Schlagwort: virtual reality

  • More reasons to love your Pixel phoneMore reasons to love your Pixel phoneVice President and General Manager

    More reasons to love your Pixel phoneMore reasons to love your Pixel phoneVice President and General Manager

    Reading Time: 2 minutes

    It’s easy! Open up the camera app, switch to AR Stickers mode, choose a sticker pack, and drop them into the scene. You can move, resize and rotate the stickers, and they interact with other characters in the scene. Once you capture a picture or video you can quickly and easily share with friends on social media. AR Stickers are rolling out over the coming days to all Pixel phones running Android 8.1 Oreo. We’ll release more AR Sticker packs in the future, so keep your eyes peeled.

    2. Explore the world around you with Google Lens

    We recently introduced Google Lens in the Google Assistant on Pixel so you can learn more about the world around you. If you walk past a landmark in a new city or discover a painting in a museum, just open up the Assistant on your Pixel and tap on the Lens button (or simply squeeze the sides of your Pixel 2 phone) to get more information about what you’re looking at.

    And with Google Lens in Google Photos, you can now copy important information–like a Wi-Fi password, gift card code, or recipe—from a photo and then paste it somewhere else (such as into a field on a web page, an email, or text message).

    3. An even more helpful Assistant

    There are new features on your Google Assistant on Pixel too. Now you can broadcast your voice from your Pixel to the Google Home devices around your house. And the Assistant now speaks new languages, including Spanish and Italian.

    4. Taking a bite out of the newest version of Oreo

    We recently rolled out Android Oreo 8.1, which makes it even faster and easier to get stuff done on your Pixel. SmartSelect recognizes text when you long press, highlights the relevant words, and then recommends a next logical step through a suggested app—for example, it’ll take you to Google Maps if you copy an address. This feature is powered by machine learning, and it can recognize addresses, phone numbers, email addresses and more. Another useful feature in Oreo 8.1 for Pixel users: Wi-Fi speed labels show you how fast nearby networks are.

    Your Pixel will keep getting better over time. Stay tuned for new camera experiences and AR sticker packs, new ways to explore the world around you with Google Lens, accessories and a lot more.

    Website: LINK

  • Viveport holiday picks for 2017

    Viveport holiday picks for 2017

    Reading Time: 4 minutes

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

    Available now in Viveport Subscription

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

    Front Defense Heroes

    Available now on Viveport, and in Viveport Subscription

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

    Available now on Viveport, and in Viveport Subscription

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

    Available now on Viveport, and in Viveport Subscription

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

    Available now on Viveport

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

    Available now in Viveport Subscription

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

    Available on Viveport and in Viveport Subscription

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

    Super Puzzle Galaxy

    Pre-order now on Steam

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

    Pre-order now on Steam

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

    Available from December 11th on

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


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

    Website: LINK

  • Front Defense: Heroes introduces V-Move, a new form of VR locomotion

    Front Defense: Heroes introduces V-Move, a new form of VR locomotion

    Reading Time: 2 minutes

    Released today and developed by Vive Studios’ first-party developer Fantahorn Studio, Front Defense: Heroes is a highly-polished, online multiplayer shooter set in the final days of WW2. Playing as either the Axis or the Allies, players can challenge their friends to a 5 on 5 game of Team Deathmatch or Mission Mode across 5 multiplayer maps. To add to the mobility and strategy of the game, Fantahorn has developed their own unique and innovative locomotion called V-Move.

    Fantahorn found that the traditional method of teleporting reduces a player’s sense of immersion and can contribute to motion sickness – a major pain point of VR. With the goal of minimizing motion sickness and elevating strategy, Fantahorn sought to develop their own movement system totally unique to VR. With V-Move you control the movements of your avatar in the 3rd-person, determining their pathway before being teleported to your final destination. By guiding the avatar as it moves with your controller, players maintain the rhythm and continuity of the game while focusing on the battle at hand.

    Front Defense Heroes

    While V-Move may be reinventing teleportation for VR, players will take to the new form of movement with ease. Pressing up on your non-dominant trackpad starts your avatar’s run (in 3rd person perspective) while turning your controller left and right will easily change directions. Let go of the trackpad and your run ends, returning to the original 1st person perspective. Players can dodge enemy fire, jump and crawl their way to victory using V-Move.

    Front Defense: Heroes is now available on Steam and Viveport for a promotional price of $4.99. A new Front Defense and Front Defense: Heroes bundle is now available at a promotional price of $9.99. All existing owners of Front Defense on Viveport and Steam will receive a free copy of Front Defense: Heroes. In addition, Viveport subscribers can now select Front Defense: Heroes as one of their monthly titles.


    Website: LINK

  • Smashing all the things with VRobot

    Smashing all the things with VRobot

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

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

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

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

    VRobot

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

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

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

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

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

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

    VRobot

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

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

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

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

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

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

    VRobot

    Tell us about your planned future features for VRobot.

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

    Any other VR projects in the pipeline?

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

    Any last words?

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


    VRobot is available now in Viveport Subscription.

    Website: LINK

  • More great stuff to watch and a holiday sale on popular Daydream appsMore great stuff to watch and a holiday sale on popular Daydream appsProduct Manager

    More great stuff to watch and a holiday sale on popular Daydream appsMore great stuff to watch and a holiday sale on popular Daydream appsProduct Manager

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    With cold weather outside and the holidays fast approaching, now’s the perfect time to take a moment and kick back with Daydream. We’re launching an update to make it easier to discover great content both in and out of VR, plus loads of new VR experiences to keep you entertained.

    Find great VR content easily

    With the latest Daydream app, you can now see what’s new and trending on the Google Play store in VR. And when you’re on the go without your headset, you can still search for apps and games, or explore content categories that refresh weekly right in the app on your phone.

    Website: LINK

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

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

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

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

    Star Wars: Droid Repair Bay

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


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


    Website: LINK

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

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

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

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

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

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

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

    Website: LINK

  • DOOM VFR – First 30 Minutes PSVR Gameplay PlayStation4

    DOOM VFR – First 30 Minutes PSVR Gameplay PlayStation4

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    DOOM VFR – First 30 Minutes PSVR Gameplay PlayStation4

  • Slice and dice in the Kingdom of Blades

    Slice and dice in the Kingdom of Blades

    Reading Time: 5 minutes

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

    Tell us about Kingdom of Blades!

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

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

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

    Kingdom of Blades

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

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

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

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

    Kingdom of Blades

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

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

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

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

    Kingdom of Blades

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

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

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

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

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

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


    Kingdom of Blades is available now on Viveport.

    Website: LINK

  • DreamWorks’ legendary VR experience – Voltron!

    DreamWorks’ legendary VR experience – Voltron!

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

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

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

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

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

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

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

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

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

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

    DreamWorks Voltron VR Chronicles

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

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

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

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

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

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

    DreamWorks Voltron VR Chronicles

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

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

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

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

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

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

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

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

    DreamWorks' Voltron VR Chronicles

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

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

    Thanks for talking with us, Dan!


    DreamWorks Voltron VR Chronicles is available on Viveport.

    Website: LINK

  • Poly API: 3D objects on demandPoly API: 3D objects on demandProduct Manager

    Poly API: 3D objects on demandPoly API: 3D objects on demandProduct Manager

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    Today we’re making it even easier for developers to find and use 3D objects and scenes for their VR and AR apps with the Poly API.

    Poly lets creators and developers browse, find, and download 3D objects and scenes for use in their apps. It’s fully integrated with Blocks and Tilt Brush, and even allows you to upload your own models, so there are plenty of options to choose from.

    We want to make the process of finding the right 3D assets for your projects faster and more flexible. With the new Poly API, you can access our growing collection of Creative Commons 3D assets and interact directly with Poly to search, download, and import objects dynamically across desktop, mobile, virtual reality, and augmented reality.

    If you’re using Unity or Unreal Engine to develop your apps, we also created the Poly Toolkit, an evolution of Tilt Brush Toolkit. With it, you can import 3D objects and scenes from Poly directly into a project, thanks to the API.

    And with samples for both ARCore and ARKit, our developer site provides you with everything you need to use Poly assets in your AR experiences.

    Website: LINK

  • Fly the skies with Red Bull Air Race and DaydreamFly the skies with Red Bull Air Race and DaydreamStrategy Lead

    Fly the skies with Red Bull Air Race and DaydreamFly the skies with Red Bull Air Race and DaydreamStrategy Lead

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    The Red Bull Air Race LIVE VR app uses real-time flight data directly from the pilot’s cockpit and re-creates the races in a 360° virtual reality experience. You can check out races that have already taken place, or join the action live during the upcoming Red Bull Air Race World Championship starting with Abu Dhabi on February 2, 2018.

    The VR experience is powered by telemetry data like latitude, longitude, roll, pitch and airspeed to generate breathtaking perspectives and a live visualization of the pilots’ view onto an environment guided by Google Maps footage. You can also track the speed of the pilot and how much G Force they’re pulling.

    To develop the experience, we worked with Red Bull Air Race to capture data from more than 40 flights at the 2017 World Championship season finale at the legendary Indianapolis racetrack in the US. At a dedicated Red Bull Air Race LIVE VR booth, more than 1,000 fans were among the first to virtually hit the skies. One of the highlights was the outstanding flight of Yoshihide Muroya from Japan, who set the track record in his final run on his way to being crowned World Champion 2017.

    Website: LINK

  • Empowering changemakers with Daydream ImpactEmpowering changemakers with Daydream ImpactProgram Manager

    Empowering changemakers with Daydream ImpactEmpowering changemakers with Daydream ImpactProgram Manager

    Reading Time: < 1 minute

    It’s one thing to read a news report about polar ice caps melting, but it’s another to hear the wind whipping against a towering glacier as you watch huge chunks of ice break off and tumble into the water below. With VR video, it’s possible to experience things that are rare or places that are far away or even impossible to get to. And short of actually being there, there’s no better way to understand the great challenges and opportunities of our world. Virtual reality can help people learn more and feel a part of important but distant problems.

    Awareness is the first step toward driving social change, but organizations and changemakers often lack the resources or knowledge to use VR to shine a light on the causes they care about. That’s why we’re launching Daydream Impact to help organizations, creators, and changemakers make their programs even more powerful using virtual reality.

    Daydream Impact focuses on three common bottlenecks we have identified: a lack of training on how to create VR video, difficulties accessing camera equipment and tools to showcase their content, and little exposure to how VR has been used creatively to tackle big challenges.

    Website: LINK

  • Developing for the Vive Tracker with the VRUnicorns

    Developing for the Vive Tracker with the VRUnicorns

    Reading Time: 6 minutes

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

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

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

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

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

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

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

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

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

    #SelfieTennis

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

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

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

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

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

    #SelfieTennis

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

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

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

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

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

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

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

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

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

    Thanks for talking with us, VRUnicorns!


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

    Website: LINK

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

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

    Reading Time: 4 minutes

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

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

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

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

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

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

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

    The winners are:

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

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

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

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

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

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

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

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

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

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

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

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

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

    Website: LINK

  • Experimenting with VR at the South China Morning PostExperimenting with VR at the South China Morning PostGoogle News Lab Lead, APAC

    Experimenting with VR at the South China Morning PostExperimenting with VR at the South China Morning PostGoogle News Lab Lead, APAC

    Reading Time: 2 minutes

    Having spent my pre-Google career as a reporter and editor at legacy media organizations, I can tell you that digital transformation in the news industry is challenging. Even when news organizations have the will, resources and technical expertise, the obstacles to transformation can be daunting.

    In Asia, few news organization have plunged headlong into digital transformation like South China Morning Post, Hong Kong’s top English-language daily newspaper. With a daily weekday circulation of roughly 105K, SCMP is a midsize paper, but its language and geography give it outsized influence.

    For more than a century, SCMP has been documenting Greater China for the English-speaking diaspora across Asia-Pacific. Before the internet, expatriates and visitors would pick up the paper, sometimes days old, on airplanes and in hotels across the region. For those living in mainland China (like I did in the 1990s), the paper offered a window into the place where they lived, from a familiar yet discrete vantage point.

    Now, SCMP uses the web to reach the growing global community of readers interested in news about China, and experiment with new methods of storytelling along the way. After its purchase by Alibaba’s founder Jack Ma in 2016, the newspaper suddenly had a mandate to evolve, and was given the runway and resources to experiment.

    “Culture and identity are massively important when you are trying to turn around a 114-year-old company … until you have a company that is ready to experiment, willing to fail, and able to move with agility … you can talk all day long about transformation and where you’re heading but you’ll never get there,” said SCMP CEO Gary Liu in an interview with Harvard’s Shorenstein Center on Media, Politics and Policy.

    That entrepreneurial spirit led SCMP to take on an immersive virtual reality project that would trace the history of Hong Kong from British rule to the present day, mining a century’s worth of archival photos and illustrations and presenting them alongside modern-day 360-degree video and drone footage. The project was Google News Lab’s first immersive storytelling partnership in the Asia-Pacific region, part of the team’s broader effort to accelerate immersive storytelling across the news industry.

    Website: LINK

  • VIVE Tracker Bundles Up In Time For The Holidays

    VIVE Tracker Bundles Up In Time For The Holidays

    Reading Time: 3 minutes

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

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

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

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

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

    • Rebuff Reality’s TrackStrap with Redfoot Bluefoot Dancing

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

    Hyper Blaster

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

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

    Racket Sports Set

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

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

    TrackStrap

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

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

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

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

    Website: LINK

  • A Cornucopia of VIVE Black Friday Deals 

    A Cornucopia of VIVE Black Friday Deals 

    Reading Time: 2 minutes

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

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

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

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

    VIVEPORT

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

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

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

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

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

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

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

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

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

    Website: LINK

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

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

    Reading Time: 3 minutes

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

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

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

    Super Puzzle Galaxy

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

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

    Front Defense: Heroes

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

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

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

    Website: LINK

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

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

    Reading Time: 2 minutes

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

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

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

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

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

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

    Website: LINK

  • Volkswagen Launch The T-Roc Virtual Reality Experience

    Volkswagen Launch The T-Roc Virtual Reality Experience

    Reading Time: 2 minutes

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

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

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

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

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

    Website: LINK

  • Death by cardboard! Exploring Kartong in miniature

    Death by cardboard! Exploring Kartong in miniature

    Reading Time: 7 minutes

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

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

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

    Robert Johannson

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

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

    Oliver Svensson

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

    Why… cardboard?

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

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

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

    Kartong - Death by Cardboard!

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

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

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

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

    Kartong - Death by Cardboard!

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

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

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

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

    Kartong - Death by Cardboard!

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

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

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

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

    Any special Easter Eggs people should look out for?

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

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

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


    Kartong: Death by Cardboard is available in Viveport Subscription.

    Website: LINK