Schlagwort: virtual reality

  • Konrad the Kitten is ready for all your love in VR

    Konrad the Kitten is ready for all your love in VR

    Reading Time: 6 minutes

    With cute-sim Konrad the Kitten launching officially this week, we caught up with Konrad Kunze, Lead Game Designer at FusionPlay, to ask him all about the love, care and attention needed to own a virtual feline.

    Hello! Please introduce yourself to everyone.

    Hi, I am Konrad Kunze, the Lead Game Designer at FusionPlay. FusionPlay is the brand of IT Sonix custom development GmbH that cares about innovative gaming concepts which merge the digital and the real world. Besides Konrad the Kitten, we are also working on FusionPlay Heroes, a physical card game with NFC radio chips contained in each playing card.

    Both games are more or less my babies. I am primarily in charge of the Game Design but also care about a lot of things around the game development itself. For Konrad the Kitten I also coded the game.

    Konrad the Kitten

    Tell us the origin story of Konrad the Kitten – why was it originally created?

    The first prototype was created 2016 as a gift for my girlfriend. As she loves cats and I was experimenting with the new possibilities of the just released HTC Vive, I decided to create a little cat game for her. At the same time I was reading a lot about people that were trying to track their arms and feet with the HTC Vive Controllers to bring them into the virtual world. This gave me the idea of having a real world item representing the cat, to make it possible to physically touch and lift the kitten.

    It did not take long until I saw a plush-covered children’s hotwater bottle (in the shape of a cow). This seemed to be perfect to simulate the cat because of the weight, size and feel.

    So on our anniversary day I ran my program, told my girlfriend to put on the Vive and look down. In VR she saw the little kitten and immediately liked it. Then I told her to lift the little kitten, and at first she was confused as she had no controller in her hands. I told her just to try lifting the kitten, so she reached down and gave a big “aww” when she realized she could really hold this little furball in VR, and it felt real.

    What happened after that? (Apart from a happy girlfriend.)

    She loved the little game, although it wasn’t much more than a demo. We both agreed that this idea was so incredible, it needed to become more than just a cute demo. Fortunately, I was already working for FusionPlay on FusionPlay Heroes. I showcased the cat demo to my boss as a proof of concept and luckily could convince him to set up a separate project to let me make this little concept into a full game.

    Konrad the Kitten

    You’re a Konrad, the kitten is a Konrad; is this a coincidence?

    More or less. In the beginning the cat had no name. The first internal version was just called “virtu-real cat”. I wasn’t happy with that name but I am not good in thinking up names, honestly. Then a friend of mine tried out the game and asked “Is that called Conrad the Cat?”. I immediately liked this idea. First of all, because it is a really catchy name and second, because it does not directly involve my own name (cause it was written with a ‘c’).

    But then we found out that ‘Conrad the Cat’ is a registered trademark, so this was no longer an option. Finally the name became ‘Konrad the Kitten’ which works nicely but unfortunately now includes my name. I didn’t like that much but as I could not provide any better idea it became the name of the game!

    Konrad is a virtual kitten. What can you do with him?

    Mainly you do two things with him: introducing him to objects he likes and playing games with him. Playing with him is done with mini-games. You can help Konrad catch mice or fish, guide him through a set of rings or let him throw dishes from the table.

    Helping him to interact with stuff is more passive. So, if Konrad is hungry, you move him to the food bowl (or the pizza slice) to let him eat. If he needs to poop afterwards, you put him in his litter box. You need to care about his wishes and needs to make him a well-behaved cat that also likes you.

    Konrad the Kitten

    You can put him in his litter box… but do you have to clean it? (As a cat owner, not my favorite task.)

    No, you don’t have to! All objects reset themselves when Konrad leaves them. Even the water bowl fills up automatically after Konrad has stopped drinking. Isn’t that something you need in the real world?

    Yes, I do. So, Konrad seems similar to the old ‘Tamagotchi’ games – we have to ask. Can he… die?

    The game mechanics are comparable to a Tamagotchi. The game wants you to care for the kitten each day for about 20 minutes. Completing actions drains Konrad’s energy. If he runs out of energy, you need to come back later. Over the time his energy replenishes but his love and behavior decrease, so you should check back regularly if you want his love (and good behavior!).

    Don’t worry though, no matter what you do, Konrad can’t die. The worst thing that can happen is that the attributes ‘love’ and ‘behavior’ reset to their default values.

    Tell us about the ‘Plushy Mode’. Is it easy to use?

    Plushy Mode is so special! When you activate this in the options menu the game shows a video that tells you how to attach the Vive Controller to the back of a plush toy. This is the most unique thing in the game, as it raises the immersion a lot. Instead of holding a Controller, you then hold a plushy in your hands. In the virtual world, the plushy is replaced by the cute little kitten. So your brain is tricked and thinks that you are really holding a fluffy kitten. It sounds totally strange but needs to be tried out to understand how well it works.

    You’ve got a lot of accessories for Konrad to wear. Tell us about your favorites! It also looks like you can change Konrad’s fur, making him look more realistic?

    Konrad the Kitten

    In total, there are 50 unlockable accessories you can buy plus some hidden accessories that pop up automatically during specific seasons. We carefully designed the set of accessories to have some items that are funny, some that are cute and some that are realistic.

    As for his fur, we added different fur patterns and colors so that players can recreate their own cat or match the fur with the cat they always wanted. My favorite one is definitely the bobble cap combined with the scarf. That just looks so cute!

    Are there any plans to add more features to Konrad, now you’re out of Early Access?

    We have plenty of ideas that we may add in the future but we haven’t decided anything specific for now. There are ideas for new areas like a garden, a desert and a snow capped mountain. Also ideas for new minigames like riding on a magic carpet or catching symbolic dreams that float around a bedroom. We are also thinking about whole new features like having the second controller becoming a camera that takes photos of your kitten or having a playroom where you can start the minigames directly and see their high-scores. We’re even thinking about beauty contests for the cat!

    One thing is for sure: there will be a first small update in late March that adds some cute stuff for the Easter season.

    Finally we have to ask. Are you a cat owner? If so, can we see pics?

    No I don’t have a cat but my girlfriend has a cat (sometimes even two) at her work. She is the crazy cat lady!

    This is the cat all her love belongs to – named Morle.

    Konrad the Kitten's inspiration - Morle

    Thank you very much for talking to us, Konrad!


    Konrad the Kitten is available on Viveport.

    Website: LINK

  • Announcing ARCore 1.0 and new updates to Google LensAnnouncing ARCore 1.0 and new updates to Google LensDirector of Engineering, AR

    Announcing ARCore 1.0 and new updates to Google LensAnnouncing ARCore 1.0 and new updates to Google LensDirector of Engineering, AR

    Reading Time: < 1 minute

    ARCore, Google’s augmented reality SDK for Android, is out of preview and launching as version 1.0. Developers can now publish AR apps to the Play Store, and it’s a great time to start building. ARCore works on 100 million Android smartphones, and advanced AR capabilities are available on all of these devices. It works on 13 different models right now (Google’s Pixel, Pixel XL, Pixel 2 and Pixel 2 XL; Samsung’s Galaxy S8, S8+, Note8, S7 and S7 edge; LGE’s V30 and V30+ (Android O only); ASUS’s Zenfone AR; and OnePlus’s OnePlus 5). And beyond those available today, we’re partnering with many manufacturers to enable their upcoming devices this year, including Samsung, Huawei, LGE, Motorola, ASUS, Xiaomi, HMD/Nokia, ZTE, Sony Mobile, and Vivo.

    Making ARCore work on more devices is only part of the equation. We’re also bringing developers additional improvements and support to make their AR development process faster and easier. ARCore 1.0 features improved environmental understanding that enables users to place virtual assets on textured surfaces like posters, furniture, toy boxes, books, cans and more. Android Studio Beta now supports ARCore in the Emulator, so you can quickly test your app in a virtual environment right from your desktop.

    Website: LINK

  • Nachzügler: Asus Windows Mixed Reality Headset startklar

    Nachzügler: Asus Windows Mixed Reality Headset startklar

    Reading Time: 2 minutes

    Die Consumer-VR-Brille mit dem vielleicht eigenwilligsten Design ist nun in Amerika erhältlich. Während die meisten Windows Mixed Reality Headsets bereits im Oktober letzten Jahres ihren Markstart – mit Hindernissen – hatten, ließ sich Asus mit der HC102 Zeit.

    Asus bringt Windows Mixed Reality Headset an den Start

    Etwas gedauert hat es ja, bis Asus seine VR-Brille mit der Typenkennzeichnung HC102 auf den Markt bringt. Zumindest in Amerika hat der Hersteller laut Road to VR den Verkaufsstart angekündigt, 430 US-Dollar soll das gute Stück offiziell kosten. Der Preis bewegt sich zwar im Rahmen der unverbindlichen Preisempfehlung der Konkurrenzmodelle, diese sind auf dem Markt aber teilweise erheblich günstiger zu bekommen. Man muss also abwarten, wie sich der Preis entwickelt, wenn das Headset von Asus in den großen Verkaufskanälen verfügbar sein wird.

    Asus Windows Mixed Reality HeadsetBei den technischen Daten bietet die Virtual-Reality-Brille von Asus typische Windows-Mixed-Reality-Standardkost – lediglich das „facettenreiche“ Design sticht heraus und verleiht dem Headset einen eigenen Look. Die Brille beherrscht wie bei MR-Brillen üblich Inside-Out-Tracking, wodurch man keine Sensoren im Raum aufstellen muss. Das Visier des Headsets lässt sich bei Bedarf hochklappen, um schnell zwischen virtueller und echter Realität zu wechseln. Unterschiede zu anderen Windows-Brillen könnte es noch beim Tragekomfort geben, allerdings sind auf diesem Gebiet auch keine Revolutionen zu erwarten. Als einziges Windows Mixed Reality Headset sticht nach wie vor die Samsung Odyssey heraus. Sie bietet die gleiche hohe Auflösung, wie sie auch die HTC Vive Pro mitbringen wird. Das Headset von Samsung ist allerdings in Europa nicht verfügbar. Ob Asus seine VR-Brille hierzulande auf den Markt bringen wird, ist zwar noch nicht sicher, aber ziemlich wahrscheinlich. Die offizielle Webseite zum Headset HC102 von Asus findet ihr hier.

    (Quelle: Road to VR)

    Website: LINK

  • Tower Tag Tournament: Berlin Masters #2 im März in Berlin (In eigener Sache)

    Tower Tag Tournament: Berlin Masters #2 im März in Berlin (In eigener Sache)

    Reading Time: 2 minutes

    Nicht mehr ganz 3 Wochen und dann wird in Berlin wieder der neue Master in Tower Tag gesucht! Werde Teil der neuen Tower Tag League und baue eSportsVR gemeinsam mit uns und der VR Lounge in der Hauptstadt Berlin auf! Das  Tower Tag Tournament Berlin Masters #2 findet am  10. März 2018 von 12.00 – 19.00 Uhr in der VR Lounge statt!

    Tower Tag Tournament: Berlin Masters #2

    Damit ihr nicht nur vorbeikommt, um Spaß zu haben, unterstützt CaseKing das Turnier mit großartigen Sachpreisen im Wert von 1000 Euro  (2 Gehäuse, 2 Tastaturen, 2 Netzteile) und das Startgeld der Teams wird zu 100 Prozent ausgeschüttet. Damit euer virtuelles Leben nämlich auch reale Konsequenzen schafft, werden 20 Euro von jeder Person in den Topf geworfen.

    Hier könnt ihr euch für das Turnier anmelden:

    Tower was Tag?

    Falls ihr Tower Tag noch nicht kennt, könnt ihr euch auf der Webseite zum Spiel informieren. Auch die Rocket Beans haben bereits eine Installation besucht. Zudem hat Sega kürzlich unser VR-Arcade-Spiel in die Joypolis Arcade in Tokyo  aufgenommen.

    Für Tower-Tag-Spieler und -Spielerinnen bietet die VR Lounge in Berlin auch derzeit vergünstige Trainingszeiten für 10,- Euro pro halbe Stunde an. Die aktuellen Öffnungszeiten sind:

    – Montag – Freitag 10:00 – 14:00 Uhr
    – Montag – Donnerstag 19:00 – 21:00
    – Samstag 10:00 – 13:00 Uhr
    – Andere Zeiten: nach Vereinbarung

    Bitte meldet euch vorher an, damit das Team besser planen kann. Wir wünschen euch viel Spaß beim Turnier und ein erfolgreiches Training. Wir sehen uns am 10. März in Berlin!

    Website: LINK

  • Test: In Death – Pfeilschnell in den Tod mit PC-Brillen

    Test: In Death – Pfeilschnell in den Tod mit PC-Brillen

    Reading Time: 4 minutes

    Man könnte meinen, dass Bogenspiele mittlerweile keinen VR-Nerd mehr vom Hocker reißen können, doch In Death wagt sich an die etwas abgegriffene Kampfmechanik erneut heran und verlangt sogar von euch, dass ihr euch mit Pfeil und Bogen fortbewegt. Ob die Entwicklern der Sólfar Studios ins Schwarze treffen, erfahrt ihr in unserem Review.

    Hallo, ich bin gestorben!

    Es herrscht Unruhe im Himmelsreich und du bist gekommen, um wieder für Harmonie zu sorgen. Ausgerüstet mit Pfeil, Bogen und Schild geht es auf eine spannende Reise durch Wolkenschlösser und den Pit of Anguish. Die höllische Welt wurde erst kürzlich eingeführt und muss  derzeit ohne Achievements und Ausgänge auskommen.

    Das Hauptspiel, wenn man es so nennen darf, baut jedoch sehr stark auf Achievements auf. Während deines Weges durch die Ruinen in den Wolken sammelst du durch Kämpfe Erfahrung und Münzen. Die Erfahrung schlägt sich in Achievements nieder, die wiederum eure Spielfigur nachhaltig für zukünftige Runden verbessert. Und Runden ist auch das richtige Stichwort: Die Welt in In Death ist zufällig generiert und auch die Platzierung der Gegner ist zufällig. Somit ist jedes erneute Durchspielen spannend und die Verbesserungen, die man am Ende der Runde durch die Achievements erhält, stacheln sofort an, die nächste Runde zu starten. Doch wie kämpft und bewegt man sich in In Death?

    Teleportieren ging nie einfacher

    In Death Oculus Rift Bow

    Du hast im Spiel diverse Möglichkeiten zur Fortbewegung. Du kannst entweder einen Teleportationspfeil nutzen, eine Wurfscheibe oder (derzeit experimentell) auch frei mit dem Stick durch die Welt schreiten. Das Schöne an der Sache ist, dass alle drei Systeme gleichzeitig verwendbar sind und sich dadurch herrlich ergänzen. Im Spiel wird man also stets alle drei Varianten nutzen: Die Wurfscheibe für schnelle Sprünge aus dem Handgelenk, Pfeil und Bogen für weite Distanzen und die freie Bewegung per Stick für das Ausweichen im Kampf oder das Zurücklegen kleinerer Strecken.

    Das Schießen mit Pfeil und Bogen funktioniert super, aber diese Spiel-Mechanik hat sich in VR bereits bewährt. Eine Besonderheit erlaubt sich der Titel dennoch: Du musst nicht hinter den Rücken greifen, um einen Pfeil zu spawnen, und ein Knopfdruck auf den linken Controller reicht, um ein Schild zu verwenden. Diese Vereinfachung ist herrlich, denn sie erlaubt actionreiche Gefechte und überfordert den Spielenden nicht völlig.

    Suchtfaktor 1000%

    In Death Oculus Rift Arrows 3

    Jede Runde ist anders, in fast jeder Runde kann man tolle Pfeile wie Eispfeile und Feuerpfeile finden, neue Welten erschließen oder einfach extrem viele Punkte nach Hause bringen. Dadurch, dass ihr durch die Achievements immer stärker werdet beziehungsweise eure Spielfigur verbessert, gelangt ihr schnell in einen gefährlichen Kreislauf, denn die nächste Runde und der nächste Highscore ist nur einen Fingerzeig entfernt. Gleichzeitig verspottet einen die Online-Vergleichsliste ständig und man wird angestachelt, eine Punktzahl in ähnlichen Sphären wie die Top 10 zu erreichen. Besonders spannend sind die Runden auch, weil dein Held sich nicht selbst regeneriert und es auch selten Health im Spiel zu finden gibt oder sie zumindest teuer bezahlt werden muss. Dementsprechend kann man nicht stur mit dem Kopf durch die Wand rennen, sondern muss taktisch und langsam vorgehen, um nicht direkt ein „Leben“ aufs Spiel zu setzen.

    Early Access mit Humor

    In Death Oculus Rift

    Kleine Fehler machen ein Spiel doch manchmal erst sympathisch. So ist die freie Bewegung und Teleportation an jeden Punkt nett, doch der Spaß hört auf, wenn man zwischen zwei Gebäuden feststeckt oder mit dem Kopf im Berg eingeklemmt ist. Wenn ihr halbwegs geübt schießt, passiert euch dies zwar nicht, aber im Eifer der Flucht verliert man manchmal die Zeit für eine zielgerichtete Teleportation.

    Auch interessant sind die Gegnerklassen: Derzeit gibt es andere Bogenschützen mit verschiedenen Mänteln, Ritter, Zombies, Skelette und andere Kreaturen. Warum jedoch der Ritter, welcher einen Stahlhelm trägt, besonders viel Schaden bei Headshots nimmt, bleibt ein Rätsel. Ebenso rätselhaft wie die Frage, warum unser XBox One Controller auf dem Tisch vibriert, anstatt die Touch Controller, welche wir doch eigentlich in den Händen halten.  Auch die Nahkämpfe fühlen sich derzeitig noch nicht komplett überzeugend an. Zwar kann man mit dem Schild Gegner umschubsen und blocken, jedoch sind Pfeil und Bogen dennoch keine tollen Nahkampfwaffen.

    Generell fehlt dem Spiel noch etwas Feinschliff, aber das Grundkonzept funktioniert bereits hervorragend und der Titel spielt sich deutlich besser als so manche fertige Vollversion in den Virtual Reality Stores. Die Entwickler stecken sich auch keine konkreten Ziele für den Early Access, sondern versprechen kontinuierliche Verbesserungen.

    Fazit

    In Death Oculus Rift Bolt

    Zwar befindet sich In Death noch im Early Access, aber da es bereits jetzt extrem süchtig macht und gut funktioniert, möchten wir bereits heute eine Bewertung von 4 von 5 Freddys vergeben. Mit Luft nach oben, denn kleinere Bugs, das Aussehen der Zombies, zu einfache Animationen und die Logik der Gegner lassen uns derzeit noch einen Kopf abziehen. Das Spielkonzept ist aber bereits jetzt genial, In Death läuft rund und für 20 Euro bekommt man einige Stunden Spielspaß serviert. Hier findest du das Spiel auf Steam  für die HTC Vive, Oculus Rift und Windows MR. Außerdem erhält man In Death im Oculus Store für die Oculus Rift.

    Stark

    • Tolles und in VR funktionierendes Spielkonzept
    • Abwechslungsreiche Runden
    • Süchtigmachendes Erfolgssystem
    Schwach

    • Kleiner Bugs und Unstimmigkeiten
    • Keine Einstellungsmöglichkeiten für die Grafik



    Testsystem: GTX 1080 Ti, Intel i7 8700K, 16 GB DDR 4 RAM, Oculus Rift

    Website: LINK

  • Artist Documents “Ritual of Habits” with 3D Scanning and 3D Printing

    Artist Documents “Ritual of Habits” with 3D Scanning and 3D Printing

    Reading Time: 2 minutes

    Rosalie Yu recreates her sweet treats in hyper-realistic detail with a grand project called a Ritual of Habits. She’s creating a virtual reality experience — and a 3D printed facsimile — of 256 desserts (and counting).

    Art and technology blend together like a fluffy mousse in a 360-degree virtual reality (VR) experience created by artist Rosalie Yu. The designer has spent two years documenting desserts and sweets from all angles to create 3D scans of them.

    As part of the A Ritual of Habits project, Yu recreated a VR world of sweets. The project serves to invigorate the senses through an augmented reality experience as well as 3D printed objects. You can see the entire collection hosted on her Sketchfab page.

    According to Yu, the project originated from habit – as the title suggests. She and her family are fans of sweets and desserts. Following her grandfather’s death, she began to document the sweets that were being eaten by her family.

    “I’ve been fascinated by the history of Dutch sugar plantations in colonial Taiwan and the decadent representation of sweets in Dutch still-life paintings,” Yu explained.

    “Photogrammetry enabled me to reflect on the global history of sugar alongside my own personal history and habits.”

    The Process behind a Ritual of Habits

    Currently working out of Brooklyn as part of a residency, Yu tends to take up to 50 close-up photos of a pastry or dessert.

    Afterwards, she uses the Agisoft PhotoScan to create the 3D model. She follows this by digitally sculpting the scan using the ZBrush tool. Once finished, Yu uses the ARKit and Unity to create the VR experiences.

    For 3D printing, Yu fabricates the 3D models using a Formlabs Form 2 SLA printer. She then painstakingly paints the models to look even better than the real thing.

    This isn’t Yu’s first venture into VR, however. Indeed, she has built on her passion for art and technology. Her other works include live 3D maps of cities as well as 3D self-portraits.

    There are however limitations, as she admits.

    “The way a chemical image takes shape on photo paper is similar to the software’s process of stitching photos, connecting a point cloud, and reconstructing a mesh in 3D space,” she says.

    “You can’t immediately see the results of photogrammetry, just like traditional photographs that had to be developed in a dedicated space like darkroom. There is something magical and lonesome about both of these expansive processes.”

    The A Ritual of Habits offers a fully immersive experience of the sweet treat. The sound was created by sound designer Matthew Dougherty.

    Source: The Verge


    ritual of habits

    Website: LINK

  • Job-Posting: Magic Leap will in den stationären Handel

    Job-Posting: Magic Leap will in den stationären Handel

    Reading Time: 2 minutes

    Der Handel im Internet ist ja gut und schön, aber gerade Wearables wie die noch jungen VR Headsets und kommenden AR-Brillen benötigen eine konkrete Erfahrung, um sie einschätzen und verstehen zu können. In einer neuen Stellenanzeige sucht Magic Leap nun einen „leidenschaftlichen und furchtlosen“ Mitarbeiter, der Store-Konzepte designen und bei der Umsetzung helfen soll. Dieser nimmt laut Start-up eine Schlüsselposition für die Kunden-Erfahrung im Verkauf ein.

    Magic Leap sucht Designer für Ladengeschäfte

    Dieses Jahr soll die Magic Leap One auf den Markt kommen und den Weg zu Entwicklern und Kunden finden. Bisher ist zwar kein genauer Preis bekannt, doch soll die AR-Brille zusammen mit einem Hosentaschen-PC lediglich so viel kosten wie ein Highend-Smartphone. Falls die Magic Leap One die Erwartungen erfüllt, könnte sie also durchaus eine größere Zielgruppe außerhalb des Business-Bereichs ansprechen. Die bisherigen Äußerungen des Unternehmens lassen vermuten, dass Magic Leap genau das im Sinn hat.

    Für diese Strategie spricht auch das jetzt veröffentlichtes Job-Posting. Darin sucht das Augmented-Reality-Start-up einen Designer für Ladengeschäfte. Zu den Anforderungen an den neuen Mitarbeiter zählt beispielsweise auch die Gestaltung von Merchandising-Produkten. Eine enge Zusammenarbeit mit dem Verkaufs- und Marketing-Team gehört ebenfalls zu den Bedingungen. Aus der Stellenbeschreibung geht hervor, dass Magic Leap Shop-in Shop-Konzepte plant. Außerdem setzt das Unternehmen Reisefreudigkeit voraus und geht davon aus, dass Reisen jährlich bis zu 75 Prozent der Zeit verbrauchen werden.

    Wer Lust hat, andere Job-Angebote zu inspizieren: Die beeindruckend lange Liste findet man auf der Seite des AR-Start-ups.

    (Via Road to VR)

    Website: LINK

  • 18 Floors: Room-Escape-Horror ab März für Rift und vielleicht PSVR

    18 Floors: Room-Escape-Horror ab März für Rift und vielleicht PSVR

    Reading Time: 2 minutes

    Der Publisher Winking Entertainment kündigt einen neuen vielversprechenden Room-Escape-Horrortitel namens 18 Floors von Entwicklerstudio Aoga Tech an, der mit interaktiven Rätselelementen und einer beeindruckenden Grafik punkten möchte. Der VR-Titel soll ab März 2018 für Oculus Rift im Oculus Store erscheinen. Auch eine Umsetzung für PlayStation VR (PSVR) scheint in Planung zu sein.

    18 Floors – Schauriger Horror-Escape-Titel für Oculus Rift und PlayStation VR (PSVR)

    In 18 Floors übernehmen die Spieler die Rolle von Andrea, die sich auf der Suche nach ihrer wahren Identität in ein steinaltes Gebäude begibt, um eine düstere und geheimnisvolle Etage zu erkunden. In insgesamt 18 verschiedenen Räumen erwarten die Protagonistin furchteinflößende Mysterien, denn jede Tür ist gleichzeitig ein Tor zu einer anderen Welt.

    Diese Welten umgibt jeweils eine komplett eigene Geschichte mit jeder Menge Gefahren. Bereits die Namen geben Rückschlüsse auf das Grauen und die Geheimnisse, welche die Spieler darin erwartet: Sealed Room of Phantoms, Train over the Sea of Blood, Forest of Fantasy und City of God sind nur einige der bekanntgegebenen Bezeichnungen.

    18-Floors-Oculus-Rift-Oculus-Store-PlayStation-VR-PSVR-Escape-Horror

    Das Ziel des Spielers besteht darin, die kniffeligen Rätsel in den unterschiedlichen Welten zu lösen, um aus dem jeweiligen Raum auszubrechen und der Lösung der Identitätskrise näherzukommen. Wie genau diese letztlich genau aussehen und was die Spieler am Ende erwartet, ist bisher ungewiss.

    18-Floors-Oculus-Rift-Oculus-Store-PlayStation-VR-PSVR-Escape-Horror

    Die Entwickler halten sich derzeit noch über weitere Informationen bedeckt, jedoch versprechen sie ein herausforderndes Rätseldesign sowie ein immersives Spielgefühl, welches das beklemmende Gefühl einer Gefangenschaft realistisch übertragen soll. Ebenso scheint es Uneinigkeit über den finalen Titel im Westen zu geben, denn das VR-Spiel wird sowohl unter 18 Floors wie auch 18 Levels gelistet.

    18 Floors soll ab März 2018 für die Oculus Rift im Oculus Store erscheinen. Eine Konsolenversion für PlayStation VR (PSVR) ist laut Trailer wohl ebenso in Planung.

    Wir werden euch über Neuigkeiten zum VR-Escape-Horror-Titel auf dem Laufenden halten.

    (Quellen: Winking Entertainment | Video: Winking Entertainmaint Youtube)

    Website: LINK

  • Steam und Microsoft Store: VR-Hinderniskurs The Tower für alle PC-Brillen

    Steam und Microsoft Store: VR-Hinderniskurs The Tower für alle PC-Brillen

    Reading Time: 2 minutes

    Der VR-Indie-Titel The Tower vom deutschen Entwicklerstudio Headroom.one versetzt die Spieler auf einen virtuellen Hinderniskurs, der nur mit vollem Körpereinsatz zu bestehen ist. Das VR-Spiel erschien bereits im Sommer 2017 im Early Access für die Oculus Rift im Oculus Store. Nun dürfen sich auch Besitzer anderer PC-Brillen offiziell an die Geschicklichkeitsprüfung wagen. The Tower ist ab sofort via Steam sowie dem Microsoft Store erhältlich.

    The Tower – Virtueller Hinderniskurs für HTC Vive auf Steam erschienen

    Der VR-Hindernisparcour The Tower setzt auf ein innovatives Spielkonzept, das den physischen Einsatz des Spielers fordert: Mit Geschicklichkeit, Reaktionsvermögen und vollem Körpereinsatz müsst ihr die anspruchsvollen Level bewältigen und die Spitze des Turms erreichen. Dabei gilt es, zahlreichen Fallen wie fliegenden Speeren und Sägen auszuweichen und dabei Hindernissen zu überwinden. Das könnt ihr tun, indem er springt, euch duckt oder zur Seite lehnt. Im Arcade-Modus könnt ihr zudem Münzen einsammeln und Objekte zerschlagen.

    The-Tower-HTC-Vive-SteamVR

    Die Fortbewegung müsst ihr während dessen nicht selbst übernehmen, denn ihr werdet automatisch durch die Level geschoben und könnt euch vollständig auf das Ausweichen konzentrieren. Grafisch setzt der VR-Hinderniskurs auf einen schlichten Polygon-Stil und trotzdem wird ein immersives Spielgefühl erreicht. Aufgrund des herausfordernden Leveldesigns bleibt jedoch generell nur selten Zeit, um die Umgebung zu begutachten.

    The-Tower-HTC-Vive-SteamVR

    Nach der Veröffentlichung im Early Access im Oculus Store kündigten die Entwickler bereits damals eine Version für HTC Vive an. Seit dem 16. Februar ist der VR-Titel nun offiziell auf Steam erschienen und lädt zur Hüpfpartie ein.

    The Tower ist bis zum 23. Februar zum reduzierten Preis von 5,59 Euro für HTC Vive auf Steam erhältlich. Im Oculus Store steht der VR-Parcour für Oculus Rift für 6,99 Euro zum Download zur Verfügung. Besitzer einer Windows VR-Brille können das VR-Spiel zum selben Preis im Microsoft Store erwerben.

    (Quellen: VR Focus | Headroom One)

    Website: LINK

  • Rick and Morty: Virtual Rick-ality für PSVR erscheint im April

    Rick and Morty: Virtual Rick-ality für PSVR erscheint im April

    Reading Time: < 1 minute

    Mit Rick and Morty: Virtual Rick-ality steht ein spaßiges  VR-Spiel zur abgedrehten Serie bereit, welches auch ohne Vorwissen extreme Lachkrämpfe verursachen kann. Bald dürfen auch Besitzer einer PSVR ran, im April soll der Titel für Sonys VR-System erscheinen. Verantwortlich für die Entwicklung sind die Owlchemy Labs, die auch den Job Simulator in die VR-Stores gebracht haben.

    Rick and Morty: Virtual Rick-ality für PSVR

    Lange mussten sich PSVR-Besitzer auf eine Umsetzung für die PlayStation 4 gedulden, doch zumindest ist mit der Ankündigung des Release Dates Land in Sicht. Am 10. April soll das dynamische Duo auch die PlayStation-VR-Brillen unsicher machen. 30 US-Dollar werden für den Ausflug in die virtuelle Welt fällig, wobei das Spiel nicht nur als Download im PlayStation Store, sondern auch im stationären Handel auf Silberscheibe erscheinen soll. Zudem ist eine Limited Edition geplant, welche neben dem Spiel auch eine Funko Pop! Rick and Morty Vinyl-Figur und ein doppelseitiges Poster enthält.

    Rick and Morty PSVR

    Wenn ihr eine Oculus Rift, Windows Mixed Reality Brille oder HTC Vive besitzt und Rick and Morty: Virtual Rick-ality noch nicht ausprobiert habt, dann solltet ihr das schleunigst nachholen – unseren Test des abgedrehten VR-Titels findet ihr hier. Das Spiel steht auf Steam bereit und derzeit gibt es 20 Prozent Rabatt auf den üblichen Preis von knapp 28 Euro.

    (Quelle: Road to VR)

    Website: LINK

  • Wacom investiert in 3D-Software Gravity Sketch

    Wacom investiert in 3D-Software Gravity Sketch

    Reading Time: 1 minute

    Mittlerweile tummeln sich einige Anwendungen in den Virtual Reality Stores, die nicht nur zum kreativen Austoben einladen, sondern auch als professionelles Tool funktionieren. Gravity Sketch spielt seine Stärken besonders bei der Erstellung von Design-Konzepten aus. Nun scheint Wacom, der führende Hersteller für stiftähnliche Eingabegeräte, das Potential der Anwendung erkannt zu haben und investiert in das Virtual Reality Projekt.

    Wacom investiert in Gravity Sketch

    Neben Wacom beteiligten sich an der ersten Investitionsrunde der Entwickler auch Super Ventures, Forward Partners. Insgesamt kamen durch die Investoren 1,7 Millionen US-Dollar zusammen. Matthew Bradley von Forward Partners sagt, dass Gravity Sketch eine Lücke schließe, welche CAD Tools aktuell hinterließen. So sei es mit mit der 3D-Software möglich, schnell und einfach brauchbare Konzepte anzufertigen, ohne zu viel Zeit durch kleine Details und unnötige Arbeitsschritte zu vergeuden.

    Gravity Sketch steht aktuell im Apple-Store für das iPad und auf Steam für die Oculus Rift, die HTC Vive und für Windows Mixed Reality Headsets bereit. Bei Steam kostet die Software regulär knapp 28 Euro. Für diese Summe erhaltet ihr das Standard-Paket mit den Grundfunktionen. Wenn ihr eure Kreationen kommerziell verwenden wollt, benötigt, gibt ihr ein kostenpflichtiges Abo der Pro- oder Studio-Version. Diese erhöhen auch den Funktionsumfang und bieten beispielsweise mehr Import- und Exportoptionen. Alle Infos zu den Paketen könnt ihr der Beschreibung auf der Steam-Seite entnehmen.

    (Quelle: Road to VR, Gravity Sketch)

    Website: LINK

  • VR Weekly: Tower Tag in Tokio und Magic Leap One

    VR Weekly: Tower Tag in Tokio und Magic Leap One

    Reading Time: 2 minutes

    In dieser Woche stehen in unserem VR Weekly hauptsächlich zwei Themen auf unserer Liste: Sega holte unser VR-Spiel Tower Tag in die riesige Arcade Joypolis in Tokio. Außerdem gibt es einige Neuigkeiten zur AR-Brille Magic Leap One, die Chris und Patrick diskutieren.

    VR Weekly Plus: Tower Tag und Magic Leap im Fokus

    In dieser Woche gab es gleich einige News zur AR-Brille Magic Leap One, die dieses Jahr als Creator Edition auf den Markt kommen soll. Dabei will der Hersteller nicht wie andere erst ein Entwickler-Kit verkaufen, sondern gleich Endkunden ansprechen. Magic Leap sieht AR nicht nur als Consumer-Gerät, sondern als eine völlig neue PC-Plattform. Daher leitet sich der Name Creator Edition ab, denn das Unternehmen wünscht sich, dass Käufer der AR-Brille aktiv werden und selbst Inhalte erstellen.

    Allerdings kommt auch der Entertainment-Bereich nicht zu kurz, denn Magic Leap kooperiert mit der amerikanischen Basketball-Profiliga NBA, um sportliche Events mit zusätzlichen Informationen anzureichern oder gar einen Spieler ins eigene Wohnzimmer zu bringen. Außerdem investiert Axel Springer in das junge Unternehmen, womit der Medien-Konzern weiter den digitalen Ausbau vorantreibt. Fast noch wichtiger ist eine Nebenbemerkung zum Preis der Magic Leap One. Das autarke System soll nicht teurer werden als ein High-End-Smartphone. Bei einem Preis zwischen 800 und 1000 US-Dollar wäre die AR-Brille ein echtes Schnäppchen – Microsofts HoloLens kostet – allerdings in der Entwickler-Version – derzeit mehr als drei Mal so viel.

    Zumindest die für uns VR Nerds wichtigste News der Woche war aber die Eröffnung von Tower Tag in Japan. Kein geringerer als Sega holte die im norddeutsch-kühlen Hamburg entwickelte Arcade-Erfahrung in die japanische High-Tech-Hochburg Tokio. In der gigantischen Arcade-Vergnügungsstätte Joypolis darf man unseren Arcade-VR-Titel seit dieser Woche spielen und sich hinter echten Acrylglas-Obelisken vor feindlichem Beschuss verstecken. Ein Besuch des Joypolis lohnt sich daher auf jeden Fall. Neben Tower Tag warten beispielsweise noch eine echte Achterbahn und eine Halfpipe auf Besucher. Ausschnitte aus unserem Spiel und Impressionen aus Japan zeigen wir euch diese Woche im VR Weekly.

    Website: LINK

  • Go behind the scenes of “Isle of Dogs” with PixelGo behind the scenes of “Isle of Dogs” with PixelExecutive Producer

    Go behind the scenes of “Isle of Dogs” with PixelGo behind the scenes of “Isle of Dogs” with PixelExecutive Producer

    Reading Time: 2 minutes

    „Isle of Dogs“ tells the story of Atari Kobayashi, 12-year-old ward to corrupt Mayor Kobayashi. When, by Executive Decree, all the canine pets of Megasaki City are exiled to a vast garbage-dump, Atari sets off alone in a miniature Junior-Turbo Prop and flies to Trash Island in search of his bodyguard-dog, Spots. There, with the assistance of a pack of newly-found mongrel friends, he begins an epic journey that will decide the fate and future of the entire Prefecture.

    The film isn’t out until March 23—but Pixel owners will get an exclusive sneak peek this week.

    In “Isle of Dogs Behind the Scenes (in Virtual Reality),” the audience is taken behind-the-scenes in a 360-degree VR experience featuring on-set interviews of the film’s cast (voiced by Bryan Cranston, Bill Murray, Edward Norton, Liev Schreiber, Jeff Goldblum, Scarlett Johansson, Tilda Swinton, F. Murray Abraham and Bob Balaban). Get nose-to-nose with Chief, Boss, Rex and the rest of the cast while the crew works around you, for an inside look at the unique craft of stop-motion animation.

    Pixel’s powerful front-firing stereo speakers and brilliant display make it perfect for watching immersive VR content like this. Presented in 4K video with interactive spatial audio that responds to where you’re looking, “Isle of Dogs Behind the Scenes (in Virtual Reality)” is a collaboration between FoxNext VR Studio, Fox Searchlight Pictures, Felix & Paul Studios, the Isle of Dogs production team, and Google Spotlight Stories.

    Website: LINK

  • Viveport Subscription update: get the best rate for 2018

    Viveport Subscription update: get the best rate for 2018

    Reading Time: 3 minutes

    If you haven’t tried Viveport Subscription yet, there’s never been a better time! Over 375 VR titles are waiting for you, with more being added every week.

    Subscribe to Viveport Subscription before March 22nd for best value

    In less than a year, Viveport Subscription has grown enormously, starting with a little over 50 titles available to over 375 now. As a member you can check out five titles a month – which means it would take you over five years of subscription to experience everything that’s currently available!

    We believe Viveport Subscription is the absolute best value offering in VR today, and we want to make sure you get the best value. That’s why we’re letting you know that the monthly price of Viveport Subscription will increase from $6.99 to $8.99 on March 22nd.

    New Viveport Subscription members who sign up before March 22nd will enjoy a 14-day free trial, then pay the current price of $6.99 per month. (If you are a returning member, you are not eligible for a free trial, but you’ll still only pay $6.99 a month if you sign up before March 22nd.)

    Members who join us after March 22nd will also get a 14-day free trial, then pay the new price of $8.99 a month.

    (And if you’re a developer? Yes, you’ll be getting more – 28% more per member subscribed to your title, per month.)

    First, if you sign up before March 22nd, we guarantee your Viveport Subscription will continue at the original price of $6.99 until at least the end of 2018.

    Second, we’re rolling out new perks for all Viveport Subscription members.

    • All members will receive exclusive FREE codes for games and apps, starting in February and then regularly during the year
    • All Weekend Deals on Viveport – offering discounts on apps and games you’ll want to add permanently to your Viveport library – will now only be available to members

    Viveport Subscription members will be seeing their first members-only Weekend Deal soon. More membership perks will be announced in future, so stay tuned!

    Whether you’re joining Viveport Subscription as a new member, or locking in your pricing through 2018, we’re excited to have you with us!

    With over 375 titles to choose from, it can be tricky to figure out what to choose for your Viveport Subscription’s first month! If you’re in that position, allow us to make some suggestions.

    Fantastic Contraption

    A superb puzzle game, Fantastic Contraption has just been updated with over 50 new levels and other new features. Devilishly simple, all you need to do is move an object in virtual space… but what kind of machine will you build to make that happen?

    Overkill VR

    The name might give you a clue: Overkill VR is all about shooting stuff, in an appropriately over the top way. With a massive range of customizable weapons and a horde of killer robots out for your blood, Overkill VR has kept many Viveport Subscription members on their toes since it first released.

    The Wizards

    As one of our reviewers said, “If you want to throw fire balls and shoot ice arrows at some orcs this is the game for you!” And who doesn’t? Master magical forces, explore an entire campaign and, well, throw fire balls and shoot ice arrows at orcs!

    Earthlight: Spacewalk

    Quite simply, the closest you’ll get to being on the International Space Station without being an astronaut (or, we suppose, a very rich tourist!). Earthlight: Spacewalk will astound you with a simulated spacewalk and some of the most amazing views you can imagine. (Read our review here.)

    theBlu

    Arguably still the best introduction to anyone first experiencing virtual reality, theBlu takes you below the ocean waves to stare into the eye of a whale, reach out to touch giant jellyfish or perhaps discover even more terrifying beasties in the dark.


    Sign up for Viveport Subscription now for your FREE 14-day trial. Experience these five titles and lock in the monthly rate for 2018!

    Website: LINK

  • Knockout League is the First Vive Studios Title to Come to All Three Major VR Platforms

    Knockout League is the First Vive Studios Title to Come to All Three Major VR Platforms

    Reading Time: 2 minutes

    By Joel Breton, GM of Vive Studios

    Today, the full release of Knockout League – Vive Studios and Grab Games’ arcade-style boxing game built from the ground up for VR – is launching on Vive, Oculus and PlayStation VR. Now the greater VR community can step into the ring and face off against a cast of fierce competitors in a game that will test their reflexes while offering a brisk workout.

    Vive Studios is HTC Vive’s development and publishing initiative for VR content, focused on supporting developers who are creating excellent games, entertainment, and educational content. Our mission is to discover and empower development talent and give everyone access to content that pushes the boundaries of VR. Vive Studios content is intended for all major VR platforms, making the decision to publish Knockout League on PSVR, Oculus, and Vive a no-brainer. Our goal is to support the developer ecosystem and push them to generate revenue and build a community around their game. This will be Vive Studios’ first title available for PlayStation VR and with PSVR’s enthusiastic and engaged community, we knew Knockout League would be a perfect fit.

    Knockout League is the ultimate game for virtual reality with its arcade-style, full-body boxing experience. The single-player boxing game pits you against nine competitors, ranging from classic boxers to fantastic creatures, each with their own fighting styles and behaviors. With each win, players unlock the ability to challenge stronger, faster and tougher versions of each opponent in Grudge Match mode.

    Your opponents may be wacky, but the physicality of the game is real. With true 1:1 tracking, you’ll soon find yourself ducking, dodging and throwing punches with vigor! A real workout, Knockout League has even added a Fitness mode that includes a calories tracker for every activity (3.5 million calories have already been burned in Early Access!) As you go toe-to-toe in the ring, you’ll be ranked against your friends and the community in your pursuit to dominate the leaderboards and unlock trophies. With a tutorial training mode to teach you key strategies along with mini-games such as speed bag and focus mitts, you’ll be warmed up and ready to take on the fight.

    Knockout League is now available for download on Viveport, PSVR, Oculus and Steam stores for $29.99.

    Website: LINK

  • Playing a virtual god in Townsmen VR

    Playing a virtual god in Townsmen VR

    Reading Time: 5 minutes

    The ‘God game’ genre is one of the oldest in PC gaming, but recreating that experience in VR is a relatively new idea. Having made a successful mobile franchise, HandyGames are building on that success (pun intended) with Townsmen VR, letting you get up close and very personal with your virtual minions. We spoke with Christopher Kassulke, CEO and one of the founders of HandyGames, about what makes Townsmen VR unique.

    Let’s talk Townsmen VR! What’s it about and why is it a great VR experience?

    Townsmen VR uses the exciting possibilities of virtual reality to further enhance the classic city building game with entirely new gameplay experiences and interactive mechanics. You rule over a small island with the help of your loyal companion, Sir Clunkalot, who will explain everything you need to know about how to rule and protect your people.

    We had several great guests in our office like Richard Garriott, AKA Lord British, who totally fell in love withTownsmen VR as it is such an immersive game experience. With our very natural movement we’ve only had very positive feedback so far, and really believe everyone can enjoy Townsmen VR. You will fall in love with your island and find yourself trying out everything – and I mean everything!

    Townsmen - mobile version screenshot

    Townsmen – mobile version.

    You’ve made Townsmen games previously for PC and mobile platforms. Why did you think it was a good fit for VR?

    We’ve been making Townsmen games since 2002 – the first was released on black and white feature phones. Sixteen years and seven Townsmen games later, when releasing our first ‘real’ 3D version of the game, we decided to create it exclusively for VR. It’s a really big step for us but this experience we wanted to deliver to our fans is only possible in VR at the moment.

    Of course Townsmen is inspired by classics like Black & White, Populous, Ages of Empires, Settlers and Anno, but it has so many unique features which were not possible back in the PC games era. You’ll see that the game stands for itself and innovates where others stop. We really believe that Townsmen VR perfectly fits VR. A lot of people are dreaming about playing this kind of game in VR, and we hope we delivered what the audience want.

    Most games of this type ask you to build a village or city – is that all you do in Townsmen?

    You can do a lot on your island in Townsmen VR; you can manage your island, assist your Townies with their daily jobs and build up defense for your small empire – you will face evil bandits, and without any protection enemy forces will destroy your little settlement. So prepare well!

    In a 2D game of this type you traditionally point, click and move villagers to resources. What’s different in VR?

    TownsmenVR goes one step further – you not only take villagers and move them around, you can help them with their daily work. For example you can carry their goods to their destination, or go fishing for them by diving into the sea yourself, then catch the fish with your own hands. Then you can even help your Townies to make a campfire for the fish you caught! I don’t want to spoil too much, but you can do so much and you will love it.

    Can you get down to a villager’s eye-view as well as looming over them?

    You decide how you play TownsmenVR! You can play in a God view or move very close to your villagers to see all the detail. What you cannot do is take over control of one of your villagers, for several reasons.

    What else can you do as a ‘god’?

    You can blow to make wind for your windmill. You can also turn a boar on a spit over the campfire, combine clouds to let it rain, or even create a thunderstorm and let lightning strike to make a fire! Yes, you have a lot of freedom!

    Are you visible to your Townies? What else do they need help with?

    Your Townies know you are there, just say “Hi” to them and they’ll react. Without your help they will have a hard time with the bandits… but of course you can also let them ‘burn’. If you think they’re not respectful enough just show them your power!

    Townsmen VR

    You’re launching Townsmen VR in Early Access, so what’s available to play right now?

    We wanted our Early Access version to offer a vertical slice of the whole game, and not just be a demo with limited features. Imagine the game as a burger – we offer you the whole taste of the burger, it’s just a smaller part of it. We have many more features planned of course. 

    What kinds of feedback are you looking for, and where’s best to contact you?

    All kinds of feedback is useful to make the final game even better. We want to know which features the players really want to see within Townsmen VR. What doesn’t work well? Did they understand everything? Did they expect something else? We collect all details no matter where. Players can talk to us on social media like Facebook and Twitter, but also directly via our website.

    What did you learn from developing other VR titles (like Panzer Panic – on Viveport) which you applied to Townsmen VR?

    Do not just copy or port a game to VR! Develop something unique for VR. For example, with Stunt Kite Masters VR (also on Viveport) we made something which wasn’t available on VR before, but it feels so natural to play a kite game and you get the haptic feedback over your controls for example.

    Panzer Panic

    Panzer Panic

    In Panzer Panic we learnt that multiplayer games are awesome in arcades but not so much at home. That said, if you have a VIVE, Rift and Gear VR you can do multiplayer co-op or vs matches in Panzer Panic – if you have two devices, check it out. That is one of the coolest experiences you can have.

    What we learnt as well – develop not just a tech demo. Develop real games and offer them for a fair price point. That’s why we offer Townsmen VR in the current version for a really fair price point!

    Finally, what are you working on next?

    We have another BIG game coming out called Devil and the Fairy which is a genre mix of RPG, Tower Defense and Dungeon Keeper. So if you want to play as the evil Master of the Dungeon you will have a lot of fun. Your little companion is a transgender fairy which will assist you to protect your dark empire. Check out a sneak peek video here!

    Thanks for talking to us, Christopher!


    Townsmen VR is available now in Viveport Subscription. Follow HandyGames for up-to-date info on Townsmen VR on Twitter and Facebook.

    Website: LINK

  • Yee-haw! Saddle up with Hopalong: The Badlands

    Yee-haw! Saddle up with Hopalong: The Badlands

    Reading Time: 5 minutes

    If you’ve ever played at being a cowboy or pretended a broom was a horse (Wait, just us?) then you’ll be right at home in the wild, weird west of Hopalong: The Badlands. With Hopalong now available as part of Viveport Subscription, we talked to (appropriately enough) Texas-based developers From the Future about their rootin’ tootin’ shootin’ VR experience.

    Well howdy there, partner. What’s yer name and what brings you to these parts… or in other words, what gave you the idea for Hopalong: The Badlands?

    Howdy! My name is Mike Christian and I’m the CEO and one of four founders of From the Future (here we are on Twitter). The idea for Hopalong: The Badlands fell out of my head one Labor Day weekend and resulted in a prototype. The rest of the Future crew couldn’t help but laugh when they saw the idea, not to mention me hopping around the room in VR gear. The idea quickly evolved from everyone else’s input, and became much, much more than the original concept. My role on the team has mostly been the executive designer, with the occasional bit of programming.

    Is it fair to say that Hopalong … doesn’t take the history of the American West that seriously?

    Them there is fightin’ words, hombre! Hopalong takes American West history very seriously and we faithfully created that history… if it had been all stick-horses and wooden villains.

    Hopalong: The Badlands

    After your initial idea, what brought Hopalong to fruition?

    Hopalong was an idea that bubbled up from the horse watering trough of desire – a desire to introduce a fun and novel way to traverse large landscapes in VR without teleporting. We figured since people look a little silly playing VR already, why not go the full silly?! People told us ‘never go the full silly’, but we thought that advice was, well, silly.

    The original idea was to not only prance around on a stick horse, but to also wave a lasso over your head as you tried to rope in stray bossies. (For you non-Texan types, bossies are cattle.) However, we lost several interns during testing due to CLS, AKA Carpal Lasso Syndrome, so that got cut.

    Visually Hopalong is quite unique! Were you inspired mostly by kids and their play, or something else? (I keep flashing to the coconut hooves of Monty Python’s Holy Grail, myself.)

    Monty Python's Holy Grail

    One of these things…

    Thanks! Actually, we were inspired by Kid ‘n Play, the famous 80’s hip-hopalong duo. Monty Python’s infamous fish slapping dance was also a HUGE inspiration.

    Kid 'n' Play

    … is not like the other.

    Tell us how the Oscillot system works. What makes it different from other locomotion systems in VR?

    At first actually, fully hopping in place was mandatory. However, being game developers we were not in the best shape, so we quickly resorted to shaking our fists…which came much more naturally. Oscillot, also known as O.S.C.I.L.L.O.T.,  is the science of moving like a bouncy cat. The cat that inspired the name, is known for its sinusoidal-like motion as it pounces on its prey. These cat facts are all well documented on the internet and are assuredly not made up by us.

    We found that physical movement helps reduce motion sickness because it allows people to make more of a connection to motion in the game versus motion in the real world. By limiting all the movement to one hand, both velocity and direction, that frees the other hand to wield weapons.

    What kind of cool moves can people pull off in Hopalong?

    You can shoot dynamite out of the air and back to the enemy that threw it. You can also use your grit to slow down time and multiply the mayhem exponentially. Once you defeat Boss Boomity you earn his flying pig, Pigasus, and hover one meter in the air!!! Oh the places you’ll go! Assuming those places are about three feet above you.

    Why is an Eight Shooter inherently better than someone’s trusty six-shooter?

    Six plus two times more fun! ™

    What weapons did you invent for Hopalong?

    The Brimstone Gun for when it’s dark, or when you need to light a bandit on fire. Whichever comes first.

    The Iron Falcon is an 1880’s style hand-mortar that you can use to blast a bushel of Boomity’s out of the bushes.

    What kind of environments can people expect to see in Hopalong?

    Hopalong takes players both high and low through an expansive cliffside chock full of narrow paths, perilous edges, and more than a handful of hazardous outhouses. Aside from the wide-open spaces, the Badlands also hosts a number of caverns, rivers and other vistas.

    Hopalong: The Badlands

    Ahem. What do stick horses eat? Are they easier to train than a normal horse?

    The only fuel your stuffed companion craves is the fear of your enemies. It’s like sugar cubes to them. They are much more difficult to train than a four legged horse. Good luck.

    Have you any plans for further development of Hopalong? Additional features you’d like to include?

    Heck yeah, buckaroo! Multiplayer and VR arcade features are in the planning stages. We have also explored a medieval theme where you are a horse riding wizard that storms all the castles.

    What’s next for you guys? I expect you already know considering your studio name.

    We have more ideas than you can shake a stick horse at. A couple of ideas in the works are: Flying Blades, a martial arts and sword fighting game that takes place in the air, and a Roman-inspired giant robot game. In Flying Blades, the Oscillot system is used to propel you through the air by flicking a magic sword and using another sword for direction as you battle giant demons. The Romanesque robot game has you commanding a giant mech-like contraption to defend a Rome that never fell…thanks to the robot!

    The mean hombres of Form the Future. Wanted: dead or alive.

    Speaking of that, what is the future like? Are there jetpacks? We were promised jetpacks.

    Well, it’s not all flying cars and musical toilets. Jetpacks ARE a thing but they are only in fanny pack form. Bell bottoms are back but the bells are reversed. Walt Disney has been resurrected…and man is he angry! Those are the highlights.

    Thanks for talking to us, Mike. We’ll let you return to the future now!


    Hopalong: The Badlands is available in Viveport Subscription.

    Website: LINK

  • Six ways Google can keep you up to speed in PyeongChangSix ways Google can keep you up to speed in PyeongChangProduct Manager

    Six ways Google can keep you up to speed in PyeongChangSix ways Google can keep you up to speed in PyeongChangProduct Manager

    Reading Time: < 1 minute

    5. Get your head in the game with the Assistant

    Your Google Assistant can help you stay up to date throughout the games. Curious about winners? Just say “Hey Google, who won women’s 1000 meter speed skating in the Olympics?” Rooting for a specific country? “Hey Google, how many medals does Iceland have in the Olympics?” You can even say “Hey Google, tell me a fun fact about the games in PyeongChang.” No matter how you’re asking—on your phone, speaker, TV or other enabled device—the Google Assistant can keep up with all the important Olympic details.

    Plus, in the U.S., NBC is bringing an exclusive game to the Google Assistant across devices. It’s already live, so test your winter sports knowledge with dozens of trivia questions. Just say “Hey Google, play NBC Sports Trivia” to start your quest for Olympics’ trivia gold.

    6. VR gets you closer to the action

    Stream more than 50 hours of NBCUniversal’s live coverage—from the Opening Ceremony to alpine skiing, ice hockey, figure skating, snowboarding, curling and more—in virtual reality by using your YouTube TV credentials to log in to the NBC Sports VR app, powered by Intel True VR. In Europe, multi-camera live VR coverage is available via the Eurosport VR app.

    Let the games begin.

    Website: LINK

  • OrthoVR rebuilds lives in virtual reality

    OrthoVR rebuilds lives in virtual reality

    Reading Time: 3 minutes

    Millions of people around the world suffer amputation and disability due to war, accident, and congenital conditions. Yet relatively few of them have access to mobility aids that would allow them to walk, a freedom most people take for granted. Without prosthetic limbs, it can be incredibly difficult to participate in education, work or even social activities, especially in the developing world. Beyond the tremendous impact this has on individuals, there are economic and social costs to families and even communities.

    With the advent of low-cost 3D printing, the production of suitable prostheses is now possible almost anywhere. Organizations like Canadian non-profit Nia Technologies are helping clinics in low and middle-income countries to manufacture prosthetic and orthotic devices faster than ever before. From digital scanning through design and 3D print production, Nia is helping clinics across the developing world to serve people affected by missing limbs.

    There’s one problem: the complexity of 3D design. The solution? It might be adding virtual reality to the process.

    Traditionally, clinicians who work with prosthetic limbs are trained in manual practices, such as plaster casting, sanding and shaping of prostheses. While clinicians can see the benefits of using 3D printing to create materials, often they have difficulty in adapting to the other part of the design process: digital modeling.

    With 3D printing solutions, clinicians are no longer working with their hands – they are working with a mouse. While some can adapt, for many it’s a difficult process. They’re used to touching, shaping and examining their creations, like so many craftspeople before them. While 3D printing makes the production process faster, ironically the challenge of visual design can make the overall process slower.

    The solution could be virtual reality: making the design process truly three-dimensional, and putting creativity directly back into the hands of those creating these prostheses. This is exactly what OrthoVR aims to do.

    With the help of VR for Impact, Nia Technologies has partnered with VR startup Gradient Space, the Critical Making Lab at the University of Toronto and CBM Canada to make OrthoVR possible.

    Rather than forcing prosthetic clinicians to re-learn their skills via a mouse and flat screen, OrthoVR uses the Vive controllers and the immersion of VR itself to leverage existing skills with 3D printing. Clinicians can examine, shape and refine prostheses in a virtual space, allowing them to prototype and finalize much faster. When ready, they can then output to a 3D printer and see their work in the real world.

    Clinical trials of OrthoVR will soon begin in Tanzania, with others to follow in other developing world clinics. If these are successful, hopefully OrthoVR will be used in more locations across the world, helping people overcome their amputation or disability with prostheses.

    By combining two high-tech solutions – 3D printing and virtual reality – OrthoVR could revolutionize prosthetic production across the world.


    For more information on OrthoVR, visit the project’s website. Find out more about the VR for Impact initiative at VRforImpact.com, or visit our community forums.

    Website: LINK

  • Travel through time with Pepsi and WebVRTravel through time with Pepsi and WebVRGroup Creative Director

    Travel through time with Pepsi and WebVRTravel through time with Pepsi and WebVRGroup Creative Director

    Reading Time: < 1 minute

    Ah, the Super Bowl—come for the action, stay for the commercials. This year, as part of its “Pepsi Generations” global campaign, Pepsi will extend its TV commercial into virtual reality.

    Pepsi’s new commercial, „This is the Pepsi,“  takes viewers on a journey through some of the brand’s most iconic moments. In VR, Pepsi fans can remember those moments, and  feel what it was like to be there.

    That’s why we collaborated to create “Pepsi Go Back,“ a WebVR experience where fans travel through time and step into Pepsi commercials that became some of their biggest pop culture milestones.

    Website: LINK

  • Take your Blocks models to the next levelTake your Blocks models to the next levelProduct Manager

    Take your Blocks models to the next levelTake your Blocks models to the next levelProduct Manager

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    Since Blocks launched six months ago, it’s been amazing to see all the incredible creations built by novices and professional modelers alike. We’ve witnessed everything from a retro roller skate, to an old timey photograph, to our very own JUMP camera. We’ve also gotten tons of feedback about ways we could improve the experience. The latest release, available today on Steam and the Oculus Store, has lots of new features that make Blocks more powerful and even easier to use. Let’s take a look.

    Environment Options

    Modeling in the desert got you seeing 3D mirages? Don’t fret, you’ll now have the option to pick from four modeling environments. We’ve added a night version of the current environment for those who found the desert a bit too bright after long creation sessions. You’ll also find plain white and black options. Make sure to look up while creating in the black environment for a night sky surprise. Plus, we’ll remember which environment you used in your last session and automatically default to that selection your next time around.

    Website: LINK

  • Step Inside the Unabomber Investigation with HTC Vive and Newseum

    Step Inside the Unabomber Investigation with HTC Vive and Newseum

    Reading Time: 3 minutes

    This is a guest blog post by Lukasz Biernacki, Communications Associate at Immersion.

    If you’re one of the many that spent the Christmas break binging on Netflix then you may be familiar with Manhunt: Unabomber, the eight-part docudrama outlining the FBI investigation that led to the arrest of Ted Kaczynski. For those of you not familiar with the Unabomber, Ted Kaczynski was an active domestic terrorist between 1978 and 1995, during which time he murdered three people and injured a further 23 through a ruthless campaign of mail-delivery bombs, which he made and sent from his secluded cabin in the Montana woods. Kaczynski is currently incarcerated for life in a maximum security institution in Colorado following a lengthy FBI investigation into his crimes.

    There’s no doubting that the story of the Unabomber and his capture was and still is an international spectacle, which is why we teamed up with The Newseum and HTC’s Vive Studios to produce a VR experience that immerses users in the story of the Unabomber – from the FBI investigation to the capture of Kaczynski at his primitive cabin. In the Unabomber experience, visitors will not only get to enter the same cabin that officials found in 1996, but actively participate in the case and get a front row seat to the process that led to Kaczynski’s arrest. Insight from FBI agents Terry Turchie (Assistant Special Agent in Charge of the UNABOM investigation from 1994 to 1998) and Max Noel (FBI agent during the investigation) adds to the narrative experience that reflects in many ways the reality of the investigation, over 20 years later.

    The Unabomber experience marks a cornerstone in the use of VR technology to enhance visitor’s experiences in museums and similar environments. Interacting through activity-based and learning-enabled environments helps us create the memory anchors that cements what we learned.

    The launch also highlights the potential for VR technology in the criminal justice system, as it may become a tool in the courtroom in years to come. Paul Armstrong at Forbes, recently spoke to FBI Special Agent Terry Turchie about the sense of ‘presence’ that VR provides and its potential to be a ‘game changer’ in the practice of law. Turchie explains that he can see the benefits of using VR in the courtroom but is concerned about a couple of areas such as how will it impact conviction rates. Ultimately, as with any demonstrative evidence presented in a courtroom, the judge is the final gatekeeper for what is admissible and how it is used. As the technology refines, transforms and becomes more common, expect to see it to become a staple in the courtroom.

    The Unabomber experience marks the first in a series of similar educational experiences that we will develop with The Newseum and HTC’s Vive Studios, such as Nellie Bly’s trip around the world. All of the VR experiences will be selectively showcased to Newseum visitors in Washington and available for download on Viveport.

    Together with Vive Studios, we understand that educational experiences such as this add an additional story-telling platform to museums’ arsenal, and enable children all over the world to experience the most exciting exhibits as virtual models. For many children, currently deprived of the opportunity to travel, these kits will give them the chance to learn about human history directly, and interact with key artifacts and artwork from their selected period. In many ways, it’s about bringing children closer to history, and letting them learn about it through the very natural need to explore our surroundings.

    The Unabomber app is available now on Viveport and will be made available for Steam at a later time.

    Website: LINK