Schlagwort: virtual reality

  • Playing virtual hide and seek with The Take

    Playing virtual hide and seek with The Take

    Reading Time: 8 minutes

    Want to make a game? Think it takes an army of programmers, designers and artists? Well, it doesn’t have to – not even in VR. When a couple of guys studying Unity met in class, their interests eventually led to their own studio and their own game – The Takepublished here on Viveport.

    Curious about how they made their game and almost as much by their company name of Stuido Studios (sic!), Nathan Ortega chatted to Jose Zambrano (3D Art Lead) and Rob Canciello (Lead Producer) about how they got together and what The Take is all about.

    [youtube https://www.youtube.com/watch?v=wr_shOa-n3E?feature=oembed&wmode=opaque&w=730&h=411]

    Let’s start with the basics. What’s the origin of your team, and the studio – particularly the name?!

    Jose: Our studio started when Rob and I met at a ‘Learn Unity in 8 Weeks’ class (which we now teach) about 3 years ago. We both wanted to change our career paths and get into games, but since our resumes would not allow us to go a traditional route, we decided to open and run our own studio.

    With my background in business/finance and Rob’s in management the process was much more enjoyable. Although we initially built the company to boost our own portfolios and move forward in the industry, we are now sticking by the company to grow it into something much more than just a game studio.

    Originally, our name was Eos Interactive, but upon noticing that it was not great for SEO, we decided to switch our name. “Stuido” was already a running joke between us due to a typo (which I make many of) and we decided for the fun of it to call ourselves “Stuido Studios” after seeing no one had claimed the name online. We feel it accurately represents our culture in the studio of embracing mistakes and moving forward!

    Rob: I love these questions already. You had me at the interrobang! Anyways, I did meet Jose in Playcrafting’s course. Our instructor Kurt Bieg, who works at Simple Machine in NYC, encouraged us to not be afraid of code and made it easy to approach.

    I sat next to Jose one day and saw that he was making some cool looking stuff. We hit it off and after the class ended, we challenged ourselves to make a game to show at the next Playcrafting event which was about 4-5 weeks away. Though it was held together with some pretty scrappy code, Jose and I were able to divide up the tasks evenly and knock them out together. From there, we kept working on small projects and getting ourselves more involved with the local indie game scene in NYC.

    The Take

    How did your previous experience lead you to explore VR as a development opportunity?

    Jose: Aside from our lead developer John Corn who had VR development experience, both Rob and I had just completed our first ‘student’ project, Don’t Look Away, for mobile VR.

    Rob:  We’d been invited to work on Don’t Look Away by our friend Hessvacio Hassan, who was the lead programmer on the project. That was our first attempt at VR, and it sort of gave us the bug, so to speak.

    Jose: It was a great introduction to VR development and made us fall in love with the medium.

    The Take has a very distinct look and feel. Tell us how that look came to be.

    Rob: Oh man, the art style. It took a little bit of time, and went through three different iterations. At first, it was meant to be somewhat realistic, but then we realized how many games out there were like I Expect You to Die. About halfway through the project, we had a brainstorming meeting where it completely flipped.

    Jose: We tried to find something unique, yet inspired by reality, and combine those different inspirations. We aimed for “The Jetsons meets Roy Lichtenstein”, so very pop-art with lots of mid-century modern and atomic age designs.

    Rob: Our lead programmer John was obsessed with the idea, and I liked it too, but I wasn’t completely satisfied. When we played with it in Unity, there wasn’t a lot of visual clarity and it just wasn’t as eye catching as I thought it could be.

    That’s when I encouraged injecting more color into it, and Jose and I brainstormed for a little while to pull colors and references. We settled on a comic book style based on the Silver/Golden Ages of comics, and we studied the various ways they combined their colors for clarity.

    Once we created a palette and applied it to our assets, everything clicked, and that style informed everything else for our visual design: mid-century modern architecture and furniture, comic book effects, halftone patterns, and unbridled atomic-age spy fantasy.

    The Take

    The Take’s ‘escape the room’ style gameplay includes local multiplayer. How did you end up with that?

    Jose: As designers, we like to boil everything down to one mechanic and we always think of mechanics first. For The Take, we wanted to really explore the basic mechanic of grabbing and moving your body around in VR. The idea of hiding an object and seeking came naturally after that.

    We also love social and multiplayer interactions, which led to the game being local multiplayer as we tried to solve the issue of not many people having VR set ups.

    What challenges did the team encounter during the process of developing The Take?

    Jose: Our main challenge was getting the teleportation and grabbing to feel right. After that, our biggest challenge was prioritizing features and throwing many other features away due to time constraints. We were pushing to complete The Take in eight months, so choosing what to develop became a daily conversation within the team.

    Rob: The Take was our first full-fledged game as a team, so an early challenge was learning how to work with each other for hours on end in a confined space! We started to learn each other’s patterns and behaviors, and though there were a few growing pains, we started to get into a rhythm. Our various jobs and other responsibilities outside of the studio were also a little hard to balance, but we all got the work we needed done, and in the end, that’s what matters the most.

    As for VR, designing and testing in VR has challenges. There were many times I just wanted to test something out with a (non-VR) controller, or have the normal comfort of being able to control where the player is (at least most of the time) by using artificial boundaries in the game. Another weird design quirk we hadn’t considered until later was elevation. I love designing levels and environments that play with height. In VR, that’s something that needs to be designed with real care, to avoid motion sickness.

    The Take provides a unique take on 1v1 gameplay, as players lay traps and tricks to disrupt their opponent’s progress. Was it difficult balancing the spy v spy dynamic so that it felt frantic yet fair for both players?

    Rob: It took a little while to balance the Hider’s experience with that of the Seeker’s. We always knew the Seeker’s turn would be frantic, but bringing that same level of energy and urgency to the Hider required some modifications to the design.

    At first, we considered giving the Hider more time, but that felt lazy and made for an inconsistent design. Instead, we opted to have the traps, hidden compartments, and intel randomized so that the Hider was always ‘seeking’ the best traps and hiding spots.

    If they took the time to find them, they’d have less time to hide the intel, so that gave a sense of risk/reward which inevitably led to a sense of urgency.

    Jose: In the end, we knew all Seekers would share a similar persona, but the Hiders could have very different approaches, so tailoring the Hider experience was the most difficult for us.

    We wanted particular feelings for each player – to make them feel like an ‘evil genius’ or ‘trickster’, while still having that feeling of ‘frantic search’ – and that ultimately influenced our music choices.

    Rob: We worked closely with our composer Zac Zinger to make sure the tracks always went into a ‘critical’ mode for the last 30 seconds of a match. So even though the Hider’s theme is pretty relaxed and jazzy most of the time, those last 30 seconds will still get your blood pumping.

    The Take

    Were there any surprising design revelations you discovered when observing players of The Take? Did anything you saw change the overall experience?

    Rob: Since The Take was our first real dive into VR, we kept learning something new every time we playtested it with people outside of the office.

    For instance, if you’re going to make a Hide-and-Seek objects game that’s fun for the whole family, you can’t exactly give users the ability to hide an object super high up on a shelf where their little brother or sister can’t physically reach.

    Jose: The VR audience is growing from inexperienced users to adept VR users, and what was acceptable previously to everyone, isn’t always acceptable now. Our teleportation system has been a topic of discussion among avid users who want smooth locomotion. Now it’s becoming a standard to have a range of locomotion options in games, but sadly we did not prepare for that, as we had a goal for this to be an introductory game for VR.

    Rob: We learned that these days, anyone developing for VR needs to design a product that can be flexible enough to adjust to a new design scheme, usability trend, or hardware setup that may pop-up halfway through development.

    What’s next for Stuido Studios?

    Jose: We are doing a lot of work in the education sector in New York. We run several classes on Unity and VR and really love doing so. We are striving to create an environment where people can learn development, enter the market with ease and produce quality product – sort of building the dream company we wish was there when we decided to get into game development.

    Aside from that, our next project is a unique MR project, not quite a game but something still interactive. I wish I could share more, but under contract we aren’t allowed to say much more than that.

    Rob: I want to bolster our educational efforts while still improving our own skills in all aspects of design and working in Unity. We’re also excited to work with some of our previous students on their own projects, and help them grow as developers. That should help keep our game design gears ticking as we start to develop this MR project. We’ll still be working on games in the background, and when an idea feels right, we’ll pursue it.

    Jose, Rob – thank you for talking with us.


    The Take is available on Viveport.

    Website: LINK

  • HTC Esports supports Virtual Athletics League’s new global VR esports league

    HTC Esports supports Virtual Athletics League’s new global VR esports league

    Reading Time: 4 minutes

    This is a guest blog written by Ryan Burningham of Virtual Athletics League and Virtualities

    In a significant step for VR esports, a new global arcade league is forming. Co-hosted by Virtual Athletics League (VAL), arcade management platform SpingboardVR and mixed reality streaming software LIV, the pilot season is getting a major boost from corporate sponsors HP, Inc and HTC esports. This effort is also a collaboration with seven prominent VR game development studios. Official competitions will take place around the world in cities with VR arcades through the rest of 2018 and beyond.

    VR esports have long been the realm of science fiction, but the reality is that VR esports are happening today and gaining momentum. The introduction of the HTC Vive two years ago and sophisticated controllers represented a tectonic shift – it moved players from behind computer screens, into the center of their living rooms and VR arcades worldwide.    

    Ideal games for VR esports are easy to learn, but hard to master.  Any new player can walk into an arcade worldwide and within minutes shoot drones in Space Pirate Trainer. However, it takes hours and hours of practice to climb global leaderboards.  At the elite level players start to perform time bending moves, dodge lasers by sound alone, and land insane combos with dozens of drones shooting from all directions. People who a few short years ago had never heard of VR, are now competing in VR esports on a global scale.

    The Virtual Athletics League started two years ago as a concept from Virtualities, a VR arcade in Salt Lake City, Utah.  From the beginning, we saw the potential for VR esports to become a new major worldwide movement. We first noticed that VR athletes were a special demographic after looking at return rates following a local VR esports tournament. Normal customer return rates hovered at around 20%. For customers who attended our VR esports tournaments, that rate skyrocketed to over 50%.

    From there, we held a few regional cross arcade tournaments, then a national one for Blaster of the Universe alongside 10 arcades.  When the Beat Saber Arcade version was released, the Virtual Athletics League was selected as the official arcade tournament organizer. It was originally slated to take place at 50 locations, but for arcades, it was VR esports gold.  

    The competition took place at a record-breaking 168 locations globally, with several thousand players and hundreds of video-recorded high score submissions.  With Beat Saber, players really put the “Athletics” in Virtual Athletics League, with some player’s heart rates topping out at nearly 180 BPM. This physicality drives the same type of grit and competitivity that are seen in both traditional sports and esports.  

    Over the course of the tournament, thousands of participants dedicated hours toward achieving the global high score. Our co-host SpringboardVR reported that the number of minutes played in arcades for Beat Saber doubled that weekend over the previous weekend.  Our tournament winner took dedication to the next level. They drove many hours, slept in their car, and dominated the competition the next day, taking 1st place out of thousands of participants.

    The announcement of the league represents a new chapter in international VR esports.  For the first official title of the season, a global Space Pirate Trainer tournament is slated to take place September 27th-30th.  Following that, global tournaments will be held with double horror combo Arizona Sunshine and Island 359 for Halloween, then QuiVR in November as an archery multiplayer event.  The league is also placing a high priority on arcade vs. arcade gameplay, with a core group of elite VR arcades participating in more team-based titles that are VR esports ready.  These official launch titles include the giant mech multiplayer shooter Archangel: Hellfire, a jet-propelled shooter Skyfront, and a tactical sci-fi shooter After-H. More titles will be added later.

    [youtube https://www.youtube.com/watch?v=xfa9Jqm34b0]

    Arcade vs. arcade gameplay is on the cutting edge of esports.  For a long time, traditional sports have benefited from fans loyalty to geography. For us in Salt Lake, we love watching the University of Utah, and their new varsity esports team. While the global arcade tournaments are open to all VR arcades, we are also building a more exclusive core league.The concept behind the core league is that eventually, city-based play will take place on the same scale as professional sports franchises around the world. Our hope is for each arcade to eventually have things like jerseys, dedicated teams, professional casters and a Twitch fanbase.  With the sponsorship from HP, inc., HTC Esports and new developer tools like LIV, competitors and spectators alike can compete and engage with esports on a whole new level.

    VR esports is no longer science fiction  – it’s happening now and the team at Virtual Athletics League is thrilled to be along for the ride. Learn more about VAL and VR arcade esports: www.valvr.com

    Website: LINK

  • 3D animation goes virtual with Tvori

    3D animation goes virtual with Tvori

    Reading Time: 7 minutes

    Virtual reality has allowed creative professionals to do incredible things, but as VR matures, so do the tools available to help people achieve their best results. With new updates just launched, we reached out to the team behind 3D animation tool Tvori to get an update.

    The answers below were provided by Viktor Komarovskikh, Dmitry Kurilchenko and Inga Petryaevskaya from Tvori. Questions by Nathan Ortega.

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

    Tell us a bit about the Tvori team.

    We’re a team of six people, and we also have a number of interns who work with us part-time. It’s quite a small team and there are lots of tasks, but there are advantages to having a small team. We try to work with maximum effectiveness; every team member is self-sufficient and works on a big piece of the pie. And this gives us a lot of inspiration and motivation, everyone is highly visible and influences the product development.

    We are very focused on the development of the core functionality of Tvori and polishing existing features. We pay a lot of attention to working with our early adopters, gathering feedback from our creators and figuring out/analyzing what they need most.

    We want Tvori to be intuitive and simple so that any person can start animating a story within several minutes after launching Tvori. We continuously revise our UI and study user experience—we see lots of ways how we can further polish and simplify our existing UI. We want to have a solid on-boarding process and tutorials to support our creators in their workflows.

    What sort of background, development wise, did the team have before creating Tvori?

    Viktor and Dmitry had both worked on VR prior to starting Tvori—creating games, products for agencies, winning at various competitions, and doing side-projects. Viktor [Komarovskikh—Founder, Product Development & Design] came from the 3D industry and has years of experience with creation tools—modeling, sculpting, and animation—which gives him an insight into what creators need. Dmitry [Kurilchenko—Founder, Product Development & Design] was developing products both in the position of designing and programming which gives him an insight into how to make the best experience using the technology at hand.

    The rest of the team have software development, engineering, and mathematics backgrounds and are experienced in business and product development. And all of us are great believers in VR and VR creativity tools.

    Tvori

    What inspired your team to create an immersive and powerful tool for crafting visual stories?

    Back in 2012 with the new wave of VR, it became clear that VR would bring new opportunities in terms of how people work, communicate, and consume content.

    Dmitry started experimenting with VR as soon as he got his hands on a VR headset—working on games and tinkering with ideas regarding collaboration, information visualization, and storytelling in VR; making prototypes and connecting with people from the emerging industry.

    Viktor spent a number of years as a power user of 3DS Max, Maya, and other 3D creation software. He got to know all the limitations in regard to speed and design of those classical 3D tools, especially when it came to creating VR content using that kind of software, from testing the idea to the final result—the process was slow and painful.

    Tvori

    With the insight on what future VR creators might need and the understanding on how to make the best experience for them, Tvori was begun in January of 2016.

    The dream was to create a very simple, clear but also powerful creation tool so that anyone of different ages and backgrounds could create a story in VR. Tvori should enable people to realize their fantasy and dreams in 3D, and allow them to share creations with friends, and followers.

    Developing a creation tool within innovative new technology such as VR provides exciting new possibilities, but also new challenges. Were there any particular hurdles you encountered when beginning to develop Tvori?

    We worked with one of the first Vive dev kits back in 2015 for a week and were super impressed by it. But while we started Tvori in 2016 we didn’t get our Vives until May, so before getting a real 6-DOF VR headset, we had to make our own using what we had at that time. We used Gear VR (mobile VR), paired through the network to a PC that had Razer Hydra 6-DOF controllers on—we used that setup for the first version of Tvori. Here’s a video where we use handmade mobile VR with 6-DOF controllers.

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

    After getting our Vive devkits we made an integration in a matter of a few days. Here’s the first video of Tvori running on Vive.

    [youtube https://www.youtube.com/watch?v=m71ZS8vJRzA]

    What are your thoughts regarding the role VR plays in the digital art community?

    We see a huge potential of VR tools in art creation. The community of artists who are trying VR is growing fast, we see more and more 2D artists jumping directly into VR. They have never used any 3D software packages before and start creating in VR. In Tvori we keep saying that we want to democratize storytelling and animation so that anyone can create a complete story all within VR, or express their first ideas in 3D in form of a storyboard or animatic.

    Tvori is in early access, with a projected development window of 3-4 years. How has Tvori changed over time?

    Tvori was initially designed to enable anyone to create stories and art in VR, with the first version of Tvori released in 2016, following with more major updates in 2017. With a high focus on the simplicity and speed of creation, we introduced an intuitive and friendly user interface, where users learn by doing. This simple and direct approach led Tvori to the forefront of real-time animation in VR, giving our users a fantastic way to bring characters to life and be highly involved in the performance behind the characters simultaneously.

    Though we will keep pushing to further improve our real-time animation mode, we strived to improve Tvori for multiple workflows, so in addition to real-time animation, we’ve introduced Keyframe Animation with 3D curve editing. This highly requested feature gave our more advanced users—digital artists, animators, and professional animation studios–more control over object and character motion, allowing for smooth and precise animation. You can now switch between the two modes to suit your personal workflow!

    To enable our users to create large 3D worlds quickly and easily, we’ve added import of objects and models and have an integration with Google Poly. It is now very straightforward to build scenes and it takes much less time.

    Right now we are working on the export of the animations to other software so that Tvori can be used in production pipelines by professional users and studios. But at the same time, we want to keep thinking of both user types—pro and amateur creators. So, it might happen that at some point we’ll distinguish between two versions, and this should allow us to keep the simplicity of the UX and not to overload Tvori with lots of advanced features.

    Tvori

    Tell us a bit about how the community helped shape the evolution of Tvori since it entered early access?

    Since we released our first beta back in 2016 we have been very open to feedback and comments from users. We do get lots of suggestions on functionality, bug reports, and just inspiring comments, and what is really amazing—our users are sharing their artworks! When we see a story, created in Tvori, we get lots of energy and appreciation. To give a concrete example, I would name the locker tool. We were conducting creators interviews and several users told us something like this—if you want to have a quick win, give us a locker tool so that we do not grab objects by accident. So, soon after those interviews, we pushed an update with a Locker tool. This was a 100% community driven feature.

    Are there any features your team implemented where the community response surprised you?

    Just recently we introduced a single hand workflow, i.e. you can do everything in Tvori with just one hand or one controller. One of our users was very happy as he had just broken his hand and thought he would have to wait for months until he could get back to creation in Tvori, but just a couple of days later we pushed that one hand mode. He made a post on Facebook that our update timing was perfect!

    What are some of your favorite works created with Tvori?

    We love each and every creation in Tvori. We’ve recently conducted the #TvoriTime contest to motivate people to share their works with the community. We have included works by #TvoriTime finalists into our Gallery at http://www.tvori.co/gallery

    And here is a trailer which combines pieces from our finalists’ submissions!

    [youtube https://www.youtube.com/watch?v=njsBf8hR_HM]

    What’s next for Tvori? Are there any exciting content updates on the horizon you’d like to share?

    Aside from importing of animations, among most demanded features is sharing of VR stories made in Tvori with other people.

    We want to dramatically improve the overall experience in Tvori—character customization, animation & scene creation process.

    Once your team has completed development for Tvori, are there any future projects on the horizon planned in the world of VR?

    We have a long-term roadmap for Tvori. It’s really a very ambitious plan and we hope to share it at some point. What is really important is to join the efforts in evangelizing VR and all the great opportunities this technology is bringing to the world. We decided that we want Tvori to be accessible for education and started a free license distribution program to educational institutions (schools, Universities, educational workshops about VR). So feel free to write at inga@tvori.com if you want to learn more about this program.

    We are very happy every time we hear from our users. That’s true for both positive feedback and ideas for improvement/bugs reports because it helps us to further improve the tool. We also try to support our users in their creation process, and are happy to demo some advanced functionality of Tvori or fix something quickly to assure smooth creation workflow.

    We’ve recently started our Tvori Support group on Facebook but anyone can also drop an email at hello@tvori.com. We usually respond quite quickly.

    Thanks for talking with us!


    Tvori is available now on Viveport and as part of Viveport Subscription.

    Website: LINK

  • Bell Brings the Revolutionary FCX-001 to Market 10 Times Faster With HTC VIVE

    Bell Brings the Revolutionary FCX-001 to Market 10 Times Faster With HTC VIVE

    Reading Time: < 1 minute

    Ultimately, the team decided to build their mock-ups in VR, and it had a profound effect on their entire design process. Bell worked with Sector 5 Digital (S5D), an innovative 3D design and production agency, to help design and sketch the initial model, then create the aircraft in 3D using Computer Aided Design (CAD) software. The model was then transferred into Unity (a real-time game engine) so the design could be experienced and modified in VR on HTC VIVE.

    Shots of interiors, design, mock up, and passengers at Dallas Convention Center

    Rather than having to start with a small-scale model for the initial prototyping, the VIVE enabled Bell’s engineers and test pilots to visualize a full-scale model right from the very beginning. The test pilots could then experience the aircraft as if they were inside an actual model, allowing them to provide faster and more specific feedback.

    Website: LINK

  • Devs get 100% revenue share in Viveport Subscription until end of 2018

    Devs get 100% revenue share in Viveport Subscription until end of 2018

    Reading Time: 2 minutes

    Today we’re announcing that for the second year in a row, and in conjunction with the second anniversary of Viveport, we are giving developers with a title in Viveport Subscription 100% of their subscription revenue until the end of 2018.

    Developers get 100% revenue share in Viveport Subscription

    Viveport Subscription allows every subscriber to pick up to 5 titles a month to experience. This means if a Viveport Subscription member picks a developer’s title, unlike the normal 70% of revenues (with Viveport receiving 30%), developers will get the full 100% of their owed revenue for that month.

    The second year of Viveport Subscription has seen it grow dramatically, expanding to 500 titles and 5 x the total number of subscribers. Support for Oculus Rift was also added, along with a partnership with Amazon. Oculus Rift compatibility has effectively doubled potential audience reach, as well as introducing Rift owners to the benefits of Viveport Subscription. In addition, Amazon now sells Viveport apps, with new prospective customers being displayed Viveport apps as they purchase compatible hardware.

    It’s simple to take advantage of this 100% rev share opportunity.

    Existing Viveport developer?

    1. Login to the Developer Console.
    2. Navigate to ‘Program Opt-ins’
    3. Check the box to opt-in to Viveport Subscription.

    New Viveport developer?

    1. Sign up as a Viveport Developer via the Developer Console.
    2. Upload required files and details for your new title.
    3. Under ‘Program Opt-ins’, check the box to opt-in to Viveport Subscription.

    What next?

    Whether you already have a title in Viveport Subscription or you’re adding an existing one, now is a great time to promote that fact, to ensure you get as many subscribers as possible experiencing your title. Make sure you tag Viveport on Facebook, Twitter and Instagram when linking to your title. We’re especially interested in hearing from you if you’ve updated your title with any major changes.

    Thanks for being with us as we celebrate the second anniversary of Viveport!


    Website: LINK

  • Wireless VR Starts Today

    Wireless VR Starts Today

    Reading Time: 2 minutes

    The Vive Wireless Adapter launches today, freeing Vive owners from the tether back to the PC — experiencing the full potential of premium VR. Compatible with both the Vive and Vive Pro, customers in the US can now purchase the adapter on Vive.com and other retailers where Vive is sold.

    The Vive Wireless Adapter retails at $299 [USD] while the Vive Pro compatibility pack can be purchased for $60 [USD]. Every Vive Wireless Adapter purchase includes two months of Viveport Subscription, offering access to 500 titles.

    Wireless VR grants even deeper immersion into the virtual world as all restrictions fade away. Whether you’re bobbing and weaving in Knockout League, pulling off the perfect backhand in Virtual Sports or dodging enemy fire, the Vive Wireless Adapter will give you the freedom of movement to experience VR at its fullest. 

    The Vive Wireless Adapter meets the rigorous demands of performance, latency and image quality for premium VR. With hours of battery life, the Vive Wireless Adapter will power VR sessions for over two hours with the included battery.

    Still debating if you should go wireless? The Vive Wireless Adapter was shown at gaming and VR events this summer (including Gamescom where it won “Best Hardware”), check out what these early reviewers had to say:

    • “Being completely untethered, yet still getting the supreme experiences only PC VR can provide is a major breakthrough and we cannot wait to try out this seemingly essential accessory when it arrives in Pocket-lint’s testing labs.” – Pocket-lint
    • “It manages to stream a VR experience to a Vive Pro with seemingly no lag and perfect motion tracking, and that’s impressive for any wireless video stream.” – PCMag
    • “The Vive Wireless Adapter offers the single biggest improvement possible to your room-scale virtual reality experience. Wireless is the future of VR.” – Trusted Reviews

    Easy to install, you can start to experience the potential of wireless VR in just minutes after opening the box. Just install the PCI-e card and attach a sensor from the PC that broadcasts to and from the new wireless Vive headset up to 6 meters from the included sensor.


    Website: LINK

  • With The Help of VIVE, Janimation Proves Mixed Reality Entertainment Isn’t All Hot Air

    With The Help of VIVE, Janimation Proves Mixed Reality Entertainment Isn’t All Hot Air

    Reading Time: 3 minutes

    Written by Dave Tomlinson

    The other morning, I climbed into a real, live, hot air balloon basket, slid a VIVE Pro headset over my face, and took a ride over the Grand Canyon.

    When I pulled down on the gas handle, the tanks burned and the basket creaked, lifting me quickly from the rimrock, climbing fast. As my stomach dropped, I could feel the heat from the burners on my arm and neck. A cool breeze blew over my skin as I looked down at the Colorado River. Somewhere above and to my left, I heard the cry of an eagle. Spotting it, I gassed the burner again.

    Soon, I was flying higher than the eagle.

    Seven or eight minutes later, after nearly crashing into the canyon walls—this was my first solo balloon flight, after all—I landed at the base of the canyon, the basket dropping softly to the red clay. It was so fun, I decided to try again in cooler climes.

    Ten minutes later, I was soaring over the snow-covered glaciers of the Arctic Circle.

    In reality, this was all happening inside the studios of East Dallas animation shop Janimation. Eventually, their founder, Steve Gaçonnier, made me surrender the VIVE Pro and get out of the basket … it was my daughter’s turn to try the ride.

    As she climbed in, Steve explained the concepts behind his latest project—a combination of mixed and virtual reality technology, haptic feedback, 3D animation, and imagination that involves every one of your senses.

    The balloon basket is an authentic, leather-bound relic, restored by Janimation to its original state. Climbing inside, you can even smell the leather. The basket hangs from a winch capable of lifting or lowering it, seven or eight inches up or down. And while that might not sound like much, when you slide the VIVE over your head and pull that burner, the upward motion and swinging basket make all the difference in selling the illusion.

    “Mixed reality” entertainment blends the virtual world with the real one: things you can touch, smell, or taste. The VIVE Pro delivers the true-to-life sights and sounds—your imagination does the rest.

    Steve’s ride comes with several inspired touches, like the radiant heat coil where the burner tanks should be: pulling the handle activates the heat, and the flames overhead seem that much more real. There’s also a fan that kicks in when you glide out over the Colorado River, and a control tower that relays ride instructions to your headphones:

    “Keep your hands and bodies inside of the basket at all times please, ladies and gentlemen. And remember to drop by the restaurant after your ride! Our lunch special is discounted for every rider …”

    In a nod to the entertainment venues who’ll eventually license Janimation’s ride, when your balloon lands, another one is being inflated nearby—complete with a customizable logo promoting your brand.

    The ride is positioned before a large green screen, and certain interactions make for great photo or video. Steve’s setup is integrated with photo booth technology, so venues can market dramatic (or hilarious) pictures to riders after the fact.

    Right now, there are five terrains to choose from. But the possibilities aren’t limited in the slightest. For example, Steve showed me the toy shotgun Janimation has synced with the ride. When you pump the action and pull the trigger, you get the sensory effect of having blasted a cap into your target—courtesy of a realistic visual and auditory illusion generated by VIVE.

    Then he smiled: “And we can program zombies into any environment.”

    I’ve already texted Steve to ask if I can try the ride again. This time, there will be zombies.

    Website: LINK

  • SUPER. HOT. Losing our virtual minds in SUPERHOT VR

    SUPER. HOT. Losing our virtual minds in SUPERHOT VR

    Reading Time: 8 minutes

    One of the most visually arresting and innovative shooters of the past decade, SUPERHOT was a sensation from the moment it appeared on a web browser near you. Since those early days the team behind this ‘real time strategy puzzle shooter’ has found even more success with SUPERHOT VR, debuting today on Viveport.

    As SUPERHOT superfans, we were thrilled to ask them some questions we’ve had on our minds for a long time. Szymon Krukowski, PR Manager and “generalist love spreader” for SUPERHOT Team, took time to talk from the team’s HQ in Łódź, Poland.

    [youtube https://www.youtube.com/watch?v=1LOYRXIt31Y]

    SUPERHOT began as an entry into the 2013 7 Day First Person Shooter game challenge. What came out of that?

    The very first prototype of SUPERHOT was a browser game based on the (no longer supported) Unity Web Player. At the time this was the most efficient way to show a game to the widest audience possible.

    SUPERHOT defined in one GIF. From the original prototype.

    After the browser version went viral you went to Kickstarter to secure funding for the full game. Did you feel confident going into Kickstarter that you were going to get funded?

    Of course we didn’t feel confident! Far from it. The whole Kickstarter campaign was quite a ride on an emotional level. On one hand we were excited about potential release of SUPERHOT and on the other, if we failed, this would show that there was no interest in our game. Fortunately, the community shared our excitement and the whole campaign was a success.

    SUPERHOT Kickstarter stretch goals

    SUPERHOT’s bullet-ridden stretch goals at the end of their Kickstarter campaign. Over 11,000 people backed SUPERHOT to more than $250,000 in pledges.

    SUPERHOT’s visual style is very distinct. Was that partially because of the limitations on the initial prototype?

    We knew from the very beginning that as a small team we couldn’t churn out AAA quality assets, so we had to do everything differently. The time limit and scarce resources [for the prototype] were actually very helpful in directing the art style of SUPERHOT. That is why our enemies are red, the background is white and black represents everything usable. You understand it from the get-go. This minimalistic and clear graphic style helped a lot in the process of designing clear clear-cut gameplay that our players would understand from the very beginning.There are no distractions, no unnecessary stuff to draw your attention to anything other than the gameplay. Everything serves the fluidity of the on-screen action.

    Early artwork from the SUPERHOT Kickstarter.

    Were there any specific influences that you’d cite on SUPERHOT’s art style?

    I passed this question directly to our art dir Marcin Surma (AKA Xulm – @xulmmlux)

    “There’s a lot of very obvious visual influences I could talk about but I’d like to spotlight some of the less obvious (and even less conscious) ones: Edward Hopper and Sawwa Brodski.”

    'Nighthawks' by Edward Hopper

    ‘Nighthawks’ by Edward Hopper

    Where did the core of SUPERHOT – ‘time moves when you move’ – come from?

    Piotr Iwanicki – the brain and heart of SUPERHOT – is a fan of funky, Flash-based games of old. The sole concept of time manipulation came from playing Time4Cat, a Flash game about a cat that controlled time by walking. (Time4Cat is still able to be played online.)

    After the Kickstarter was successful, was expanding the initial premise into a full game ‘easy’ in that you had a lot of ideas, or did you find you had to work hard to expand it?

    The first few months of development were actually spent learning to make SUPERHOT. Changing a group of friends into a fully fledged team.

    There were no problems with “expanding” the main idea. The hard part came when we had to let go of some concepts. Along the way we learned to resign from ideas that didn’t help the bigger picture.

    Piotr Iwanicki, “the brain and heart of SUPERHOT”.

    SUPERHOT has been described as an FPS, a strategy game and lots of other things. How do YOU define it?

    Yeah, there has been a lot of different definitions. For me personally SUPERHOT is minimalistic, redefined first person shooter where the player is in charge of the action.

    Honestly though I also fancy what gamechurch once wrote: “SUPERHOT is a game about porn.”

    There’s a strong affinity for retro computing and gaming throughout SUPERHOT. What were the specific touchstones for you?

    Yes definitely there is an influence. Most of us grew up still playing games on Commodore 64 and Amiga. These were truly iconic machines. Also the demoscene from the 90s was big on us, particularly on Marcin Surma – our Art Director. He is a big old school games aesthetic aficionado.

    In the SUPERHOT artbook, Marcin Surma (in cartoon form!) breaks down some of SUPERHOT's visual influences.

    In the SUPERHOT artbook, Marcin Surma (in cartoon form!) breaks down some of SUPERHOT’s visual influences.

    At a trade show in 2015, SUPERHOT Team refitted a Commodore computer to act as a PC keyboard for demos.

    Ironically considering we’re talking about the VR version, the original game has a VR element in the plot. Coincidence…?

    Everything was a part of a greater scheme.

    When you originally decided to create a ‘true’ VR version of SUPERHOT – and not just have it as a plot/framing device – did it immediately suggest itself as a whole new project?

    We knew that there would be quite a bit of work with redesigning SUPERHOT for VR from the very first test levels. We never assumed that it was going to be a simple port because Virtual Reality is a vastly different animal. We had to rebuild the game from the ground so that the experience would remain equally tantalising or be even better.

    Concepts for how the original 'VR within a game' headsets might look like in SUPERHOT.

    Concepts for how the original ‘VR within a game’ headsets might look like in SUPERHOT.

    What are the most obvious changes from SUPERHOT to SUPERHOT VR? What did you have to ‘lose’ and ‘gain’ to make the VR version work?

    The simple act of moving in VR space forced us to change our approach towards designing levels.

    They had to be more compact, filled with action, we tried to encourage the player to move but within a certain space. From the very beginning we knew that we didn’t want controller based movement. It felt very awkward and took away from immersion. Hence, we made the levels smaller and tighter and put in pyramids used for teleportation between stages.

    Dodging bullets, SUPERHOT VR style.

    Dodging bullets, SUPERHOT VR style.

    One of the really obvious but fun changes was having a truly immersive representation of both of your hands. SUPERHOT’s basic mechanics lend themselves very well to the sense of being in control.

    I remember how mind blowing was the very first time I threw a gun and caught it mid-air.

    Is the process of designing a level for SUPERHOT VR different than the desktop versions? Are there different considerations?

    VR gives the player more freedom and therefore the way they interact with the world is vastly different. You can’t really use the same “tricks” to guide the player’s eye somewhere. They can move freely. Well, freely within the limitations of cables and their room.

    As I said earlier we had to bring more action to the player so that they wouldn’t have to look for it. Levels are tighter, designed for short bursts of fighting. Spawning points always have some sort of cover for the player as constant threat doesn’t give them time to move too much.

    What was the most surprising thing you discovered while building the VR version? What did you discover that you didn’t expect at the start of the process?

    That SUPERHOT VR doesn’t suck.

    Do you have a favorite part in SUPERHOT VR?

    Easy.

    The “New perspective” achievement where you need to finish the game lying on the floor.

    Testing the ‘New Perspective’ achievement for SUPERHOT VR.

    We had most fun with testing that one.

    Are there any plans to expand the VR version further? You’ve got SUPERHOT: MIND CONTROL DELETE in Early Access; do you think that could come to VR?

    Honestly for now we are focusing on MIND CONTROL DELETE but at the same time we never really left VR. If there is enough interest in MCD we might try recreating something similar for VR.

    SUPERHOT VR

    This is kind of a silly question but I have to ask, as it’s used differently: SUPERHOT (one word) or SUPER HOT (two?)

    SUPERHOT. That’s the best question ever.

    Where did the ‘SUPER / HOT’ audio cue originate? It’s very distinctive – almost a trademark of the game.

    It’s Piotr’s own voice.  Ever present, lingering in the back of your head.

    We got some requests regarding an option to remove it from the game but that would be like cutting off wings from a butterfly.

    SUPERHOT VR

    Penultimate question: are you able to talk about what’s next for SUPERHOT team? Will it always be SUPERHOT or do you have ambitions to go elsewhere, do something different?

    Most of the team is deep in developing SUPERHOT: MIND CONTROL DELETE.

    At the same time though we are working on a few prototypes. Some of those are really hard to call games even. Piotr is always doing something on the side. He doesn’t stop. It is almost compulsive.

    We love to experiment, create stuff that is engaging for us.

    Honestly though let’s finish MCD and than see what happens.

    We leave the final question to the ‘people also asked’ section of Google, which produced this gem: “Is super hot a vr?”

    I think that V R SUPERHOT.

    Thanks for talking with us, Szymon!


    SUPERHOT VR is now available on Viveport for HTC Vive and Oculus Rift. The original SUPERHOT and SUPERHOT: MIND CONTROL DELETE are available on Steam. The SUPERHOT Artbook – from which a number of images in this interview were drawn – is available to download at https://superhotgame.com/thanks/

    Website: LINK

  • Expanding the world of A-Tech Cybernetic

    Expanding the world of A-Tech Cybernetic

    Reading Time: 5 minutes

    The high-octane shooter A-Tech Cybernetic is a popular choice in Viveport Subscription and it’s easy to see why. Built from the ground up for VR, the effort that XREAL Games has put into making their virtual world feel real is obvious from the start.

    With the latest update to the game – Chapter 4 – now available on Viveport and in Viveport Subscription, we fired over a few questions to Kornel Meszaros, Lead VR Developer and co-founder at XREAL Games, to find out more about A-Tech and the future.

    Interview by Nathan Ortega, Vive Staff

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

    Hello Kornel! Tell us a bit about XREAL Games. 

    Most of our team members have many years of expertise in mobile and PC game development, and for the last 2-3 years the main focus of the company has been making high-end virtual reality titles. Our goal is to create the best games and experiences the rapidly improving VR market can offer. Currently we have two games in development: A-Tech Cybernetic, which has been out since March 2017, and the highly anticipated Zero Caliber VR, which is currently in Closed Alpha testing with over 400 participants.

    What inspired your team to develop A-Tech Cybernetic?

    Our goal was to develop the most fluid and, at the same time, most fun shooter experience for VR. One of our inspirations was Doom (2016) for it’s fast paced gameplay and graphic action sequences which we wanted to build on, adding our own style to it. The semi-horror setting and the zombies were great starters, but on the way we added a lot of unique monster concepts as well.

    A-Tech Cybernetic VR

    Are there any particular influences on the world of A-Tech, from the weapons to the environments to enemies?

    We prefer crafting our own weapons, enemies, environments and stories in the world of A-Tech so we created the unique parts ourselves without any direct influence. However, some of our weapons are based on our community’s members’ opinions and suggestions.

    Were there any particular challenges you encountered during the making of A-Tech?

    Building a game in a new franchise from the ground up is always a bumpy road. On top of that, we started our studio at the same time, which provided unique challenges. Fortunately our community’s feedback and persistent cheering kept us going, and we were able to put out the game to Early Access, which helped improve things a lot. Despite how tough the start of the journey was, we were thankful to gain the attention of professional VR players like SweViver on YouTube, which helped put a lot of eyes on our game. We are incredibly grateful for their continuous support. With this, along with the growing number of fans and their feedback, we were able to create an experience that is said by many to be one of the best in VR. That said, visibility is still a continual challenge in the world of VR development, as well as keeping up with the continuous advancements of VR technology.

    A-Tech has been in active development since the initial release. How has user feedback impacted the direction of the game as you continue adding new features and content updates?

    We try to listen to every one of our players and consider their feedback when improving the game. If someone suggest something really fun in the context of the game we do our best to implement it (for example some of the weapons are based on players’ feedbacks). At first there was no story mode in the game, however we found that players’ would value it the most so we steered the development to this direction for everyone’s satisfaction.

    A-Tech Cybernetic VR

    Is there a design concept (weapon, enemy, environment) that you wanted to incorporate into A-Tech so far but haven’t been able to?

    Absolutely. There are several ideas for all of them which we are currently exploring or have explored and set up for an upcoming chapter. Here’s a little teaser: you might be able to play with an exploding-projectile handgun or in an antigravitational spaceship wreckage or come across the most frightening, most gruesome creature we ever put in the game in an upcoming chapter.

    How many chapters are planned for A-Tech?

    There are plans to add 2 more after the existing 4 with an additional tutorial-like prequel chapter meaning the final chapter count might go up to 7. Just don’t forget that there are 4 more swarm mode levels and also we are exploring the idea of co-op level chapters.

    When can players expect to experience the thrilling conclusion?

    Our main goal is to make the game as polished as we can, so we will need to finish the gameplay elements before we can work the conclusion for the game. This means that players might have to wait a bit to experience the story in full. However, stay on your toes because the final boss fight is already under development!

    Are there any exciting new features planned for future updates to A-Tech?

    The final chapters are definitely in development. On top of that, we are currently exploring the possibilities of co-op mode. In terms of new features, we have some explosive new weapons and VR interactions cooking (like a rocket launcher, for example)

    A-Tech Cybernetic VR

    How big was your team throughout the development?

    We started with 3 members when making a prototype and quickly grew to 6-8, with the team now at around 15 members. We’re continuously growing based on the project needs, and even though we are working extra hard on our second game, Zero Caliber VR, we are not abandoning A-Tech; quite the contrary, as we are always adding new content and have plans to finish the game and have its full release by Q1 2019.

    What’s next from XREAL?

    On top of continual A-Tech updates, we are working on our second title, Zero Caliber VR. The game is a tactical shooter set in the dystopian US, hit by water scarcity. Players control a soldier who must set out to face the mysterious cult called the Tlalokii with their squad. Zero Caliber VR features realistic weapon handling movements, a thrilling story and graphics that test the limits of VR hardware. To avoid the mistakes made with our first release, we have delayed the release of the demo and have given the opportunity to more than 400 enthusiastic players to test the game in a week long closed Alpha testing, in order for us to be able to fix any bugs. Players can expect the free demo to be out at the beginning of September.

    Thanks for taking the time to speak to us, Kornel! 


    A-Tech Cybernetic VR is available on Viveport, and as part of Viveport Subscription.

    Website: LINK

  • The best of Viveport Subscription for Oculus Rift

    The best of Viveport Subscription for Oculus Rift

    Reading Time: 3 minutes

    As of today we are proud to support Oculus Rift compatible titles on Viveport, and as part of Viveport Subscription.

    If you want to get started with Viveport on Oculus Rift, read our blog on how to set things up. Then when you’re ready to play, experience the best value in VR by signing up for Viveport Subscription. With a free 14-day trial available, there’s nothing to lose. You could be playing 5 of the titles below on your Oculus Rift today – completely free.

    Here are some great picks for Viveport Subscription that run on Oculus Rift.

    [youtube https://www.youtube.com/watch?v=cu88rl-wnJM?feature=oembed&wmode=opaque&w=730&h=411]

    Zero-G arenas, multiplayer battles, an arsenal of weapons and multiple modes of play. While Skyfront VR may officially be in Early Access, it’s already ticking all the right boxes for an original and exciting title that’s truly made to be experienced in VR.

    Skyfront VR is available on Viveport and in Viveport Subscription


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

    If you’re of – ahem – a certain vintage like myself then Pixel Ripped 1989 is almost as powerful as pure nostalgia trip as it is VR game. As well as immersive VR environments that’ll put you right back in your high school classroom, you’ll be playing a game-within-a-game straight out of the Game Boy era, with a unique VR twist.

    Pixel Ripped 1989 is available on Viveport and in Viveport Subscription


    [youtube https://www.youtube.com/watch?v=CN1RsJkUvwk]

    An exhilarating sci-fi spectacle which transports you to a lonely, desolate world, casting you as the last surviving human caught in a conflict between warring AIs. With fluid combat, intriguing puzzles and a central mystery to solve, this is an action-adventure that’s built for VR, and certainly shows it.

    Apex Construct is available on Viveport and in Viveport Subscription


    The Gallery: Episode 1 and 2 (Call of the Starseed / Heart of the Emberstone)

    [youtube https://www.youtube.com/watch?v=9C3y8foX8RA]

    Cloudhead Games’ epic adventures have been perennial go-to-titles for those wanting to experience the wonder of VR, and to see the potential that still exists to truly create a unique experience. If for some reason you’ve missed out on playing The Gallery then both Episode 1 and 2 are now available in Viveport Subscription. Don’t miss out!

    The Gallery Episode 1: Call of the Starseed – Available on Viveport and in Viveport Subscription

    The Gallery Episode 2: Heart of the Emberstone – Available on Viveport and in Viveport Subscription


    [youtube https://www.youtube.com/watch?v=hGG281tWflA]

    What’s better than slashing up virtual fruit with your index fingers? Slashing them up with your whole arm, of course. Evolve from earlier, lesser versions of Fruit Ninja and get into the swing of things with Fruit Ninja VR, which naturally takes the entire slicing-and-dicing thing to the next level.

    Are you more of a shooter than a slicer? Check out Shooty Fruity – also in Viveport Subscription – which makes you pack groceries in-between mowing down mangoes.

    Fruit Ninja VR – Available on Viveport and in Viveport Subscription

    Shooty Fruity – Available on Viveport and in Viveport Subscription


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

    There are no shortage of VR games in which you’re asked to punch things (as always, just watch out for those walls in your play space) but how many of them have you punching an octopus? Okay, but how many of them have monocles? Knockout League is both a great arcade boxing experience but also a throwback to when men were men, videogames were videogames, and boxing octopi in top hats were – you get the idea.

    Knockout League is available on Viveport and in Viveport Subscription


    [youtube https://www.youtube.com/watch?v=yX_zZZYwr4I]

    Similar to boxing, we’ve seen plenty of racket-waving in VR, but not too many games get it quite as ‘right’ as Virtual Sports, which translates table tennis (AKA ping pong) and actual tennis into pixel perfect recreations of the real thing, without the tedious real world hassle of having to pick up missed balls all the time. With some AI opponents that start out ‘Awww’ and end up ‘AAAGH’ there’s plenty of challenge here, too.

    Virtual Sports is available on Viveport and in Viveport Subscription


    Remember, you can experience any 5 titles every month as part of your Viveport Subscription. That’s up to 60 different titles a year! Viveport Subscription pre-paid bundles are also on sale now for even better value.

    Website: LINK

  • How to play Oculus Rift titles via Viveport

    How to play Oculus Rift titles via Viveport

    Reading Time: 3 minutes

    If you’re an Oculus Rift user discovering Viveport for the first time, welcome! It’s easy to set up Viveport and start playing titles on your Rift – but if you need a quick start guide, follow the steps below.

    Without your Rift ready to go, we can’t start playing titles from Viveport, so make sure to:

    You’ll need to download the Viveport desktop app to access your Viveport library, download titles and play them. You can download the Viveport desktop app at vive.com/setup. If you already have a Vive or Vive Pro, you may already have Viveport installed (in which case, skip on down to Step Three).

    After downloading Viveport, locate the file and launch it. During installation, you will need to:

    • Sign in with your HTC | VIVE Account (or create a new one).

    • Install SteamVR. This will happen automatically, but you may be asked to sign in to Steam during the installation.

    • After installation, you’ll be able to launch Viveport from the desktop shortcut.

    You can browse Viveport either from within the desktop app or via Viveport.com. Here’s what to look out for:

    • Titles that are Oculus Rift compatible will have the icon displayed throughout the site
    • You can also filter for Oculus Rift compatible titles
    • After purchasing a title, it will be added to your Viveport Library, accessible from your desktop app or from Viveport.com while logged in
    • To play your purchased titles, download and install them via the Viveport desktop app
    • Launch your Viveport titles from within the Viveport Library

    As well as buying individual titles from Viveport, you can sign up for Viveport Subscription for FREE, letting you experience five titles per month for one low price. You can cancel any time, and to really save money, you’re able to pre-pay for your Viveport Subscription with our 3, 6 and 12 month plans.

    Want a few suggestions for some fantastic Oculus Rift compatible titles available to you in Viveport Subscription? Check out our blog on just that.


    Website: LINK

  • Viveport improvements – 2018, so far

    Viveport improvements – 2018, so far

    Reading Time: 3 minutes

    Development on Viveport is an ongoing process, and as we get closer to our two-year anniversary, we wanted to give you an update on what’s changed ‘under the hood’ since we shared a comprehensive look at our improvements since launch.

    Viveport improvements

    2017 was mostly spent working on the biggest issues highlighted by community members. We wanted to make sure we had a solid foundation to make Viveport the best platform possible. After our last update, we finished up the year by adding many notable features like Search, Shopping Cart, and a revamped home page.

    In 2018 we accelerated our pace of software updates, growing our engineering team and continuing to prioritize tasks based on community feedback. We’ve released over 50 updates this year across Viveport in all its forms; the desktop app, website, VR app, and in-VR dashboard.

    Here’s what we concentrated on improving, and why.

    General reliability of Viveport continues to be the primary focus of our engineering team. Reported crashes in the Viveport PC client have continued to drop in 2018. We’ve continued to leverage our new crash reporting system to focus on root causes and eliminate issues as quickly as possible. Initialization and startup times have been improved across the board.

    As Viveport’s content selection quadrupled in size between 2017 and 2018, it became even more important to make it easy to find VR content. This year we’ve added new filter and sorting options like type (Game or App), language, name, and hardware support (VIVE Tracker, VIVE Pro). Just this week, we added a quick jump list for “Games” or “Apps” to the home and search results pages.

    As a direct result of user feedback, we re-ordered the Subscription catalog page alphabetically to make it easier to find specific content, and keep track of content you’ve considered for your subscription choices. (Our tip: use the Wishlist to mark titles you want to subscribe to in the future.)

    Viveport Subscription has only grown in popularity since we launched the service, so we’ve been making enhancements throughout 2018. As every VIVE hardware purchase now comes with two months of Viveport Subscription included, we made it easier to add a title with a subscription button on the product page. We made it possible to purchase a title you’re already enjoying in subscription, and add it to your permanent library.

    As we have given away several free titles to Viveport Subscription members (yes, free, no strings attached!) we merged all our redemption code portals for different products like titles, subscription and wallet into one place, available via both web and PC client.

    Last but not least, we added a much-requested feature to allow subscription members to have more control over expired and uninstalled subscription content, allowing you to hide them completely from your library if you wish.

    Little annoyances we know can get tedious have also been addressed. For example, you can now save and manage multiple payment methods for your convenience. For safer browsing, especially with family, content with mature 17+ ratings require age verification. We also improved the uninstall mechanism for the PC client.

    An Early Access version of Viveport VR was launched this year, giving you a new way to discover, experience and acquire VR content – VR Previews. These are interactive glimpses of content in 360 or room-scale and provide a VR-first way to preview a title before purchasing or downloading.

    Today, our first downloadable content (or DLC) releases on Viveport: Arizona Sunshine’s Dead Man DLC. We’re thrilled to offer users and developers a way to extend their favorite titles with more content over time. DLC can be searched and filtered like other Viveport titles and appears on the base title’s product page.

    On September 4, we’re making good on our promise to create a hardware agnostic store that serves the largest VR community we can, as Oculus Rift compatibility comes to Viveport. As announced, titles that support Oculus Rift headsets will be marked as compatible. New title cards and sections on titles’ product pages will show their OS and headset support. We’re also adding an Oculus Rift filter which provides a convenient way for Oculus Rift users to find content that supports their headset.

    There are still three months of 2018 to go, and we’re going to fill those months with even more updates to improve Viveport. Thank you to everyone who has shared feedback with us, and please keep it coming – we’re listening! Talk to us on our community forums and via social media.

    -Viveport Team

    Website: LINK

  • Vive Wireless Adapter Scoops “Best Hardware” at the Gamescom Awards 2018!

    Vive Wireless Adapter Scoops “Best Hardware” at the Gamescom Awards 2018!

    Reading Time: < 1 minute

    The Vive Wireless Adapter took center stage at Gamescom last week, Europe’s biggest trade fair for interactive games and entertainment, walking away with the coveted “Best Hardware” prize at the official Gamescom Awards 2018!

    The Gamescom Awards, judged by an independent international jury of experts honours the best new games and products at the annual event, held in Cologne, Germany. It’s the second time Vive has taken home this accolade, with the original Vive winning the best Hardware trophy in 2015.

    The Vive Wireless Adapter removes the tether back to the PC for Vive and Vive Pro. It means more freedom of movement across VR titles with great battery life and performance.

    On the show-floor, Vertigo Games and Alternate demoed the fantastic Arizona Sunshine – LBE (location-based entertainment) VR Edition. Fully kitted out with Vive Wireless Adapter and Vive Tracker technology and running on the Boston MU-VR, show-goers took on the zombie hoard in an all-new multiplayer experience.

    Vive and the Vive Wireless Adapter were demoed across the show with a number of exciting partners – check out the below video that highlights the Vive Wireless Adapter, great new content, and more:


    Website: LINK

  • Burn while viewing: 7 VR Burning Man-style experiences

    Burn while viewing: 7 VR Burning Man-style experiences

    Reading Time: 4 minutes

    Burning Man is the biggest party out there, combining music, art and culture together in a smorgasbord of human expression to create a truly memorable experience, all in the backdrop of a Nevada desert.

    For those who are unable to make it to Black Rock City this year, we recommend these immersive experiences that channel the spirit and principles of The Burn.


    [youtube https://www.youtube.com/watch?v=Iq3MbboxLU4?feature=oembed&wmode=opaque&w=730&h=411]

    Filmed on location during 2017’s Burning Man, this app gives you a 360 degree view of the Playa in motion. Intuitive controls let you bounce around to experience the stunning art and exhibits on display, and a simple point and click towards the sky brings you to an overhead map to give you a better idea of what you want to experience next. Burning Man Art Discovery is a perfect archive of the swirling, energetic, beautifully chaotic week in the desert.

    Burning Man Art Discovery is available as a free download on Viveport


    Galactic Gallery

    An aesthetically driven interactive VR art collection, Galactic Gallery allows users to go inside the art itself in order to explore the connection between digital and traditional media. Featuring top visionary artists, it displays each piece with effects only possible in a virtual space, with the tactile elements of modern experiential art that are a staple of the Burning Man community. Music from artists such as David Starfire, CloZee and Kayla Scintilla accompany each work, further sweeping you away to a Playa-esque experience. (Galactic Gallery was featured in Black Rock City during Burning Man 2017).

    Galactic Gallery is now available on Viveport and as part of Viveport Subscription


    Museum of Symmetry

    Billed as a ‘VR metaphor for life’, Museum of Symmetry depicts colorful 2D characters who spring to life in a myriad of elemental 3D environments. Produced by The National Film Board of Canada, Museum of Symmetry is more of an experimental interactive narrative than a traditional game or story, featuring wild and wacky Technicolor sights and sounds full of interactivity, but still remaining suitable for all ages.

    Museum of Symmetry is available as a free download on Viveport


    [youtube https://www.youtube.com/watch?v=CuZHGyeX8Oo?feature=oembed&wmode=opaque&w=730&h=411]

    Explore the works of the immensely influential painter like never before in Dreams of Dali. A creation of The Dali Museum, this award-winning VR experience places you right in the middle of the famous 1935 painting “Archaeological Reminiscence of Millet’s Angelus”. You’ll be able to fully explore the sun parched desert set creation of the master of Surrealism in a whole new, immersive way that is reminiscent of wandering around during sunset on the Playa.

    Dreams of Dali is available within Inception VR, a free download on Viveport


    [youtube https://www.youtube.com/watch?v=pG4VuR-8C2Y?feature=oembed&wmode=opaque&w=730&h=411]

    Space Dream is a trippy, psychedelic musical experience with a cosmic motif. Zip around miles of intergalactic territory as the universe shifts and pulses in reaction to the music of your choice. A truly vibrant, colorful auditory experience, you will completely lose yourself in a universe brought to life by the spirit of your favorite tunes.

    Space Dream is available as a free download on Viveport


    Fractasia

    See the mind bending works of famous Fractal artist Julius Horsthius come to life in the most immersive way yet with the Surrealist VR experience Fractasia. You’ll explore trippy crystal caverns, shifting mountains of stone, or the chilling megastructures of alien origin, all accompanied by atmospheric digital music. It’s a visual feast that would make M.C. Escher proud, and a perfect experience for those in the Burning Man mood.

    Fractasia is available as a free download on Viveport


    Singularity

    Your Vive wands become powerful cosmic tools in this visually engaging, minimalist space art installation. Use your controls to manipulate colorful particulars and create your own living nebulas. Featuring simple and intuitive controls, you’ll spend tons of time twisting and swirling these cosmic entities to fully unwrap the possibilities.

    Singularity is available as a free download on Viveport


    No matter what kind of Burner you are at heart, you’ll find an experience on Viveport that you can be swept away.

    What’s your favorite living art experience? Let us know in our Community Forums

    Website: LINK

  • Rinnai America Increases Lead Generation by 50% With VR

    Rinnai America Increases Lead Generation by 50% With VR

    Reading Time: 4 minutes

    by Dan Ferguson

    Installing a tankless water heater is easier than you think. Telling people that is one thing; proving it is something else entirely. Rinnai America knows it certainly seems like no easy task. That’s why they came up with a little something to help people overcome those fears: a virtual installation experience.

    With the help of Groove Jones, an award-winning 360 content studio, they were able to create something special for the 2018 International Builders’ Show (IBS) in Atlanta, Georgia. Professionals and DIYers alike got a first-hand experience—all with a crowd cheering them on—installing Rinnai America’s newest system through virtual reality.

    Let’s take a closer look at the demo that had attendees (and qualified leads) raving.

    Introducing Yank the Tank

    Groove Jones worked with Hitchcock Fleming & Associates, Rinnai America’s agency, to land on a most appropriate name for the experience: Yank The Tank.

    The premise was simple but delightful:

    1. Take your pick of fun tools.
    2. Smash up an old water tank.
    3. Remove it.
    4. Replace it with a new Rinnai® Sensei tankless system.
    5. Bask in your handiwork.

    If you had to take apart an old, rusty water heater, what “tool” would you use? Yank The Tank made players choose between a lightsword, sledgehammer, and frying pan. (Choices, choices.)

    The lightsword was a popular pick, but players who selected the sledgehammer were treated to a true-blue-collar workout. After about 30 seconds, the old water tank was totaled and ready to be removed.

    After “yanking the tank,” the player then went through the step-by-step process of installing the Sensei™ tankless system. Players were faced with a practical set of challenges during the installation such as determining which gas line to run, as well as the size of venting needed for the job. The VR program walked them through the decision-making process, providing hints and suggestions as they learned by doing.

    The result? Well, we’ll let Rinnai America speak for themselves.

    “Feedback was phenomenal from both customers and employees. The VR platform added a new layer to our tradeshow presentation, improving lead generation by 50% over previous years.”

    – David Federico, Senior Brand Manager, Rinnai America Corporation


    The Production – Learn By Doing

    There is significant research that shows that people learn by doing. By taking part in an experience that simulates the installation process, a person will gain more confidence in their capabilities then they would have, say, by watching a demo video.

    As part of the production, Groove Jones visited Rinnai America’s headquarters to learn about the installation process and used actual product parts when creating the 3D objects in the VR experience. The team collaborated with Rinnai’s training teams to make sure the experience was as close as possible to what a person would experience when installing it themselves. To ensure that participants could fully interact with the virtual environment in a true-to-life fashion, Groove Jones and Rinnai America went with the HTC VIVE for its graphics, sound, and unparalleled tracking technology.

    From Trade Show to Road Show

    In 2018, Rinnai launched the #TryRinnai tour for game-changing new products, more hands-on virtual reality installations, new product rebates, exclusive gifts, and more.

    With nearly 800 stops planned in 2018 alone, the #TryRinnai tour consists of eight vehicles outfitted with the fully portable HTC VIVE VR experience and external monitors so everyone can watch the action either on the road or at Rinnai’s trade shows.

    To see the mobile Rinnai tour, visit https://www.rinnai.us/try-rinnai to find a location near you.

    About Groove Jones

    Groove Jones is an award-winning interactive and visual effects studio, specializing in the creation of 360º video commercial productions, immersive Virtual Reality experiences and Augmented Reality apps. Groove Jones partners with agencies and brands to connect with their audiences through the digital devices in their lives. Their client list includes AT&T, Amazon, Comcast, Fiat, Intel, McDonald’s, Nestle, and Under Armour.

    For more information please visit www.groovejones.com

    Website: LINK

  • Back to School VR sale! Join the Education Evolution

    Back to School VR sale! Join the Education Evolution

    Reading Time: 3 minutes

    Whether you’re a parent sending a child back to school, a student yourself or just someone who never lost the love of learning, we want to evolve your education in VR! You can save up to 90% on selected titles in our Back to School Sale, on now.

    Back to school - Overview

    An incredible, awe-inspiring experience that is a consistent favorite of Viveport Subscription members, OVERVIEW is a journey through our universe that will take your breath away. We like it so much we’re offering it for FREE, right now, to any existing Viveport Subscription members – and anyone who signs up for a free trial (or pre-paid plan!) between now and the end of the sale.

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

    Why try Viveport Subscription? For anyone interested in VR education, it’s a great value way to get access to hundreds of VR experiences for one monthly price (which gets even cheaper if you pre-pay!). Every month you pick up to 5 titles to experience, then use them as much as you want. You can keep playing the same titles over and over if you like, or switch it up every month to mix and match old favorites and new experiences. We’re adding more titles all the time, so your selection just keeps on growing.

    As a Viveport Subscription member, to add OVERVIEW to your Library, just visit the product page and click ‘Free’ to add it. If you enjoy OVERVIEW, don’t forget to leave a review!


    Back to School VR sale

    To make finding the perfect educational VR experience a little easier, we’ve broken down our educational offerings into easy to browse categories. This should cover the whole educational spectrum – and includes a wide selection of free titles. Not everything is on sale, but we recommend everything you’ll see. It’s all been hand-picked to represent some of the best titles available in VR.

    Back to school VR sale

    Here’s just some of what’s on offer:

    Travel around the globe and visit Tokyo without leaving your VR headset. Parachute down to pierce the rainforest’s canopy. Dive beneath the waves to swim with sharks. Or go nose-to-nose with dinosaurs.

    Whether it’s in music, animation or art, there are amazing ways to bring creativity to life in VR.

    With interest in space exploration on the increase, and the possibility of a mission to Mars inside your children’s lifetimes… isn’t it a good idea to get them prepared for that in VR? Don’t forget to go back and look at the origins of the modern space program, too.

    VR can be a formidable time machine, transporting you to times and places you’d never be able to see. From seeing Pearl Harbor through the eyes of someone who was there, or visiting incredible virtual museums, you can bring history and art to life in VR in a spectacular way.

    Back to School

    Of course, you can’t be at school and be learning all the time – that’s one of the reason ‘recess’ and ‘physical education’ exist. Which is why we’ve also got some great physical VR experiences on sale too, allowing you to play table tennis, box and kick the old soccer ball around in VR.

    Who needs a interior design or shop class when you can virtually design just about anything you want? Craft precision 3D content to print or use in other apps, or create fully interactive versions of your dream home with these intuitive VR design experiences.

    Are you ready to evolve your education? Class is in session!

    Website: LINK

  • Kooperation zwischen Google und Labster bringt VR-Labore für MINT-Student/innen

    Kooperation zwischen Google und Labster bringt VR-Labore für MINT-Student/innen

    Reading Time: 2 minutes

    Eine neue Partnerschaft zwischen Google und Labster sorgt zukünftig für den Zugang zu virtuellen Laboren für MINT-Student/innen und Schüler/innen per Daydream oder Lenovo Mirage Solo. Die VR-Lerneinrichtungen sind mit dem nötigen Equipment für Biologie, Chemie und weitere naturwissenschaftliche Fächer ausgestattet und ermöglichen somit das Sammeln von Praxiserfahrung für die Lernenden.

    Google und Labster – VR-Labore für MINT-Student/innen mit Google Daydream und Lenovo Mirage Solo

    Google veröffentlicht gemeinsam mit Labster über 30 virtuelle Labore für Schüler/innen und Student/innen von naturwissenschaftlichen Fächern. So soll es den Lernenden zukünftig ermöglicht werden, innerhalb der interaktiven und immersiven Laboratorien Praxiserfahrung zu sammeln, ohne zwangsweise auf die Einrichtungen der Schule bzw. Universität angewiesen zu sein.

    Eine praktische Idee, denn in vielen MINT-Fächern wie beispielsweise Chemie sind diese oftmals limitiert, da eine Vielzahl von Student/innen gleichzeitig in die Laboreinrichtungen muss, um zu üben und gegebenenfalls Stunden zu sammeln. Für Studierende von Fernuniversitäten ist es schlichtweg unmöglich.

    COC_Fume_Hood.gif

    Die virtuellen Ebenbilder sollen laut Entwickler/innen das neuste Equipment besitzen und dadurch realistische Experimente gewährleisten. So sind nicht nur die typischen Vorgehensweisen in der Praxis trainierbar, sondern es stehen zusätzlich diverse Simulationen zur Verfügung. Dadurch ist es möglich, auf molekularer Ebene Atome und DNA-Stränge zu analysieren und nach Belieben zu verändern.

    COC_Holotable2.gif

    Zusätzlich offenbart die VR-App ein personalisiertes Review, um den Nutzer/innen Feedback über ihr Lernverhalten zu geben. Dadurch wird erläutert, welche Theorien, Konzepte oder Techniken gegebenenfalls noch einmal vertieft werden müssen.

    Der Zugang zur VR-Erfahrung Labster war bisher Universitäten vorbehalten. Ab sofort ist sie kostenlos für Google Daydream und Lenovo Mirage Solo im Play Store erhältlich.

    Die VR-Labore stehen derzeit in Amerika sowie in Dänemark zur Verfügung. Weitere Zugänge sollen innerhalb der kommenden Monate für Europa folgen.

    (Quellen: Google Blog | Labster)

    Website: LINK

  • World of Tanks AR Spectate: AR-Tabletop-Technologie auf der Gamescom 2018 vorgestellt

    World of Tanks AR Spectate: AR-Tabletop-Technologie auf der Gamescom 2018 vorgestellt

    Reading Time: 2 minutes

    Auf der Gamescom 2018 präsentiert Entwicklerstudio Wargaming die AR-Erfahrung World of Tanks AR Spectate, welche die Panzergefechte von World of Tanks in die reale Welt transportiert. Dafür setzten die Entwickler/innen auf eine neue, experimentelle AR-Technologie. Diese erlaubt es, die Inhalte der PC-Version von World of Tanks realistisch in Echtzeit darzustellen.

    World of Tanks AR Spectate – AR-Tabletop mit realistischen Objekten

    Das MMO World of Tanks weist weltweit mehr als 120 Millionen Spieler/innen auf und erwirtschaftet jährlich mehrere Millionen Euro Gewinn für das Unternehmen. Mit World of Tanks AR Spectate führen die Spieleentwickler Wargaming auf der Gamescom 2018 nun ein neues spannendes AR-Tabletop-Erlebnis vor.

    Der AR-Titel ist allerdings noch nicht ausgereift, viel mehr handelt es sich derzeit um ein Proof of Concept. Die Entwickler/innen arbeiten seit einigen Monaten an dem Projekt. Erfahrung sammelten sie bereits in einem vorherigen MR-Projekt, welches ein 3D-Modell eines Panzers aus dem Spiel im Panzermuseum in Bovington vorführte.

    Die AR-Erfahrung basiert auf ARCore und soll bereits jetzt stabile 60 FPS gewährleisten. Dabei wird ein iPad mit ARKit mit einem PC verbunden, um die entsprechenden Informationen zu versenden. Während der Computer die nötigen Renderarbeiten erledigt, schickt das Tablet dauerhaft seine aktuelle Position an den PC. Eine Ingame-Kamera erfasst zeitgleich die WoT-Runde. Nach Abschluss des Renderings werden die jeweiligen Daten in einem Videoformat zurück auf das iPad transferiert, um diese darzustellen.

    World-of-Tanks-AR-Spectate-iOS

    Aufgrund der großen Datenmenge hatten die Devs mit einigen technischen Schwierigkeiten zu kämpfen. So musste man zunächst den Delay in den Griff bekommen, um eine realistische Echtzeitsimulation zu ermöglichen. Nach zahlreichen Optimierungen im Netzwerk, bei der Paketvermittlung und an der Kamera des iPads funktioniert die AR-Simulation nun auf beeindruckende Weise. Derzeit ist die AR-Technologie allerdings nur bei Replays möglich. Die Nutzung für Live-Content ist bei einer Fortentwicklung jedoch durchaus möglich.

    World-of-Tanks-AR-Spectate-iOS

    Eine Anwendung in verschiedenen Einsatzfeldern ist ebenso denkbar. So wäre ein neuer realistischer Zuschauermodus in Spielen erwägenswert, um beispielsweise eSports-Verantstaltungen noch näher an die Fans zu bringen. Doch auch in den Bereichen Film oder sozialer Interaktion würde die AR-Methode neue Möglichkeiten offenbaren. Bis es so weit ist, muss laut Entwickler/innen jedoch zunächst die 5G-Infrastruktur ausgebaut werden, um die derzeitigen Hardware-Limitierungen aufzuheben.

    Mit World of Tanks 1.0 AR stellten die Verantwortlichen bereits Anfang des Jahres ihre ersten Schritte im AR-Markt vor.

    (Quellen: Upload VR | Video: World of Tanks DE YouTube)

    Website: LINK

  • HTC Vive Cuts the Cable With Debut of Vive Wireless Adapter

    HTC Vive Cuts the Cable With Debut of Vive Wireless Adapter

    Reading Time: 3 minutes

    Pre-order for device launches Sept. 5; Global on shelf date set for Sept. 24

    HTC VIVE™ today is meeting the promise of wireless premium VR with the official announcement and pre-order of the Vive Wireless Adapter. The adapter frees VR users from the tether back to their PC, while maintaining the performance requirements for premium VR on both the HTC Vive and Vive Pro. Pre-order starts Sept. 5. For customers in the U.S., pre-orders will be available at Amazon, Best Buy, Microsoft, NewEgg and Vive.com.

    [youtube https://www.youtube.com/watch?v=B6BUiCkBFcA?feature=oembed&wmode=opaque&w=730&h=411]

    The Vive Wireless Adapter retails for $299 (USD). Installed in just minutes, the base adapter works with both Vive and Vive Pro. Vive Pro owners will need an additional compatibility pack with a connection cable for the Vive Pro, as well as foam padding and an attachment device unique to Vive Pro. The Vive Pro compatibility pack retails for $60 (USD).

    “Since the first demos of Vive, we’ve known that to deliver on the best of premium VR, we wanted it to be wireless,” said Daniel O’Brien, GM Americas, HTC Vive. “But we learned that delivering a great wireless experience takes time and really smart partners. We’ve brought the engineering expertise together to deliver a truly first of its kind wireless VR experience. Thanks to Intel and DisplayLink for helping to make this vision a reality.”

    Installation of the Vive Wireless Adapter occurs in minutes by installing a PCI-e card and attaching a sensor from the PC that broadcasts to and from the newly wireless Vive headset. The adapter has a broadcast range of 6 meters with a 150 degree field of view from the sensor and runs in the interference-free 60Ghz band using Intel’s WiGig specification, which, combined with DisplayLink’s XR codec, means low latency and high performance with hours of battery life.

    The Adapter is powered by the HTC QC 3.0 PowerBank, which can also double as a charge pack for a smartphone. The retail package ships with one PowerBank and additional PowerBanks will be purchasable at Vive.com.

    “I congratulate HTC and we are excited to see a flagship device and new user experience enabled by Gigabit, low-latency wireless,” said Dr. Cormac S.G. Conroy, Corporate Vice President and General Manager, Intel Communication and Devices Group. “In building this mmWave solution, we had our eyes on the demands of VR and leveraged our deep 5G wireless experience. We understood the performance needs of VR and the gaming and enterprise markets. We can’t wait for everyone to bring what we’ve been working on into their homes and into their VR arcades.”

    “DisplayLink’s heritage is in solving complex problems for enterprises all over the world,” said John Cummins, Senior Vice President Sales and Marketing, DisplayLink. “We’re very excited to deliver the freedom and complete immersion of wireless VR to businesses and the application development community that serves them. For gaming, arcades, training, and future applications yet to be developed, the promise of low latency, high quality wireless VR is available now.”

    “Wireless represents the true promise of VR and Seeking Dawn,” said Freeman Fan, Founder & CEO, Multiverse Entertainment. “Our gameplay in Seeking Dawn capitalizes on the freedom of wireless, and we can’t wait to showcase how wireless changes the expectations around VR content.”

    To celebrate the launch, all Vive Wireless Adapter purchases will include a two-month trial to Viveport Subscription, offering access to nearly 500 titles, including Seeking Dawn.

    Website: LINK

  • HTC VIVE & Immersive Factory Provide World Infrastructure Leader with Innovative Safety Solutions

    HTC VIVE & Immersive Factory Provide World Infrastructure Leader with Innovative Safety Solutions

    Reading Time: 3 minutes

    Like most infrastructure companies, Colas Group is not necessarily a household name—though they should be. With 55,000 employees on five continents and an average of 80,000 road construction and maintenance projects every year, Colas’ work and presence are felt the world over. In 2017, their consolidated revenue totaled 11.7 billion euros—with international markets accounting for 48% of this figure.

    As a world leader in infrastructure, Colas are at the cutting edge of seemingly everything in their industry, be it recovering and recycling waste, reducing their carbon footprint, or limiting the impact of their production sites on the local environment and community.

    Colas is also at the cutting edge of the thing they value most: safety. More than 50% of their budget is dedicated to it. Believing that any company that runs on human capital has a duty to look out for its employees, they have invested significant time and resources in safety audits, site safety briefings, dedicated prevention courses, and first aid with over one-third of the company trained.

    “It is not acceptable for an employee to be injured in the course of his or her work. Our goal is zero accidents, and to achieve it we use a range of levers, including safety training. Our ambition is to bring about lasting change in people’s behavior,” said Philippe Simarik, Director of Prevention, Health, and Safety at Work at Colas.

    While both the frequency and severities of workplace injuries are steadily diminishing, Colas took their efforts a step further in order to hit their lofty, but noble zero accident goal.

    Their approach was two-fold. One: focus on new employees. Internal research showed that over the past several years, almost 60% of lost-time accidents at Colas involved people who have been on the job for less than two years. Two: employ the use of HTC VIVE’s professional-grade VR systems and Immersive Factory’s active-learning training programs in their safety training.

    “We met with four companies to develop virtual reality training courses,” said Simarik. “And it is Immersive Factory that we selected, for the quality of the graphics, the sensations experienced during the VR experience, and sheer ‘playability.’ It was also an opportunity to co-construct and co-finance the creation of this module on worksite crush hazards.”

    Immersive Factory, working in collaboration with Colas, developed a virtual model construction site based off a real one in Nantes, France as well as a virtual scenario based on the feedback of prevention staff, field workers, and even the regional director. After development was completed and approved, Colas was quickly able to test the course out at one of their training sites.

    The result was not only an innovative take on safety training, but a fun and engaging one, too. Immersive Factory’s program appealed to both journeyman and manager; a digital native new to their infrastructure career and the veteran hungry for a new educational experience. Finalized in early 2018, the program was integrated into the newcomer safety days at the Colas Centre-Ouest subsidiary.


    “With virtual reality, we can experience hazardous situations without danger, but keep them in memory,” says Simarik. “The feedback from every level of the company is excellent. Most of the trainees react after the course by saying things like ‘from now on, I’ll be careful about…’; it’s a sign that the message is getting across.”

    Though Colas co-constructed and co-financed this virtual worksite and software, they want Immersive Factory to be able to offer exercise to other infrastructure companies.

    “When it comes to safety,” says Simarik, “good practices must be shared.”

    While the Immersive Factory’s program can be used across a wide range of VR systems, co-founder Olivier Pierre recommends one in particular.

    We recommended that Colas use the HTC VIVE Pro range of VR headsets for their comfort, ergonomics, and professional resolution. Aside from the reliability of their devices, we and the HTC VIVE teams share a common vision of innovation and of the quality our customers expect.”

    [youtube https://www.youtube.com/watch?v=g1NbZFxKoqI?feature=oembed&wmode=opaque&w=730&h=411]

    Website: LINK

  • Viveport and Viveport Subscription  Add Oculus Rift Support – Consumer launch set for September 4

    Viveport and Viveport Subscription  Add Oculus Rift Support – Consumer launch set for September 4

    Reading Time: 2 minutes

    As part of Viveport’s commitment to connect content creators to global audiences, we’re excited to announce that Viveport now supports Oculus Rift compatible titles. Developers can opt-in their titles to display as Oculus Rift compatible from today, with the full consumer launch on September 4th.

    Oculus Rift support coming to Viveport

    Adding support for Oculus Rift doubles the potential audience for all Viveport published titles, and opens Viveport Subscription – the best value in VR – to Oculus Rift consumers. Viveport Subscription allows subscribers to experience up to five titles at a time, starting with a free 14-day trial, and continuing after that with one low monthly price.

    With almost 500 titles in the Viveport Subscription library, we’re proud to curate a diverse and engaging range of experiences that appeal to a wide audience. Recent additions and all-time bestsellers in Viveport Subscription include Seeking Dawn, Tilt Brush, Pixel Ripped 1989, Shooty Fruity, A-Tech Cybernetic VR, theBlu and Knockout League. We’re always happy to welcome new developers, with marketing support and promotion for selected titles.

    As well as offering a huge range of available games and apps, Viveport Subscription has also proved popular with VR consumers who are looking to ‘try before they buy’. A Viveport Subscription member choosing five of the six titles shown below for either a 14-day free trial or a month of paid subscription could save almost $140 on retail prices!

    Viveport Subscription

    Rikard Steiber, President of Viveport

    Rikard Steiber, President of Viveport

    “By adding support for Oculus Rift, we’re doubling the potential user base for Viveport developers,” said Rikard Steiber, President of Viveport. “Viveport continues to offer the most opportunities for developers to monetize their VR content. From Viveport and Viveport Subscription, to availability on Amazon and in Viveport Arcade, we’re going to continue to expand and reach the largest global audience possible on developers’ behalf.”

    Developers can start opting in on Viveport to support Oculus Rift today. In many cases, existing builds that have hardware support for Oculus Rift via OpenVR are ready for this update. In the Developer Console, Oculus Rift is now available under ‘Compatible headsets’ in the ‘Viveport Listing’ tab. To opt-in a title, simply check the Oculus Rift box and create a production release under the Submit tab.


    Are you a developer who has questions about Oculus Rift support? Contact our Developer Relations team here.

    Website: LINK

  • Going BLAM-BLAM with BAAM SQUAD

    Going BLAM-BLAM with BAAM SQUAD

    Reading Time: 8 minutes

    If onomatopoeic-named VR shooters are your kind of thing, well then, BAAM SQUAD (the title must be shouted at all times) is your jam. We yelled at Eric Song, director at 5minlab, until he gave us some answers to our questions.

    Interview by Nathan Ortega, Vive Staff

    [youtube https://www.youtube.com/watch?v=J4tNhec0CHY]

    Tell us a little about your development team’s origins.

    5minlab is a mobile/VR game developer based in Seoul, Korea. I joined 5minlab in early 2014 as a co-founder, and back then we were only a five-person team. Now we have around 20 team members.

    When excitement for VR began to pick up in 2015, we started experimenting with the technology and produced the Gear VR title Snake VR, which ended up being an unexpected success. As a result, we’ve adjusted our direction to invest more efforts in VR games. We then released Toy Clash in 2017, which was the first VR title that we invested a lot of development time and energy into. Unfortunately, it didn’t quite perform financially the way we were hoping for.

    Our next VR experience BAAM SQUAD came out in April of 2018. It has been relatively successful sales wise, and has garnered a sizable fanbase worldwide, which is great to see.

    Speaking of BAAM SQUAD – tell us what it’s about.

    For those unfamiliar, BAAM SQUAD is a single/multi playable zombie shooter following a band of four brave agents seeking to solve the mystery case of Santana town’s Sweets Factory. In the game, you need to survive as long as you can by roaming around the factory, unlocking doors to find better weapons and fending off zombies coming for your blood. As the game continues, more increasingly challenging enemies will emerge, so it is important that you keep upgrading your weapons and maintain enough ammo.

    BAAM SQUAD supports 100% free locomotion with almost no motion sickness (according to our players). As it’s part of Viveport Subscription, you should try it if you haven’t yet!

    BAAM SQUAD

    We absolutely agree! Now, BAAM SQUAD is pretty colorful and absurd – in the good way. Where did the concept come from?

    I’ve been a big fan of zombie shooters since my childhood, so the idea of making a game in this genre was always on my game development bucket list. When I started to make BAAM SQUAD, I did a little research on VR zombie shooters, and discovered that most of them focused on scaring players with realistic and gory visuals, keeping them stationary while they shot at hordes of the undead.

    I didn’t really like the idea of making players feel trapped in confined spaces only to be scared and unable to escape the encroaching threat, so I wanted us to have a different approach to the concept that focused on empowering players to move freely in a zombie scenario and do do so without fear.

    What were some key gameplay inspirations for creating such a wild and wacky experience?

    The idea of defeating zombies with arsenal of weapons is not a new concept. As mentioned previously, I’ve been a big fan of undead shooters for years, with games like Call of Duty: Zombies and Left 4 Dead as major inspirations. From the project’s inception, I wanted to bring these kinds of experiences together and take it to the next level with the fidelity that VR allows.

    We placed the game in a ‘sweets factory gone awry’ in order to provide a greater visual contrast to the zombies: the vibrant, colorful nature of sweets helps further illustrate the rotten and alarming element of the shambling undead horde.

    BAAM SQUAD combines voxel style blocky graphics with over-the-top zombie shooting action. Was this visual style and sensibility always envisioned for BAAM SQUAD or did it evolve over time during development?

    The visual style came about as a result of our initial design ideas as well as working with limited development resources.

    With only one graphic designer from the project’s beginning, we had to significantly rely upon purchasable game assets which have their own visual style. The end result was that it helped set the game apart from other zombie shooters, and the Minecraft-like characters allowed for more manageable headshots, which actually improved the player experience (we were wrestling with this particular element earlier in development and so the art style ended up solving game design issues!).

    Your previous titles were predominantly single player experiences. Were there any particular challenges in developing a satisfying co-op shooter, especially in VR?

    BAAM SQUAD is our first real-time multiplayer game ever made in the studio, so a lot of focus was on to make the user experience feel satisfying and consistent and to ensure the game stayed synced between players.

    Co-op is all about role sharing experience in a given context/situation, so if a given situation (eg. How many zombies are around players, where each player locates at) looks different for each player, the communication between them becomes almost impossible. We worked very hard to make this happen, and there were some features we decided to exclude, such as a melee attacking the zombies, in order to achieve that goal.

    Delivering a satisfying communication tool between players was also one of our goals. The result was that we introduced a voice chat feature; because you cannot type messages using keyboards while wearing a VR headset. We also made visually distinctive characters (Ben, Adam, Abe and Mery – hence ‘BAAM’ SQUAD) and locked the ability to have more than two players with the same looking character in a game, so that each player can be visually distinctive at a glance.

    How has BAAM SQUAD evolved throughout the development process? Were there any discoveries that came about from observing player behavior that has helped shape the course of the game?

    We feel lucky that a lot of players love BAAM SQUAD and that they leave a lot of useful feedback in order to improve the experience. We tend to look at this through two channels. One is our official discord community (https://discordapp.com/invite/9dqnMne) where there are more than 600 users sharing ideas, suggestions, bug reports and general issues about the game. We are also actively involved in these conversations to try deliver the best game experience. We are grateful to have such a warm hearted and nice community that loves and supports BAAM SQUAD (if you haven’t join the community, you are welcome to come in).

    The other channels we look at are YouTube and Twitch. We monitor every video we can find in order to fix bugs players encounter and what design changes we might need to make to improve the game. Although we implemented analytic tools in the game, watching a gameplay video gives much more inspiration as to how we can improve the gameplay experience.

    BAAM SQUAD

    How long did it take to complete BAAM SQUAD and how big was the development team?

    It took exactly one year from the beginning of development to an official launch. To talk about the team size, we started with one director (me), two programmers and one graphic designer. I was also in charge of designing the game and making sound assets, so we didn’t really need an extra member to do this. But as the game grew in size and became more complicated, the team needed someone to provide good UI interpretation, so I decided to have one UI designer and additionally one QA tester to make sure there are least bugs as possible before it is introduced to the players.

    So in short, we started as 4 and grew up to 6 members.

    Talk a bit about 5minlab’s other projects, specifically Toy Clash, and how your experience making a VR focused tower defense title influenced the design process for BAAM SQUAD?

    I wasn’t involved in the development of Toy Clash, so BAAM SQUAD is my first official and commercial VR title. But as a player of Toy Clash, the first impression I got was “Why do I have to be stuck at a confined area just looking at a table, given that I am in a VR space?” The reason I felt so was because I believed (and still believe) that a sense of ‘being in a particular space’ is one of the most powerful experience you can have in VR, and to enhance this experience, being able to move around is a must.

    The only problem that many VR developers (and I) have though, is that this movement very likely evokes a motion sickness. So my first goal in the project was to reduce or minimize this motion sickness while moving around in a VR space, and I believe we achieved that goal with BAAM SQUAD.

    BAAM SQUAD

    Your studio’s library of games all have a funny and irreverent tone to them. Is humor a big focus for your team when designing games, or does it happen more holistically throughout the development process?

    5minlab so far has released 4 mobile games and 3 VR games so far, and all these games have irreverent tone because each project has had different graphic designers. I can’t say humor is a big focus in designing games, but our primary goal has always been to make people fall in love with the game within 5 minutes of gameplay experience. To do this, each game has to have not only its own unique look and feel, but also can be played by all ages, genders and cultures. We are trying to make games that can appeal to as many people as possible.

    On a related note, I have to ask: Seriously, WHAT went down at Santana’s Sweets Factory? That place cannot be up to code at this point!

    That’s the top secret haha. But I can say that zombies in the factory are NOT only looking for a human flesh. Notice how they are reacting to the Gingerbread man item, which is one of the main products made in Santana’s Sweets Factory. There is something about that gingerbread man….

    What’s in the future for 5minlab? Can we look forward to more explorations into the world of VR from your team?

    We are currently working to improve the gameplay experience for BAAM SQUAD based on feedback we have from our players. We encourage everyone to join the community and talk about the game with us, especially as we continue to explore new possibilities in the world of  VR!

    Apart from it, we are also making a new game for PC and mobile platforms, which will be a completely new genre for us. Please keep your eye on us, and also on BAAM SQUAD. Thanks!

    Thanks for talking to us, Eric!


    BAAM SQUAD is available on Viveport, and as part of Viveport Subscription.

    Website: LINK