, Fusion, Launch Forth and HTC VIVE to launch HP Mars Home Planet at this year’s SIGGRAPH, the world’s largest, most influential conference and exhibitions for computer graphics and interactive techniques.

    Three competitive phases: Concept, Model, Render

    During the first phase participants focused on sketching buildings, transportation, and infrastructure concepts for Mawrth Vallis—Welsh for Mars Valley—a potential landing site identified by NASA. The concepts have to reflect the conditions on Mars, such as its weaker gravity, lack of oxygen, and exposure to radiation.

    The concept phase wraps up in early November, and winners will receive HP ZBooks and HP Z Workstations. High-powered HP Z Workstations propel high- performance, complex work for game-changing, ground-breaking companies like Nike, Tesla, DreamWorks, and NASA—and like designing a sophisticated civilization on Mars.

    In the modeling phase, participants will create a 3D model focusing on any aspect of the future built environment on Mars, with the help of Autodesk software.

    In the rendering phase, participants will create a still, animated, real-time, or VR rendering depicting their invention for a smart city or region on Mars that supports life for a million humans.

    STEM on Mars

    Around the world, schools and universities can join in the challenge, too. HP Mars Home Planet Education League teams will participate to support learning in STEM disciplines (science, technology, engineering, and mathematics).

    To collaborate, participants will use Launch Forth, a crowd-powered SaaS (software-as-a-service) platform for product design and development. Launch Forth’s community members focus on solving problems, designing products, and learning from experts.

    Stay tuned to the HTC VIVE blog as we continue to update you on this fascinating project. If you would like to learn more, then head over to the Launch Forth platform to get involved.

    Website: LINK

  • Introducing the Logitech BRIDGE SDK

    Introducing the Logitech BRIDGE SDK

    Reading Time: 5 minutes

    This is a guest blog post by Vincent Tucker, Director Of Innovations & Strategy at Logitech.

    Logitech BRIDGE

    I am excited to introduce the BRIDGE developers kit, an SDK aimed at helping App makers and SW developers solve the problem of text entry in virtual reality.

    The kit consists of a Logitech G gaming keyboard, an accessory that positions a Vive Tracker correctly on the keyboard, and the associated software (MSRP U.S. $150). Logitech will be seeding 50 of these kits to select developers with the goal of partnering to create compelling new experiences centered around a VR keyboard.

    “Whether you’re doing work or surfing the web you sometimes need the ability to enter text, and Logitech has made it easier to use your keyboard in VR. With Bridge, you can see your physical keyboard, your hands and type without having to take your headset off.”

    – Guy Godin, Virtual Desktop

    We will be accepting applications from today through November 16, 2017 for the initial 50 slots in our developers program. If there is sufficient interest we may build additional kits for purchase after the initial batch is distributed.

    Logitech has a small team focused on understanding and exploring experiences in the Virtual and Augmented Reality ecosystems, and how Logitech might improve those experiences. As part of that exploration, we’ve worked closely with the HTC Vive team and we are ready to share this Beta Experience with the development community.

    During our initial explorations of VR, we were struck by the fact that keyboard use and text entry were necessary but not natural — and we’ve heard similar complaints from others. Our motivation comes from the research-backed understanding that in certain situations the user still needs a keyboard to interact with applications, particularly in productivity-driven or desktop scenarios, but also in games, social applications and content browsing.

    “We’ve been working with Logitech over the past year and think what they’ve created is the solution we all need. Virtual keyboards are great for simple interactivity, but for productivity and collaboration there’s nothing quite like the tactile feel of typing on an actual physical keyboard. Being able to see your keyboard in VR makes it significantly easier to type and interact with our computers.”

    – Darshan Shankar, Founder and CEO, Bigscreen, Inc.

    We believe that a physical keyboard should be present, as it delivers essential tactile feedback and a universal experience that people value. Whether you are using a keyboard for gaming, communication or productivity, it is an effective and efficient tool. Besides letters, numbers and symbols, keyboards provide a range of modifier keys for more complex actions, all learned, perhaps painfully, and stored in your memory over years of use.

    “Enabling the Web is critical to the expansion of VR and having a keyboard is essential to making that happen. That’s why we’re excited about the work Logitech is doing on this front. We are so impressed with what they’ve created and know that it will only get better with time.”
    – Diego Marcos, A-Frame API designer from Mozilla

    Logitech BRIDGE in action

    But VR can transform and augment that trusty keyboard – so easy to disregard – into a contextually aware companion for whatever application you use, becoming a palette for your creative workflow, dynamically providing you with any commands and shortcuts you need.

    The customization can range from simple to complex. Ever wanted to change the font on your keys? Make the font bigger? Highlight keys that work in a given app, or make the ones that don’t invisible? How about changing the color of your keyboard or keys?

    The possibilities are limited only by your imagination.

    Logitech BRIDGE skins

    We had a challenging problem to solve within the constraints of the existing system. Early on, we worked with some key development partners like Virtual Desktop, BigScreen and Autodesk, among others and surveyed the community to ask about their experiences and built toward this day based on what we’d learned.

    “We met with Logitech in August and were really keen to see the latest in VR peripherals because it’s a natural fit for many of our professional customer workflows.”
    Joel Pennington, AR and VR strategy and development, Autodesk

    The result? We’ve created a way for the HTC Vive Tracker to represent a keyboard across the Steam VR system. It is this software piece that presents the user with an overlaid virtual representation of their keyboard in any VR application, complete with animations when keys are pressed. It’s compatible with all apps that are developed based on SteamVR. The developer’s application does not need to manage anything, the overlay appears automatically as soon as the associated Vive Tracker is turned on. It also affords the opportunity to skin the keyboard in a variety of ways, as mentioned above, allowing developers to create unique experiences for their communities.

    Our work didn’t stop there, we know that for a true typing experience you need to see your hands, and we’ve created a way to use the Vive’s existing tracking to do that. We’ve put in a lot of hard work to develop this experience so far and we know it can go much further with the creativity of the developer community.

    We’re accepting applications for participation in the developer program beginning today.  Participation is open to developers based in the U.S. and you can find the application here.  The submission period ends November 16.

    Please be aware that this is a BETA version of this SDK and in this current iteration it is purely a Proof of Concept to spark discussion and feedback from you, the development community. You can expect to see bugs and robustness issues, but we are working continuously to fix them.

    I invite you to submit an application for your project and how a system like the one we are offering would enhance your application or the user experience.

    I am excited to see where this journey will go!

    Vincent Tucker

    Director of Innovations and Strategy at Logitech


    Developer? Discuss the Logitech Bridge SDK with Logitech staff, on our Community Forums

    Logitech will be accepting applications from today through November 16, 2017 for the initial 50 slots in the developers program.

    Website: LINK

  • The tricks and treats behind creating horror VR

    The tricks and treats behind creating horror VR

    Reading Time: 8 minutes

    With Halloween upon us, we asked VR developers about their tricks (and treats!) in creating horror experiences in VR.

    Obscura

    Fear is one of the most primal emotions you can experience, and evoking it is why we watch horror movies, read horror books and more. With virtual reality and specifically room-scale experiences, horror can be more intimate and terrifying than ever before. But how does that happen? What increases the ‘fear factor’ in VR? And what tricks are being used to make the ‘virtual’ seem ‘real’?

    Horror movies are designed to frighten – but it’s not just the movie itself that scares you. The environment of the movie theater helps it happen. David Chen, narrative developer for Narcosis, points out that movie theaters are “designed to enhance the experience. It’s dark, the sound and seats envelop you, putting you at ease… when the fear sets in, it’s shared, spreading through the audience. You can’t see or hear that, but you can definitely feel it.”

    By contrast, in VR, fear is very personal. “You have to isolate yourself to enter the virtual world,” says Chen. “If you’re not used to the idea, just having your ears and eyes covered [by a VR headset] can be plenty unsettling.”

    Alone in a virtual world without an audience to share the experience with, your immersion can become almost total.  “The player is completely enveloped in the world that we create,” says Mark Paul, creative director on AFFECTED: The Manor, from Fallen Planet Studios. “They are fully engaged with what is happening around them.”

    “Unlike playing a game on your TV, you can’t avert your gaze,” points out Chen. “You can close your eyes, of course, but that’s a little scary, in itself!”

    In addition to not being able to look away, VR forces you to use your whole body in ways that are even more immersive. Justin Pappas, creative director on Albino Lullaby, notes you might “crane your neck to look up into the eyes of a ghoul looming over you.”

    There’s also no safe ‘screen’ between you and the horror. “It’s very easy to very quickly convince your mind and body that what you are experiencing is real,” says Pappas. This means your brain will tell “your physical body to hide behind door frames and cabinets” which don’t exist in the real world. “When it’s working right, and you’re totally immersed, you are for all intents and purposes in another world,” says David Chen.

    Narcosis

    Sometimes the real world can help create the virtual. In Narcosis, you’re virtually placed in a diving suit at the bottom of the ocean floor. Developers at Honor Code, Inc discovered the feeling of being a “tiny, flesh and blood being, cooped up in a tin can” was enhanced by the physical act of wearing a confining headset. “The very act of strapping the headset over [the player’s] eyes and ears helped establish the sensation of being inside a heavy, confining dive suit, with its constrictive view out into the world,” explains Chen. “Psychologically, they were already half-way there.”

    Convincing someone that they are somewhere else is a key part of virtual reality experiences. With that established, the real horror can begin.

    Fear is heightened when you know – just know – that something frightening is about to happen. Anticipation is all; knowing something is coming, but not knowing when, makes adrenalin rush, hearts pound and spines tingle.

    Often in movies, that sense of anticipation is released in a single jolt as the killer attacks, the monster manifests or something else frightening. If done right, an entire audience can literally leap in surprise: a jump scare.

    You might think given the intensity of a VR experience that ‘jump scares’ would be an immediate go-to for developers, but those we talked to didn’t want to use them – or at least, not overuse them.

    “Jump scares are a one-trick pony,” says Niklas Persson, co-founder of Zenz VR, who created HordeZ. “We believe in overwhelming your senses, trying to immerse the player.”

    HordeZ

    “A jump scare usually is always a cathartic event,” explains Michael Hegemann, developer of Obscura. “They are definitely a big part of horror, but the true fear usually comes from the build-up and the fear of the unknown.” In Obscura, you face “an invisible adversary… you never know what is around you.” As Hegemann points out, “when you leave VR, you take this feeling with you” of being watched by an invisible force.

    Having that feeling is arguably much more effective than short-term adrenalin bursts, and that’s a conscious decision by some developers. “Albino Lullaby specifically leaves jump scares and gore at the door in favor of a more lasting and personal psychological horror,” says Justin Pappas. “We want players to feel confident that things aren’t going to pop out at them. We want players focused on the game world’s details and the horrors hidden within, not racing through our environments on a rail from one adrenalin burst to the next.”

    David Chen admits jump scares are “a remarkably effective tool,” but Narcosis aimed to create “a captivating story, enhanced by this haunting [undersea] environment that’s both familiar and at the same time totally alien.”

    From research, Honor Code, Inc confirmed a theory about jump scares. “One player might find them incredibly effective, even over and over again,” says Chen. “Another player might see them coming from a mile away.” This guided their decision to make their experience more “subtle and thought-provoking”, relying on the environment to create a sense of claustrophobic fear. “You’re surrounded by an ocean’s worth of dark water, and the pressure – literally and psychologically – is constant, coming in from all sides.”

    If jump scares aren’t the be-all and end-all of scaring people, what methods can be employed to ensure players get their quota of shocks? What can really scare people in VR?

    In AFFECTED: The Manor, developer ApeLaw relied “on creating an atmosphere of tension” that they can “tweak and twist depending on how we want the player to react”.

    Sounds ominous, right? Like you are a pawn, surviving only at the whims of the developer. Well, you are. You may feel you have control in room-scale VR – you can move where you want, look where you want – but that freedom is an illusion.

    For example, in Albino Lullaby, the rooms surrounding you “can transform, twist, open up and flip around at the press of a button,” explains Justin Pappas. “Seeing the nature of the space that surrounds you change in all encompassing, real world scale can be awe inspiring and very disorienting… making the player never feel truly secure.”

    The developers of AFFECTED have similar tricks. “We play with the feeling of height, of confinement, we encroach on the player’s personal space,” explains Mark Paul. “These are all very powerful sensations that we can only do because we develop in VR.”

    Those aren’t all the tricks available. HordeZ developer Niklas Persson explains how they make zombies more of a threat in VR: “We use sound and lighting extensively to create a sense of dread and horror as you hear the footsteps of the dead and watch their shadows loom closer.” You might think you would get used to those audio cues, but no. “Some of the monsters make less noise than the others, and therefore when you turn around there can be a zombie groping at your throat when you least expect it!”

    Using audio is a common theme in developing horror titles. “Audio is a crucial part in any horror experience,” Mark Paul explains. “Being able to control it using spatialized sounds is a fundamental function of VR… audio is fifty percent of the experience for us, coupled with very specific lighting direction.”

    Sometimes what is left out increases fear in the player. For Obscura, Michael Hegemann explains “any kind of gameplay mechanics” were removed wherever possible, allowing you to “really sink yourself into the environment without worrying about anything else than your fear.”

    In Albino Lullaby tapping into a player’s own fears and using them against them is one of their methods. “We give players just enough info to know they are in danger, but not enough to know exactly what kind of danger they are in,” explains Justin Pappas. “People tend to fill in the blanks with their own phobias and nightmares. We provide food for thought, to get your imagination going.”

    NarcosisNarcosis aims to fully immerse players in the depths of the ocean (pun entirely intended). To make this scenario feel as real as possible, the team closely modeled their levels on ocean floors and deep sea habitats. These habitats “feel familiar and contemporary, and are littered with touches of life that make it feel like a real place,” David Chen explained. While you might think a strange, unsettling environment would allow for a better horror scenario, Narcosis proves anywhere can be scary. “We wanted to steer clear of any sort of haunted house or derelict hospital vibe,” Chen added. “Instead, we wanted it to look and feel like a fairly pleasant, almost mundane place — that just happens to have been recently overrun by the ocean.”

    Able to manipulate the virtual world around you, using audio and lighting cues in high definition environments that feel real, VR developers are on the cutting edge of player experiences – and horror titles push that edge further. However, there are always improvements to be made, technologies that will advance. Staring into our crystal ball – what does the future hold for horror in VR?

    “Horror has always pushed the boundaries of entertainment, especially in the last 10-20 years,” says Michael Hegemann (Obscura). “I think that the key for VR horror in the future is about making things very personal, especially with realistic characters and AI. This is something VR can enhance in a way that is totally impossible to do elsewhere.”

    Alternatively, HordeZ developer Niklas Persson says “We should explore the possibilities of slow horror, like knowing something is watching you, but not really knowing when or what will happen.”

    Regardless of how horror developers choose to scare you in the future, one thing they could agree on was noted by Persson: “Headsets need to get to the next generation, to the point where we are truly one with the game. Only then can we probably start to understand what real horror is all about.”

    Maybe we should all be worried about when that day will come.


    Thank you to Mark Paul (Creative Director, Fallen Planet Studios), Justin Pappas (founder/creative director, ApeLaw), Niklas Persson (co-founder, Zenz VR), Michael Hegemann (developer, Obscura) and David Chen (Business and Narrative Development, Honor Code, Inc for their answers and their time.

    AFFECTED: The Manor, Albino Lullaby, HordeZ, Obscura and Narcosis are all available on Viveport, or in Viveport Subscription.

    Website: LINK

  • Enter the Manor in Affected

    Enter the Manor in Affected

    Reading Time: < 1 minute

    Available until November 3rd at 25% off!

    From Fallen Planet Studios, AFFECTED: The Manor is a deeply immersive VR experience that places you inside a house of horror – now remastered for HTC Vive.

    With two routes to follow and four alternate endings, AFFECTED is an experience that you can revisit multiple times. It’s also been designed for players with any level of VR experience, with many of the usual game mechanics removed or minimized, to increase the level of immersion for all.

    Specialized audio and lighting are also carefully used, ensuring that every step through the Manor is carefully designed for maximum effect.

    Bring your friends and family together this Halloween with a VR experience they’ll never forget – AFFECTED: The Manor!


    AFFECTED: The Manor is available on Viveport.


    Website: LINK