Schlagwort: virtual reality

  • VIVEPORT Video gets upgraded with new content and features

    VIVEPORT Video gets upgraded with new content and features

    Reading Time: 2 minutes

    Website: LINK

  • VIVEPORT Video gets upgraded with new content and features

    VIVEPORT Video gets upgraded with new content and features

    Reading Time: 2 minutes

    Website: LINK

  • Chatty Robots & Ninja Action in the Top VIVEPORT INFINITY Titles for August

    Chatty Robots & Ninja Action in the Top VIVEPORT INFINITY Titles for August

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    Website: LINK

  • Become a virtual shinobi in the fast paced action experience Ninja Legends

    Become a virtual shinobi in the fast paced action experience Ninja Legends

    Reading Time: 8 minutes

    Ninjas are awesome. Silently moving through the shadows, they struck with precision and skill to take out their targets. From over-the-top action films, to Saturday morning cartoon heroes in the form of mutant turtles, we’ve always had a fascination with these stealthy assassins. The creative team behind recent Viveport Infinity release Ninja Legends spoke to us about what inspired them to create a frantic and addictive action experience that puts you in the Tabi of these historic warriors. 

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=y9bW3yULJCg?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Coinflip Studios

    Co-Founder David Geisert: Coinflip studios is a small team comprised of 7 game industry veterans. We’ve been working together for many years across multiple companies. In 2018, we decided to get together and form a games company focused on new technologies. As we explored different markets and what was up and coming, VR was a huge interest of ours. As the market heated up, we realized that now was the time to start building for the up and coming space! Personally, I’ve been a huge VR fan since I was able to get my hands on the early Gear VR headsets. Since then I’ve upgraded to Vive and have been extremely passionate about all aspects of VR. Within the team, I have been a jack of all trades who fills in many roles with a focus on programming. Over time I’ve become a Unity development expert with a focus on the VR tool stack.

    What were some of your biggest inspirations (gameplay, art style etc) when creating Ninja Legends?

    We were heavily inspired by various films to maintain a high speed of 1 vs Many combat. Ninja Assassin, Ip Man, Kill Bill, and many others served as inspiration for the base feeling for the game.

    The cyberpunk classic Snow Crash is also an inspiration for the theme – in that book, the main character is a master swordsman in Virtual Reality.

    Each individual weapon and special ability in our game has a host of inspirations that we drew from. For example, the rope dart is heavily influenced by Mortal Kombat. We liked pairing it with the fist and yelling ‘Get over here!’ while playing.

    Talk a bit about your previous experience in mobile game development and how it influences what you’re making now in VR

    Some of the elements of Ninja Legends are influenced by our time as mobile developers. With mobile games, we learned how important it was to get players into the action with the most fun aspect of the game ASAP. We brought this thinking to VR, allowing players to jump into the action within one button click of loading the game.  The interest curve of the levels is an ascending wave, with new enemies and difficult waves mixed in with small breaks on easier waves. We also included the daily challenge mode, to allow for something new to play every day, and for something that you’ll miss if you don’t come back. In future games, we’re especially excited to bring over mechanics that allow for deeper player investment and engagement.

    How long did Ninja Legends take to develop, and how many people were on your team throughout?

    We started working on Ninja Legends in November 2018, making it approximately nine months from first concept to launch.  We have a team of seven that has worked on the game, although not all seven have been working on it the entire time. We had a few large pivots of what the game should be, from a rhythm based game, to the intense combat game we have now.

    Ninja Legends is your first title as a studio, and your first foray into VR. What were some of the biggest challenges in crafting this frantic shinobi action experience as compared to previous titles for other platforms?

    The input mechanics of other platforms make them much easier to deal with players trying to find bugs.  In VR there are so many degrees of freedom, which make it hard to keep the game working properly. You always have to worry about someone trying to stick their head through a wall or putting their hand somewhere it isn’t supposed to be.  We designed around theses extra hurdles instead of trying to solve them, which greatly reduced the development time. The action game is also something we hadn’t done before. It was a lot of fun and a great workout each day as we played.

    Ninja Legends gives players tons of fun and powerful weapons, including mystical shinobi powers. Tell us a bit about the process of designing these powers, the challenge of balancing, and if there were any left on the cutting room floor (pun intended lol). 

    We pulled a lot of inspiration from games, movies, and anime we liked.  There are a bunch of movies that have a single hero character taking on a horde of unnamed killers.  We took the best parts of those scenes and tried to replicate that feeling. Then we stuck in the weapons we liked from the best movies and games that did that.  I really like the rope dart, which was inspired by the character Scorpion from Mortal Kombat. I use the gauntlet, chain-dart combination and then uppercut the enemy when he gets pulled in, and of course I say “Get over here.”  There were a few that didn’t make the cut, either from being too complicated, or not being fun to use. One of the first powers was to slow time. It worked great, but we started adding it to the other powers and just slowing time started to feel boring.  One that we tried, but it was too different is a Godzilla beam, where you’d yell to have a beam come out of your mouth. The mouth beam was too close to the eyes and was bad for performance, and the trigger being sound was too different and didn’t fit with the rest of the game.  We also had a stun attack that would cause anyone you hit to be stunned for a few seconds. This one didn’t work because it was boring, and didn’t trigger like the other specials. The shockwave special was cut because it didn’t involve any element of skill. It was just a more powerful version of the hand blast.  We also tried to keep out weapons that would just duplicate the same play styles as other weapons. Sai are commonly linked to ninjas, but we thought they were too close to the claws. We also avoided any tricky physics chains or ropes as they tended to break. I’m happy with the specials and weapons we ended up with.

    What are your thoughts regarding the future of VR gaming, especially in the arena of action titles. Are there any improvements you want to see to the technology in order to help you make more engaging experiences?

    Two things I think action titles really need are more freedom of movement in real life and better haptic feedback.  The freedom of movement will allow for the clunky and motion sickness causing systems to be done away with. The better haptic feedback will eventually allow for more complex interactions with enemies.  I would love to be able to throw enemies around and have it really feel like I was throwing something.

    Who is your favorite ninja (real or fictional)?

    I really like Killua Zoldyck from the anime series Hunter X Hunter.  He’s a small kid from an assassin family who wants to make friends.  He just has a hard time making friends when he is this amazing killing machine.

    Ninja Legends launched on Steam not long ago, and now has arrived on Viveport. What has been the reception so far? Have there been any bits of feedback you received that surprised you?

    The reception has been great! It has been refreshing to start getting a stream of feedback from players. This helps us improve our game much faster. For example, one thing we heard was how difficult it was to deal with enemies surrounding you, especially in a 180 degree setup as many people have at home. We took that feedback and added arrows to the side of the screen in Novice and Ninja difficulties to indicate if there was an enemy off screen attacking you.  From the reviews after that update it seems to have made a great improvement in the experience. There have also been some hardcore VR fans that want a much larger scoped game, and we can sympathize with that. There are many more aspects to being a ninja besides pure melee combat. This is something we’re looking to build on through future updates.

    Are there any exciting updates to Ninja Legends planned that you can share with our readers?

    We are already working on the first update, and it will be a whole new play mode.  We haven’t fully finalized the concept. It is either going to be a stealth mode with locomotion, a tower defense archery mode, or a sandbox mode where players can load in their own levels, enemies, and weapons.  We’d love to get feedback and thoughts from any VR players out there on what we should work on to improve the game!

    What’s next for Team CoinFlip?

    We want to stay in VR, and look forward to the Ninja Legends launch to signal how to invest our time next.  One area we are very interested in is multiplayer in VR. Co-op gameplay is a natural fit for Ninja Legends, but we’d love to explore some competitive gameplay in VR.  Coming from mobile, and with the number of players in VR right now, we are thinking that an async multiplayer game would be the right move. This would be something along the lines of Clash of Clans with a construction and base management core, then an attack and action multiplayer component.  I think this could get over the problems of needing a constant large player base to get multiplayer competitive games off the ground. This is also something I’d love to player, as it should allow for rich interactions and gameplay with all the user generated levels.

    Smart thinking! You’ve got me more excited than ever for what you and the team having coming. Thanks for chatting with us!

    Ninja Legends is now available on Viveport and as part of your Viveport Infinity membership. Not a member? Start your free trial today and start honing your ninja skills!

    Website: LINK

  • New In VIVEPORT Infinity – July 2019

    New In VIVEPORT Infinity – July 2019

    Reading Time: 3 minutes

    VIVEPORT Infinity is your home base to start exploring hundreds of virtual worlds and experiences. An unlimited subscription service with over 600 apps and games to download, Viveport Infinity is your ticket to discovering the best that VR has to offer. But the best news is that your Infinity membership increases in value every month!

    New content is consistently added to the Infinity library so you always have a reason to come back. In July we saw an influx of exciting new titles spanning a range of genres added to the service. For a recap of all the latest titles in Infinity check out our list below:

    [youtube https://www.youtube.com/watch?v=4UcTeord08g]

    FORM from Charm Games

    Available now as part of Viveport Infinity.

    Developed by Charm Games, FORM is a surreal adventure that unfolds within the confines of the human mind. With superhuman powers of geometric visualization, you’ll play as Dr. Eli as you try to uncover the meaning behind a mysterious signal coming from a secret artifact called the Obelisk. Using your powers to follow the signal through the Obelisk and explore dream-like memories to solve the puzzles in your own mind.

    [youtube https://www.youtube.com/watch?v=2-GwnuauaCw?feature=oembed&wmode=opaque&w=730&h=411]

    Twilight Path from Charm Games

    Available now as part of Viveport Infinity

    Another title from Charm Games, Twilight Path is a virtual reality fantasy puzzle adventure that takes you on an otherworldly journey to meet wandering spirits, enchanted sentries, and mischievous gods. Transported to a surreal realm between the real world and the afterlife, you awaken to discover you have become trapped in this mystical spirit world. Only by restoring the world to balance can you return to the life you left behind.

    [youtube https://www.youtube.com/watch?v=WuBmYkBPi1k]

    Space Ops VR from Fibrum

    Available now as part of Viveport Infinity

    Space Ops VR is a real-time training program for special operatives in outer space. A rookie who has just enrolled in basic training, you’ll join the special ops team to help ensure the safety of a dangerous deep-space expedition. Test yourself in the harsh environments of outworld deserts, compete with other rookies in the fight against aliens, and prove to your drill instructor that you’re the toughest!

    [youtube https://www.youtube.com/watch?v=GAqR7njZ9gU]

    PowerBeatsVR

    Available now as part of Viveport Infinity

    PowerBeatsVR is a modern, rhythm-based VR fitness game to boost your fitness level. Move with the beat as you punch your way through challenging obstacle courses in one of three virtual arenas. PowerBeatsVR offers exciting workouts with boxing, squatting and dodging, includes leaderboards, a VR level editor, calorie tracking, and unique support for heart rate monitors.

    [youtube https://www.youtube.com/watch?v=N3OVvrfR0yY?feature=oembed&wmode=opaque&w=730&h=411]

    Mindbenders

    Available as part of Viveport Infinity via Viveport Video

    Mindbenders is an all-new immersive VR 360 video series on Viveport Video, allowing viewers to get up close and personal with the principles of science. Brought to you by Tory Belleci, Kari Byron, and Grant Imahara, the former hosts of Mythbusters, Mindbenders combines the charisma of the most famous science TV hosts with the immersive power of VR. Students will be transported to the workshop where Kari, Tory, and Grant introduce them to basic science principles through engaging and informative demonstrations and experiments.

    [youtube https://www.youtube.com/watch?v=y35HlzdcEgE]

    Trex: Skeleton Crew

    Available now as part of Viveport Infinity

    Created in partnership with the American Museum of Natural History, HTC VIVE and Immersion you’ll assemble Tyrannosaurus rex fossil bones to create a magical museum exhibit. Then witness your T. rex come to life, as you travel back in time 66 million years to the end of the Age of Dinosaurs when flying reptiles glided through the skies and T. rex was the world’s apex predator. Experience T. rex in its natural habitat, a warm and wet environment in what is now Hell Creek, Montana.

    [youtube https://www.youtube.com/watch?v=jIJStWT6FuI]

    3DsenVR

    Available now as part of Viveport Infinity 

    3dSenVR is a unique NES emulator that converts your favorite games into full 3D & allows you to play it in VR! This nostalgia-inducing title allows you to experience 48 of the most popular NES games like never before.


    Viveport Infinity is compatible for VIVE, Windows Mixed Reality and Oculus Rift headsets. If you’re not already a VIVEPORT Infinity member, you can sign up here to start your free trial and check out all the perks that come with VR’s first unlimited subscription service.

    Website: LINK

  • Case Study: VIVE Solves VR For Theme Parks With Busch Gardens Project

    Case Study: VIVE Solves VR For Theme Parks With Busch Gardens Project

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    Website: LINK

  • Discovery’s Shark Week Comes to Viveport

    Discovery’s Shark Week Comes to Viveport

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    Website: LINK

  • Take a virtual reality tour of the Raspberry Pi Store

    Take a virtual reality tour of the Raspberry Pi Store

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    Some months back, we received an email from Rob Chinery, explaining that he’d created a virtual reality (VR) tour of the Raspberry Pi Store, Cambridge.

    When I heard about the new Raspberry Pi store in Cambridge, I was immediately impressed by the design and aesthetic of the store. I thought it would be a great project to add to my portfolio, so I put together a quick virtual experience based around the store.

    Here’s a video for those without VR headsets:

    Raspberry Pi Store VR Tour With Narration

    A narrated VR tour of the Raspberry Pi Store in Cambridge, U.K.

    Cool, right?

    Based in New York, Rob hadn’t visited the store at the time and created the walk-through using images and video content that he’d found online.

    I had to rely on a few press images from the opening to make the model (which did make things a bit difficult). One of the reasons I decided to build the app is to allow us Pi fans on other continents to virtually experience the store.

    Since our initial communications in April, Rob has now managed to visit the store in the flesh, as he explained on Reddit.

    Rob has built the tour specifically for mobile VR platforms, and it is available for free on Oculus Go and Gear VR. You can also view it via Testflight on Android and iOS using a cardboard viewer. You can try the Raspberry Pi Store VR tour here. And, if you’re in need of a mobile VR experience for your architectural projects, Rob’s your guy!

    In the words of Liz, colour us impressed.

    Website: LINK

  • Bringing the house down with the hilarious party experience Takelings House Party

    Bringing the house down with the hilarious party experience Takelings House Party

    Reading Time: 9 minutes

    Creating multiplayer experiences that are satisfying and fun for everyone involved is no easy task – especially with the asymmetrical nature of VR. The creative team over at DimnHouse – makers of the new Viveport release Takelings House Party – sought to make an experience that plays into not only the strengths of VR, but of this asymmetrical nature of VR couch play to make a game that will keep you laughing and shouting at those around you for countless hours. We sat down to find out how they sussed out the formula for the perfect VR party.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=Gw6Eck0abII?feature=oembed&wmode=opaque&w=730&h=411]


    Tell us a bit about yourself and the team at DimnHouse

    Hi, my name is Kevin Weir, I’m the lead game designer here at Dimnhouse. I work with our art lead Clint Davidson, and our project manager Faith Myhra. We’ve been early adopters and big fans of VR. Before starting Dimnhouse, both Clint and I worked as motion graphics artists, and Faith as an organizer in the environmental justice movement in LA.

    What inspired you to create the wacky party experience Takelings House Party?

    We were driving back from a camping trip in Yosemite sorta group daydreaming about what might be some fun game ideas for VR. None of us at the time had any experience in games development but we were all huge fans of VR. We’d played games like Keep Talking and Nobody Explodes and Ruckus Ridge to death, and we knew we had to make it a party game.

    I’d mentioned the idea of being able to pick up a tiny character while slowly carrying them over to some sort of death machine and they’re yelling, “NO NO, PUT ME DOWN!” as their allies attempt to free them, while the VR player laughs maniacally. We all got excited about this idea, and once I got home I opened Unity and started prototyping it up.

    Takelings House Party features asymmetrical gameplay – pitting one human player strapped into a headset against multiple couch players who cause mischief and mayhem as the titular Takelings. Was this the premise from the start or did it come about through experimenting with design ideas?

    It’s definitely grown quite a bit from the original premise. Really we just wanted a game where the VR player can pick up a player smaller than them and shove them into a toaster. It was meant to be demeaning to the couch player and inspire shouting, begging, taunting. I’m really happy to say that we were able to deliver that experience, people get REALLY loud while playing Takelings.

    But it has grown a lot, we now have other game modes and have expanded out a party mode. Even the original Kitchen game itself has grown, with added power up items, and other… cartoonishly brutal ways to murder your friends.

    This all came about from playtesting and trying to be reactive with our design. Seeing what people enjoyed, what got everyone jumping out of their chairs in excitement or outrage and dialing in and expanding on those aspects of the game.

    Can you speak to how difficult it was to implement asymmetrical party gameplay between VR and couch/controller players? I imagine the concept provides unique design challenges to make the experience equally fun and intuitive for everyone.

    It has always been important for us that the game is equally as fun for the Takelings as it is for the VR player. This is a particular challenge in asymmetric games, it’s easy to get fixated on the experience of the solo player and forget about the individual experience of someone on the “mob” side of things.

    There was also an interesting effect in balancing against a VR player. We didn’t want to inhibit the VR player in any way. When interacting with the world in VR, what you expect to happen should be what happens, and any artificial slowing down of your player would be very uncomfortable in VR. That free motion, however, means there’s not really a limit to how quick the pace of the game can be. So a lot of tuning went towards empowering and mobilizing the Takelings more and more, and building into that frantic pace set by the VR player. And, the more we sped up the game, the more frantic energy revved up our players and the more fun the game became!

    But I think the biggest challenge for us, especially as a small team of 3, was playtesting. With a game that allows up to 9 players, we’ve had to host TONS of beta testing parties. What’s it like to play with 3 players? Or 5? Or all 9? Balancing the game while keeping the variety of possible experiences in mind required a lot of playtesting with our very awesome and patient friends and family.

    Were there any weapons/environments/game modes etc that you wanted to work into the game but had to leave on the cutting room floor?

    Oh sure, the biggest one for me is online play. I was, unfortunately, unable to get that into the game. There were some technical challenges, one of which is that our game is pretty physics heavy.

    There are many game modes we’d love to add to Takelings. Our goal, if all goes well, is to release content packs that feature the other members of Hal’s family facing off against the Takelings in different themed game modes adding more variety and rooms to the game. We’re really excited about the next character.

    What do you think are essential elements necessary to making an engaging multiplayer party game that keeps players coming back?

    For a party game, I think it’s important to be very easy to pick up and play and also engaging and inclusive to casual players and people who don’t generally play games. It should be a social experience, something that you share with many different people. It should be unique depending on the group playing, you should be saying, “We need to get so-and-so to play this with us.” We try to encourage these social experience with our game design as much as we can. Our big mantra with Takelings is, “How can we get people yelling at each other” (in good humor of course).

    And it definitely doesn’t hurt to have a higher skill ceiling, so players can feel like they are improving as they play. I think this is where asymmetric party games can really flourish. Normally in competitive games, a high skilled player wouldn’t be fun to play against as a new player, but in an asymmetric game that player would be teamed up against, or underpowered in the “mob” group. Takelings, sort of by accident, actually has a relatively high skill ceiling. Some of our friends are SCARY good at exterminating Takelings.

    Takelings House Party has been shown at several events – such as VRLA, Caltopia and the 2018 AMD Gaming Garage. How has player feedback helped shape the direction of the game? Have you been surprised by any particular responses from players?

    The positive response from families was a bit surprising. It probably sounds funny, but I wasn’t really building Takelings as a family friendly game on purpose. Kids were drawn to the game in mobs, and after watching for a round or two, their parents would join right in, seeing how easy it was to pick up. We had a quite a bit of complements from parents who were grateful to have a few minutes to… shove their kids in a waffle iron. I think we sold a couple parents on VR that day.

    Their perspectives on the game were pretty funny too. One little girl pointed at Hal and said, “I want to be the monster next.” While one of the parents commented, “So they’re all controlling the little pests huh?” We don’t really think of either Hal or the Takelings as good or evil, but it’s fun to see everyone picking a side anyways.

    What were your main creative influences on the tone/design of Takelings House Party?

    There’s a good amount of the classic mouse hunting genre in this game. Tom and Jerry, The Borrowers, Mouse Hunt. But we also felt inspired by old propaganda films. “These Takelings are a stain on the American way of life!” “Protect your family from these pests”. These are the sort of things our character Hal is hearing over the TV. This tongue-in-cheek propaganda style was utilized really well in games like Portal 2 and the Fallout series.

    How many people helped make Takelings House Party and how long was the development process?

    I started working on it part time as a hobby after work for about 6 months, and in July 2017 I switched to start working on it full time. Last fall my teammates Clint Davidson (our Art Lead) and Faith Myhra (our project manager, plus some) joined me. We were also very fortunate to have the talented Adam Bravo compose the theme music and Kevin Chaja as a Business Development Advisor. And of course our dozens of amazing playtest volunteers.

    Takelings brings out a lot of passion in players – as illustrated by the hilarious trailer featuring some very adult language haha. What has been the wildest thing you’ve heard players shout during gameplay? (don’t worry, we’ll censor it for any young eyes who might be reading)

     Oh my god it’s incredible what people are shouting. A favorite was from ViveSummit 2019 CIZZORZ panicaly said, “He’s waffling me!”

    A young boy at the AMD Gaming Garage yelled to his dad, “She’s toasting him! That’s hecka evil!”

    Also, “No, you’re killing him wrong!” at VRLA

    It got to a point where we started writing down what people said, they are just too good to forget.

    What are your thoughts on the future of VR and AR and where do you hope to see the technology develop going forward – especially in the realm of multiplayer experiences?

    Oh I’m very hopeful for the future of VR. I mean, just the term virtual reality has been in our lexicon for quite a while. I think it was always coming, and as the technology improves more and more people will adopt it, and a lot of people already have. It might be a ways off but I’m really looking forward to the possible transition to light field displays allowing you to draw natural focus with the eye.

    On the multiplayer side, we’re really starting to see a unifying experience across devices. Like in Takelings, being able to use your smartphone as a controller. I’m really excited to see where we go in this space of multiplatform play with smartphones, almost everyone has a smartphone.

    What’s next for DimnHouse?

    Finishing the final release of Takelings House Party with a total of 5 games and AI Takelings. We’d love to continue to support the game for a while with additional content packs featuring the other members of Hal’s family and their own themed levels.

    Really we just love VR, and to have the opportunity to create more unique and engaging experiences for this fantastic new medium is the dream.

    Sounds awesome! We can’t wait to see what you have coming next. Thank you for your time!

    Takelings House Party is now available on Viveport for VIVE and Oculus Rift headsets.

    Website: LINK

  • Get obsessed with art in Lucid Realities Studio’s Viveport Developer Story

    Get obsessed with art in Lucid Realities Studio’s Viveport Developer Story

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    Website: LINK

  • VIVE Studios’ latest title, ‘T. Rex: Skeleton Crew’, launches on VIVEPORT Infinity

    VIVE Studios’ latest title, ‘T. Rex: Skeleton Crew’, launches on VIVEPORT Infinity

    Reading Time: 3 minutes

    VIVE continues its partnership with the American Museum of Natural History as T. Rex: Skeleton Crew is now available to experience at home  

    VIVE Studios, HTC VIVE’s content development and publishing division, and VIVE Arts, today announced that its latest interactive education title, T. Rex: Skeleton Crew, is now available to experience on Viveport. Created in collaboration with the American Museum of Natural History, one of the world’s preeminent scientific, cultural and educational institutions, this title is the at-home version of the Museum’s first multi-player, interactive VR experience, on view until August 9, 2020, as part of its major exhibition T. rex: The Ultimate Predator.

    Developed by Immersion, this interactive education title invites users to reconstruct a Tyrannosaurus rex skeleton as they learn about the world’s ultimate apex predator, the evolution of our scientific understanding, and the latest discoveries. T. Rex: Skeleton Crew is available to download as part of Viveport Infinity, Viveport’s unlimited VR subscription service, and for $4.99 on the Viveport store.

    [youtube https://www.youtube.com/watch?v=y35HlzdcEgE]

    T. Rex: Skeleton Crew places players within a space similar to the Museum’s Hall of Saurischian Dinosaurs, where they will work to build a scientifically accurate 3D model T. rex skeleton bone by bone. Once the full dinosaur is complete, the Hall will transform into the marshland that is now Montana, the T.rex’s home 66 million years ago, where players will witness T. rex come to life before their very eyes.

    The single-player home version expands upon the Museum version with extensive bonus material featuring an interactive and humorous guided tour from the exhibition’s curator and leading paleontologist, Dr. Mark Norell. Along the way, the player will explore all parts of the dinosaur and unlock a wealth of new content including historic facts, archival videos, data visualizations, and engaging animations.

    “Virtual reality is a captivating realm in which our normal perceptions of time and space are suspended,” said Vivian Trakinski, the Museum’s director of science visualization. “As a natural history museum, we can leverage this technology to allow our visitors to experience the most fantastic and inaccessible domains of nature. In VR nothing is too small, too big, too fast, too slow, too distant, or too long ago to be appreciated.”

    T. Rex: Skeleton Crew has proven to be an immensely popular and interactive way for the American Museum of Natural History’s visitors to connect with the new T. rex: The Ultimate Predator exhibit as the 66 million year-old “Dinosaur King” comes to life in VR,” said Chris Chin, GM of Vive Studios. “We can’t wait for dinosaur fans everywhere to geek out and finally experience this larger-than-life Vive Studios production as we bring a part of this venerable institution to their living rooms.”

    Through VIVE Arts, VIVE is partnering with some of the most forward-thinking cultural institutions in the world. In addition to this latest release with the American Museum of Natural History, VIVE has established itself as a leader in fostering digital innovation in arts and culture by creating immersive artworks and exhibits in collaboration with leading artists, museums and cultural organizations. Recent partnerships include the Louvre, Tate Modern, the National Palace Museum in Taipei, and the Biennale Arte 2019

    T.Rex: Skeleton Crew can now be downloaded world-wide, in both English and Chinese languages for the HTC VIVE on Viveport Infinity. New Infinity members can start their two-week free trial today and gain access to unlimited VR gaming as well as exclusive benefits such as free title giveaways, weekend deals and premium content on Viveport Video. Start your free trial here: https://www.viveport.com/infinity

    Website: LINK

  • Get back to the moon and beyond on Apollo 11’s anniversary

    Get back to the moon and beyond on Apollo 11’s anniversary

    Reading Time: 4 minutes

    Apollo 11

    By Nathan Ortega, Viveport Staff

    50 years ago today, the Apollo 11 mission successfully landed the first two people onto the surface of the moon. What better way to reflect on such a monumental moment in human achievement than by checking out some of the out of this world Viveport Infinity titles that let you explore the cosmos, learn about our galaxy, and step into the role of a trail blazing astronaut?


    [youtube https://www.youtube.com/watch?v=OBzvUYZranc]

    Available now on Viveport, and as part of Viveport Infinity

    Experience the historic event through the eyes of those who lived through it. Apollo 11 VR, by Immersive VR Education, brings a mix of original archive audio and video together with accurate recreations of the spacecraft and locations, all set to inspirational music. It’s a documentary style experience that will not only educate you but will also leave a lasting impression and deep respect for the men and women who worked on the Apollo program during NASA’s golden era.


    [youtube https://www.youtube.com/watch?v=cfRsrLk8VvQ]

    Available now on Viveport, and as part of Viveport Infinity

    Developed by the award winning Australian studio Opaque Space in collaboration with NASA, Earthlight: Spacewalk puts you in the shoes of a crewmember of the International Space Station, tasked with doing essential maintenance responsibilities while orbiting the Earth. It’s an authentic, immersive experience that conveys the scope and majesty of space travel.

    You can read more in the Greenlit review, which gave Earthlight: Spacewalk 4 stars out of 5.


    [youtube https://www.youtube.com/watch?v=jPrY1xRVlME]

    Available now on Viveport, and as part of Viveport Infinity

    With Go For Launch: Mercury, developer Joseph Chisholm set out to meticulously recreate the experience of early space flight. Featuring seven complete playable missions from the historic Mercury program, Go For Launch puts you in the hot seat of one of the most important flights in the history of space travel. Toggle switches and levers and a myriad of other console controls and follow the steps necessary to successfully launch your vessel, and buckle in for a wild ride into the stratosphere.

    You can read more in the Greenlit review, which awarded Go For Launch: Mercury 4 out of 5 stars.


    [youtube https://www.youtube.com/watch?v=CaNI2vY2E14]

    Available now on Viveport, and as part of Viveport Infinity

    Created using scientific data from NASA and the European Space Agency, OVERVIEW is an interactive experience with real positions for all the planets, stars and galaxies that we know of. A collaboration between Orbital Views and film director Paul Mezier, OVERVIEW functions as a visually engaging educational planetarium style experience, providing details about each celestial body as a documentary style story that lets you control how you view the experience. A freeview mode allows you to explore the galaxy at your leisure, traveling at light speed and getting up close and personal with many elements of our Solar System.


    [youtube https://www.youtube.com/watch?v=BU-D-ax-Uys?feature=oembed&wmode=opaque&w=730&h=411]

    Available now on Viveport, and as part of Viveport Infinity

    Taking a futurist approach, Mars 2030 places you in the role of an astronaut on a team tasked with collecting geological samples that uncover the planet’s past. While on your mission, you’ll explore the accurately mapped and modeled open Martian terrain (based on NASA satellite data), and complete various tasks including operating the Mars rover. Along this journey, you’ll discover a world rich in history that, much like our own planet, once looked very different from what exists today.


    [youtube https://www.youtube.com/watch?v=aVdyThHp5bY]

    Available now on Viveport, and as part of Viveport Infinity

    Spacetours VR – Ep1 from Vibrant Visuals puts you in control of a futuristic interplanetary travel expedition, allowing quick and dynamic travel through the galaxy to see what you want to see, in non-linear fashion. Jump from point to point in any order you’d like, controlling how and where you go on your tour of our star system, and learn interesting facts about our planets and stars, all from the comfort of a posh travel pod.


    [youtube https://www.youtube.com/watch?v=n-RTIjU2Uvc?feature=oembed&wmode=opaque&w=730&h=411]

    Available now on Viveport, and as part of Viveport Infinity

    We Are Stars is a colorful all-ages science VR documentary that seeks to answer some of the biggest questions of all time. What are we made of? Where did it all come from? It explores the secrets of our cosmic chemistry, our explosive origins and connect life on Earth to the evolution of the Universe.  Join the Time Master narrated by Hollywood star Andy Serkis, a Victorian gent with his very own time tent who whisks you off on a 13.8 billion year adventure. With expert input from leading scientists, cosmologists, astrophysicists, astrochemists, planetary scientists and astrobiologists, We Are Stars presents humanity’s current understanding of where everything, including us, came from.


    [youtube https://www.youtube.com/watch?v=u5GylAdicSw]

    Available now on Viveport, and as part of Viveport Infinity

    In the VDA nominated Mars Odyssey, developer Steel Wool Games puts you right in the middle of the Red Planet, where you’ll traverse the alien terrain and interact with a full-scale NASA Landers and Rovers, and experience the planet’s history and unique geography. Stunning visuals and authentic controls make being a part of the Mars expedition feel accurate and immersive.


    Have a favorite outer space adventure? Talk about them in our Community Forums!

    Website: LINK

  • Case Study: Ovation Expands Features & Analytics With VIVE Pro Eye

    Case Study: Ovation Expands Features & Analytics With VIVE Pro Eye

    Reading Time: < 1 minute

    Website: LINK

  • Track your VR fitness level with the latest update to Synth Riders

    Track your VR fitness level with the latest update to Synth Riders

    Reading Time: 2 minutes

    Website: LINK

  • Prepare to have your mind bent with the Viveport Video science series Mindbenders

    Prepare to have your mind bent with the Viveport Video science series Mindbenders

    Reading Time: 8 minutes

    Mindbenders is an all-new immersive VR 360 video series on Viveport Video, allowing viewers to get up close and personal with the principles of science. We sat down to chat with creators Tory Belleci, Kari Byron, and Grant Imahara to hear what inspired them to create this immersive new way to learn about the world around us.

    [youtube https://www.youtube.com/watch?v=N3OVvrfR0yY?feature=oembed&wmode=opaque&w=730&h=411]

    Why is a video based learning experience like Mindbenders so effective? 

    Kari Byron: When I was a kid, learning science in school was always more fun when we got to get our hands dirty. We had projects where you’d drop the egg off the top of the building. I never really liked it when you sat there and just memorized the components of a cell. My favorites were always when we had some sort of video. We didn’t have a lot of those when I was a kid, so this is a pretty exciting project for me.

    How will the Mindbenders series work in the classroom?

    Kari: We live in a digital age now. Everything, and I mean everything, is on screens, and that’s how kids see the world. Screens are everywhere. So, if we want them to engage in learning, why not put it on a screen? Make a video. That’s how they’re going to learn.

    Do kids actually learn from videos like this?

    Kari: I’ve been involved in science-based reality television for over a decade now, and a really cool byproduct of it has been that kids started learning science from the shows I’ve been on. It’s like broccoli in the cheese sauce. They didn’t know that they were learning anything. They had so much fun watching, that all of a sudden, they found out they were learning. They’re like, “What? Cool.”

    We live in a digital world. There’s screens everywhere, and that’s how kids engage with learning now. So, the Mindbenders learning series is really just playing on their field.

    How important to you is getting girls involved with STEM?

    Kari: Getting girls involved or interested in STEM, which is science, technology, engineering, mathematics, has become a personal passion project for me. I lost interest in science when I was a little girl, and I’ve really wanted to figure out why. For me, I just needed to see role models that looked like me. So, I feel like when little girls see me interested and excited about science, they’re going to, as well.

    How effective is video learning ?

    Kari: When I was a kid, I learned out of a textbook. I mean, it was learn the components of a cell. Now, kids have screens everywhere, so it’s really cool to be able to put learning on a screen for them because that’s how they engage.

    I’m a mom, and I have watched my five-year-old repeat back infomercials to me. Now, I would really like to harness this for the power of good. I would really like to stick education on to a screen for them. So, the Mindbenders learning series is really… It’s a really selfish project. I want to see my kid learning good things, like STEM, instead of 1(800) numbers.

    Why do you think the Mindbenders will be an effective tool in today’s classroom?

    Tory Belleci: 02:44 I believe that the Mindbenders learning series is going to be a huge tool in the classroom. I mean, as we know, visual teaching is much stronger than, say, lectures. Because this is all video, it’s going to allow the students to retain that information.

    When I was growing up, a lot of it was textbooks or overhead projectors and lectures, and I always found it very hard, because I’m dyslexic, to kind of retain the information. But with the video series, I feel like it’s going to be a lot easier for the kids to understand it and hold on to it.

    Why do you think it’s important to include a challenge to the kids after they watch the videos?

    Tory: It’s so important that we’re including a challenge in each of these videos because it’s not just washing over them. It’s actually having them engaged in what they’ve just learned, and that is the best way to teach, is tell them and then have them do it, and then they’ll be able to hold on to that information.

    Do you think this video series is a motivating tool ?

    Tory: I think this video series is so motivating because it’s not just telling about the science. It’s actually showing and doing, and that gets the students involved.

    What’s the value of showing, both, a small scale and then a big scale experiment?

    Tory: I think it’s a really smart idea having the small scale and the large scale in this video series. That way, the students can do the small scale in their classroom, but I mean, they’re not going to be allowed to play with the giant Van de Graaff in their classroom. They could easily hurt themselves.

    How important for you is being involved in Mindbenders

    Tory: To be a part of this series, it’s just very gratifying because I can’t tell you how many times I’ve had teachers come up to me and tell me, “It’s because of your show that we are excited about science and our students are excited about science.”

    Do you think you’ll be able to turn on kids who traditionally don’t like science to science?…

    Tory: When I was a kid in school, I didn’t really focus too much on science because I didn’t think I was going to need it. I’m hoping through these video series that I can get these students excited about science because they’re going to need it when they graduate.

    What are your hopes for this series?

    Tory: I’ve been on a science show for 10 years, but it never started out that way. We wanted it to be entertaining, and by default, people learn. So, I’m hoping that we’ll have that same effect with this video series, that we get excited about science, therefore, getting the students excited about science.

    Grant Imahara: I think the Mindbenders learning series is going to be really effective because the classrooms are evolving. Kids are different these days. They’re in an on-demand culture. They expect things to come to them that speak to them in a language that they can understand. Traditional methods of teaching just aren’t appropriate these days, and that’s why coming at them with a video series that is cool and fun and neat, that’s something that’s going to get through.

    Do you think a video series has more impact on todays students than a conventional textbook?

    Grant: Look, when you compare a traditional textbook to a video-based learning series, there’s no comparison for kids these days. The kids are looking for something that is fast-paced, something that’s excited, something like this. They’re not looking into books. Half the kids don’t even know the traditional books. They’re looking for something to swipe and move around, and that’s what we’re giving them.

    Why do you think Mindbenders will be effective?

    Grant: The thing that’s great about the Mindbenders is that it’s talking to kids in a language that they want to accept, that they understand. The classroom has evolved. The kids have evolved. The traditional methods of teaching no longer apply. If you want to get through to kids, you need to get them something that’s cool, and fun, and exciting, that speaks to them in a way that they’re willing to listen to.

    In my experience, over the past 10 years, teachers have been incorporating television shows as media in their classrooms because teaching science in a way that’s exciting is something that they’re looking for, and this gives them that sort of material, that sort of content.

    Do you think parents will also be interested in this series ?

    Grant: This is the sort of program that parents could also participate in with their kids. I mean, it’s not someone in a lab coat teaching science in a very stoic, boring way. I mean, this is something that’s neat, that everybody can enjoy together.

    Why are hands on challenges important?

    Grant: The hands-on and thinking-type challenges are important because what we want to do is show the students something cool and fun, and then engage them and bring them into the content by challenging them. There’s nothing that gets someone more motivated than saying, “Look, I’ve done this, but what can you do? What can you do, and how can you make this better?”

    How does Mindbenders compare to how you were taught science? 

    Grant: I have been a science student, too. I’ve been through these classes. I’ve suffered through really boring textbooks, and it’s exciting to see something like this that is a new approach to teaching. You know what? I can’t wait to see how it goes.

    What do you hope your contribution to Mindbenders will be?

    Grant: As a host of this show, it’s great because a lot of kids are familiar with other things that I’ve worked on, and so it’s a familiar face, teaching them things in a familiar way. And so, automatically, I’ve already got the advantage of, “Oh, yeah, I know that guy. Oh, yeah, that guy is cool. Okay, cool. I’ll listen to what he has to say.”

    How was your experience of science education as a kid different to Mindbenders?

    Grant: When I was a kid, science was taught with textbooks in a very controlled way in the classroom, and you know what? I learned and eventually went into sciences, but the interesting thing is that the most learning that I got was when I tried things on my own, and I’m not going to say that all those things were necessarily safe, but it’s that hands-on experience, I think, that is so important to learning. That’s what we’re offering here, a chance for kids to challenge themselves, to get involved with each of these episodes, and try something, and hopefully do it in a very safe way.

    How can a passive experience of watching a video become motivational to children?

    Grant: I think a lot of people view watching something on television, for example, as a passive experience, but I like to think of it as more of an active one in the sense that they can watch something and be inspired by it and say, “That’s really cool. I think I’d like to try that. I can do that.” That’s part of what we want to do here.

    This show can be a motivational hook. It can show something to kids, something that they could do, that’s not super hard, that you don’t need all this crazy equipment for, stuff they can do at home, that they can get involved with science, get their hands dirty, try things out and learn something.

    Thanks so much for sharing. We can’t wait to see what else you have to teach us in the future! 

    You can find the first four episodes of Mindbenders now available via Viveport Video, with more episodes on the way.

    Website: LINK

  • Offer Extended! Oculus Rift Owners Get 2 Months Free VIVEPORT Infinity

    Offer Extended! Oculus Rift Owners Get 2 Months Free VIVEPORT Infinity

    Reading Time: 2 minutes

    Website: LINK

  • BMW & ZeroLight Optimize Virtual Customer Journey With VIVE Pro Eye

    BMW & ZeroLight Optimize Virtual Customer Journey With VIVE Pro Eye

    Reading Time: 3 minutes

    Discover how the German car giant leveraged precision eye tracking to reduce rendering workloads and overhead and capture better business intelligence.

    [youtube https://www.youtube.com/watch?v=piflsDb02gc?feature=oembed&wmode=opaque&w=730&h=411]

    “Now with improved visual quality and detailed customer behavior insights, the BMW M Virtual Experience is a powerful example of automotive marketing’s technologically advanced future. We are proud to see the impact this project’s continued progression has had both within our industry and beyond.” — Florian Stiller, Head of Event and Sportmarketing Central and Southeastern Europe, BMW Group

     
    The BMW M Virtual Experience is a marvel of modern marketing. Originally developed by ZeroLight for use on VIVE Pro, it allows potential customers to configure, explore, and sit inside a simulated M5 in immersive virtual reality. Be it paint, wheels, or interior details, customers are free to customize the popular, high-performance sedan as they see fit. When their customization is complete, they can even get behind the wheel and interact with features such as the steering wheel, console, and trunk—all of which can be reached out and touched. And that’s not all: when customers are ready, they can take it for a test drive on The Circuit De La Sarthe, one of the world’s most famous race tracks. After the experience is complete, each customer receives a personalized microsite of their unique customizations, a 360⁰ turntable to see it from all angles, and even beauty shots for good measure.

    This exhilarating, comprehensive approach to product discovery is primed to change the way people buy cars. And as more and more brands move to cutting-edge experiential marketing to enhance product experiences, BMW and ZeroLight will be at the forefront with VIVE Pro Eye and its precision eye tracking.

    How does precision eye tracking improve visualization quality performance? With foveated rendering, a cutting-edge virtual reality feature that enhances resolution in the users’ point of focus and reduces it in the periphery. By following users’ eyes in real time, BMW and ZeroLight can gather data on where they are looking and just as importantly, where they are not. Working in conjunction with NVIDIA’s Variable Rate Shading (VRS) technology, rendering workloads can then be allocated to the greatest importance. As this process mimics the function and design of the human eye, all customers will notice is a sharper, more realistic image while everything else blurs unnoticed in the background.

    While the benefit to the user is apparent, there’s also a significant one for BMW and ZeroLight: as rendering workloads are concentrated to the user’s line of sight, overall rendering workloads are reduced. By providing better performance with less processing horsepower, VIVE Pro Eye empowers organizations like BMW and ZeroLight to increase visual fidelity without the need for more graphical resources.

    Want to learn more about foveated rendering on the VIVE Pro Eye? Please visit ZeroLight’s tech blog.

    Precision eye tracking also enables BMW and ZeroLight to capture real-time analytics and make more data-led business decisions. How? By seeing what users see and when, they can go beyond assumptions and approximations about user experiences with quantifiable insights. At CES 2019, when testers completed the optimized BMW M Virtual Experience, they received a heatmap and graphs of where they focused most and for how long.

    With this depth of business intelligence and candid user feedback, BMW and ZeroLight can better understand user behavior and intent and come to stronger conclusions about their product. Plus, eye tracking at this level allows for opportunities to improve products in development, identify potential challenges, and upsell through the experience.

     
    BMW and ZeroLight know how to engage today’s customers. They make look it easy, but it isn’t; as any organization knows, creating compelling, unforgettable experiences for customers is work that never ends. VIVE Pro Eye is here to help. It already has by elevating a state-of-the-art experience with improved visuals, optimized rendering workloads, and deeper understanding for one of the world’s largest premium car brands. What can it do for you?

    Download This Case Study ›

    Website: LINK

  • VIVE & Motion Workshop Bring Full-Body Interaction To VR

    VIVE & Motion Workshop Bring Full-Body Interaction To VR

    Reading Time: 2 minutes

    Fast, high-quality mocap animation at 400 fps. Brought to you by VIVE Tracker & Shadow® Motion Capture System.

    Erik Bakke is the co-founder of Motion Workshop, a Seattle-based business that focuses on motion sensor technology and motion capture. We invited him to sit down and discuss his signature Shadow Motion Capture System and what he was able to accomplish with VIVE.

    [youtube https://www.youtube.com/watch?v=cWBX6aE4qeA?feature=oembed&wmode=opaque&w=730&h=411]

    Dancer Catriona Urquhart, equipped with the Shadow Motion Capture System and 3 VIVE Trackers, has her movement livestreamed into characters in Unreal Engine.

    Production of animation content has traditionally involved very expensive motion capture setups using dozens of cameras. This limited high-quality animation production to large studios with big budgets. In the past few years, advances in tracking technology have brought excellent quality animation production to smaller budget projects, indie game and film studios, and independent freelance animators.

    Motion Workshop offers a new hybrid tracking system using their Shadow full-body mocap system and HTC VIVE Trackers. The Shadow mocap system provides excellent, fast full-body animation up to 400fps with built-in VIVE Tracker support. The Shadow/VIVE setup provides drift-free position tracking and smooth, accurate full-body joint animation. Plus, VIVE Trackers can be added for virtual camera, prop, and object tracking.

    With the included plugins you can livestream into Unreal Engine and Unity game engines. Character animation, props, and cameras are all available in one easy-to-use data stream inside the game engine.

    In a recent mocap shoot with dancer Catriona Urquhart from Cornish College of the Arts, we used the Shadow mocap system with 3 VIVE Trackers to livestream the dancer’s motions onto a AAA game character in Unreal Engine. We started with the free Paragon characters from the Unreal Marketplace and retargeted the animation in real time using Autodesk Motion Builder. The results were composited and rendered in near-real time using the Composure tool in Unreal Engine.

    [youtube https://www.youtube.com/watch?v=338xxSMqMoo?feature=oembed&wmode=opaque&w=730&h=411]

    This setup is ideal for virtual production and doesn’t require a large team or a dedicated mocap stage to create great content. For very small teams, these tools are helpful in getting animation content and rendering/compositing arranged in one place for quick and reliable delivery.

    ***

    Shadow Mocap Plugin
    Shadow Mocap plugins are available for free on the Unreal Marketplace and Unity asset store. The Shadow Mocap system is available for purchase at motionshadow.com

    Website: LINK

  • VIVE Pro Eye Simplifies Input & Navigation for MLB Home Run Derby VR

    VIVE Pro Eye Simplifies Input & Navigation for MLB Home Run Derby VR

    Reading Time: 3 minutes

    Precision eye tracking eliminates the need for handheld controllers in VR, creating an incredible access point for first-time users.

    [youtube https://www.youtube.com/watch?v=Jk70dm3nCfc?feature=oembed&wmode=opaque&w=730&h=411]

    Sports are all about moments. No one knows that better than Major League Baseball (MLB). The way we, the fans, absorb those moments are changing all the time. We’ve gone from peering over fences, relaying what we’ve seen to friends and family to huddling around the radio, to television, collectively sharing our amazement and disbelief. In the 21st century, though, digital mediums reign supreme as fans connect with the game through apps, streaming, and social media. And now, there’s another medium making its way to the baseball experience lexicon: virtual reality.

    MLB Home Run Derby 2018

    A moonshot in MLB Home Run Derby VR.

    Last year at MLB All-Star Week in Washington, D.C., VIVE Pro presented a unique VR video game experience in a whole new way as MLB held its first-ever Virtual Reality Home Run Derby Tournament championship competition. More than 300,000 people in attendance and millions through Facebook, YouTube, and Twitch livestreams watched fans of all ages step up to the plate and swing for the fences in MLB Home Run Derby VR.

    Needless to say, and forgive the pun, it was a big hit.

    But the 2018 Home Run Derby VR Competition was just the beginning. For the 2019 season, MLB worked with clubs to bring Home Run Derby VR on VIVE Pro to select ballparks across North America so fans can immerse themselves in this all-star VR experience while watching their favorite team.

    VIVE Pro Eye Precision Eye Tracking

    VIVE Pro Eye’s precision eye tracking make VR experiences more intuitive for fans.

    Now, MLB continues to take its virtual reality game to new heights with VIVE’s latest product: VIVE Pro Eye. Rolling out later this year and beyond, this next-generation system will enable fans to immerse themselves further in Home Run Derby VR by enabling a more accessible and more intuitive simulation.

    Whereas other virtual reality systems fall back on familiar game controls and mechanics, VIVE Pro Eye’s integrated eye tracking allows people to navigate Home Run Derby VR through sight alone. Eye tracking follows and analyzes where users are looking, enabling gaze-oriented menu navigation and hands-free pointing, zooming, and selection.

    What does that mean for fans? No more complicated menus. No more ham-fisted VR controllers. Just a streamlined user interface and a more fluid user experience where fans can get right to swinging with less roadblocks and frustration—an incredible first access point for users intimidated by, uncomfortable with, or simply unsure of VR.

    Play Home Run Derby VR on VIVE Pro as part of this year’s All-Star Week in Cleveland at PLAY BALL PARK or on any of your visits to the following ballparks across North America:

    Arizona Diamondbacks – Chase Field
    Atlanta Braves – SunTrust Park
    Boston Red Sox – Fenway Park
    Chicago White Sox – Guaranteed Rate Field
    Cincinnati Reds – Great American Ball Park
    Cleveland Indians – Progressive Field
    Houston Astros – Minute Maid Park
    Miami Marlins – Marlins Park
    Minnesota Twins – Target Field
    Pittsburgh Pirates – PNC Park
    Philadelphia Phillies – Citizens Bank Park
    San Diego Padres – Petco Park
    San Francisco Giants – Oracle Park
    St. Louis Cardinals – Busch Stadium
    Toronto Blue Jays – Rogers Centre

    Website: LINK

  • “Doctor Who: The Edge Of Time” and HTC VIVE at London Comic Con

    “Doctor Who: The Edge Of Time” and HTC VIVE at London Comic Con

    Reading Time: 2 minutes

    Doctor Who fans around the world are eagerly awaiting the franchises’ next foray into VR with the launch of Doctor Who: The Edge Of Time. Coming to all major headsets this fall, the cinematic feature-length experience from PlayStack and Maze Theory will transport fans into a globally-beloved world of aliens, mystery and wonder, letting them embark on a brand-new and fully-interactive adventure.

    Starring the Doctor’s current incarnation, played by Jodie Whittaker, Doctor Who: The Edge Of Time will immerse players in the show like never before as they race to save the universe. Armed with the iconic Sonic Screwdriver, players will solve mind-bending puzzles, grapple with classic monsters and encounter new horizons in a quest to find the Doctor and defeat a powerful force that threatens to destroy the fabric of reality.

    Doctor Who: The Edge Of Time was shown publicly for the first time during London’s Comic Con on the HTC VIVE Pro. We interviewed the lucky fans who got a first look at the game as well as the developers to get an insider’s view at the highly anticipated experience. Check out what they had to say about Doctor Who: The Edge Of Time in our video diary below:

    [youtube https://www.youtube.com/watch?v=fW59Af3PpGA?feature=oembed&wmode=opaque&w=730&h=411]

    Developed by immersive entertainment studio Maze Theory, Doctor Who: The Edge Of Time will launch on Viveport in September 2019 for major headsets including the HTC VIVE and the upcoming VIVE Cosmos.


    Website: LINK

  • “Doctor Who: The Edge Of Time” and HTC VIVE at London Comic Con

    “Doctor Who: The Edge Of Time” and HTC VIVE at London Comic Con

    Reading Time: 2 minutes

    Doctor Who fans around the world are eagerly awaiting the franchises’ next foray into VR with the launch of Doctor Who: The Edge Of Time. Coming to all major headsets this fall, the cinematic feature-length experience from PlayStack and Maze Theory will transport fans into a globally-beloved world of aliens, mystery and wonder, letting them embark on a brand-new and fully-interactive adventure.

    Starring the Doctor’s current incarnation, played by Jodie Whittaker, Doctor Who: The Edge Of Time will immerse players in the show like never before as they race to save the universe. Armed with the iconic Sonic Screwdriver, players will solve mind-bending puzzles, grapple with classic monsters and encounter new horizons in a quest to find the Doctor and defeat a powerful force that threatens to destroy the fabric of reality.

    Doctor Who: The Edge Of Time was shown publicly for the first time during London’s Comic Con on the HTC VIVE Pro. We interviewed the lucky fans who got a first look at the game as well as the developers to get an insider’s view at the highly anticipated experience. Check out what they had to say about Doctor Who: The Edge Of Time in our video diary below:

    [youtube https://www.youtube.com/watch?v=fW59Af3PpGA?feature=oembed&wmode=opaque&w=730&h=411]

    Developed by immersive entertainment studio Maze Theory, Doctor Who: The Edge Of Time will launch on Viveport in September 2019 for major headsets including the HTC VIVE and the upcoming VIVE Cosmos.


    Website: LINK

  • “Doctor Who: The Edge Of Time” and HTC VIVE at London Comic Con

    “Doctor Who: The Edge Of Time” and HTC VIVE at London Comic Con

    Reading Time: 2 minutes

    Doctor Who fans around the world are eagerly awaiting the franchises’ next foray into VR with the launch of Doctor Who: The Edge Of Time. Coming to all major headsets this fall, the cinematic feature-length experience from PlayStack and Maze Theory will transport fans into a globally-beloved world of aliens, mystery and wonder, letting them embark on a brand-new and fully-interactive adventure.

    Starring the Doctor’s current incarnation, played by Jodie Whittaker, Doctor Who: The Edge Of Time will immerse players in the show like never before as they race to save the universe. Armed with the iconic Sonic Screwdriver, players will solve mind-bending puzzles, grapple with classic monsters and encounter new horizons in a quest to find the Doctor and defeat a powerful force that threatens to destroy the fabric of reality.

    Doctor Who: The Edge Of Time was shown publicly for the first time during London’s Comic Con on the HTC VIVE Pro. We interviewed the lucky fans who got a first look at the game as well as the developers to get an insider’s view at the highly anticipated experience. Check out what they had to say about Doctor Who: The Edge Of Time in our video diary below:

    [youtube https://www.youtube.com/watch?v=fW59Af3PpGA?feature=oembed&wmode=opaque&w=730&h=411]

    Developed by immersive entertainment studio Maze Theory, Doctor Who: The Edge Of Time will launch on Viveport in September 2019 for major headsets including the HTC VIVE and the upcoming VIVE Cosmos.


    Website: LINK