Schlagwort: Vive Games

  • HTC Vive and ARVI VR Partner to Expand Global VR Arcade Presence

    HTC Vive and ARVI VR Partner to Expand Global VR Arcade Presence

    Reading Time: 2 minutes

    Exclusive VR escaperoom content to be deployed across hundreds of location-based entertainment (LBE) sites. 

    HTC VIVE®, the leader in premium virtual reality (VR) and arcade solutions, today announced a collaboration with ARVI VR to extend their presence to a greater number of location-based entertainment (LBE) VR sites across the globe. The first wave will open this year in China, India, Taiwan, and Gulf Cooperation Council countries, allowing a greater number of customers to experience interactive VR content. Through this partnership, HTC Vive and ARVI VR are planning to deploy arcade content and escape room games to hundreds of sites over the next three years.  

    Currently, ARVI VR’s highly-rated escape room content such as Sanctum, Christmas, Mission Sigma, Cyberpunk, Prison are the most popular games at VIVELAND™, HTC’s flagship VR park. With this partnership, HTC Vive and ARVI will work to deploy ARVI’s escape room content across more than 300 LBE venues worldwide over the next several years, allowing customers to take advantage of innovative VR technologies and exclusive content provided by the two companies. After the first wave of openings, the deployment will extend at a later time to Egypt, Hong-Kong, Indonesia, Macau, Malaysia, Philippines, Qatar, Saudi Arabia, South Africa, Singapore, Thailand, Turkey, UAE, Vietnam, and Kuwait.  

    “Since 2019, HTC Vive has worked closely with ARVI VR to implement their popular escape room content for our customers at Viveland,” said Plutarch Lee, Associate Vice PresidentVR Enterprise Solutions at HTC Vive. “We’re excited to leverage their escape room content in even more arcades globally and look forward to adding more great multiplayer content later this year”. 

    HTC Vive works with LBE venues around the globe to leverage Vive’s VR technology for opportunities to showcase immersive experiences and gain new revenue streams. By partnering with ARVI VR to offer escape room content tailored specifically for VR, arcades, and LBEs can showcase new and innovative games to customers that would be impossible to create in a real-life escape room.  

    “Were thrilled to work with HTC VIVE to bring our exciting and adventurous content to new audiences around the world,” said Michael Dementii, CEO of ARVI VR. “At present, we view our this as a long-term and fruitful partnership with the possibility of broadening cooperation opportunities in the LBE industry”. 

    ARVI VR’s escape room content features various game-based experiences where multiple players must work together to find their way out by solving diverse puzzles and unraveling versatile mysteries. Escape room content in VR goes beyond typical live escape rooms as the technology allows players to fully immerse in unique and exciting atmospheres that they otherwise would not experience, such as the abandoned monasteries of Sanctum or futuristic data stacks of Cyberpunk. 

    Website: LINK

  • Top Infinity Picks to Play with Friends

    Top Infinity Picks to Play with Friends

    Reading Time: 5 minutes

    We might not be able to physically hang out with our friends and family right now, but we can still meet them in VR. We’ve put together a list of our favorite multiplayer experiences on Viveport Infinity so you can challenge your friends to virtual battles of epic proportions, play poker or even visit an art gallery together.

    What are the VR titles are you and your friends playing together? Join in on the conversation on the HTC VIVE social channels and share your VR top multiplayer picks the VR community.

    [youtube https://www.youtube.com/watch?v=rLrZFtY6pGM?feature=oembed&wmode=opaque&w=730&h=411]

    Skyworld Kingdom Brawl by Vertigo Games

    A VIVE Studios title developed from the creators of Arizona Sunshine, Skyworld: Kingdom Brawl is a highly competitive, cross-platform multiplayer VR card-battler. Skyworld puts you at the helm of a kingdom at war as you build and command your forces to conquer all Skyworlds in a royal campaign and wage war against friends in online multiplayer. You’ll unlock, collect and upgrade dozens of cards to build a powerful deck, and watch your cards come to life as you cast spells and summon forces to wipe your enemy off the map.

    Elven Assassin by Wenkly Studio Sp. z o.o.

    Take a bow and kill hordes of orcs in the epic town defense game. You can play alone to conquer the leaderboards or unite with other assassins in online co-op mode. PS. Be careful to avoid massive axes thrown at you by orc warriors.

    Museum of Other Realities by Museum of Other Realities

    An immersive multiplayer art showcase in VR, the Museum of Other Realities (MOR) is a place to connect, share, and experience virtual reality art with others. The museum contains a growing collection of interactive art and experimentation, supporting artists who are challenging and redefining what is possible with virtual reality art.

    Battlewake by Survios

     

    Thar be high-seas mayhem ahead in Battlewake, a rip-roaring pirate combat game exclusively for VR. Become four mythical Pirate Lords, captain a massive, upgradable battle-ready ship, and wield ancient powers. Navigate a 20-chapter Campaign or complete endless objectives in Warfare Mode.

    Crisis Vrigade by Sumalab

    Crisis VRigade is a virtual reality action filled first-person shooter that lets players take on the role of a SWAT trooper and deal with terrorist situations. Your mission is crystal clear: finish off all hostile elements and keep your teammates and hostages alive. Play solo or team with your friends with the Co-op Multiplayer mode!

    Final Assault by Phaser Lock Interactive

     

    Final Assault is an action-packed WWII themed RTS where you’ll preside over the battlefield as war rages around you. Command jeeps, tanks, and artillery in massive ground battles as the skies erupt in bullets, flak and dynamic dog fights. You’ll execute airstrikes and bombing runs as you advance your troops towards enemy territory and direct combat as you take on your friends in battle.

    Skyfront VR by Levity Play


    Skyfront VR is a zero-gravity FPS featuring fast-paced gameplay and unique point-and-move locomotion that makes for an intuitive and immersive experience. The multiplayer title features a versatile weapons arsenal, awesome abilities to use to your advantage and gorgeous maps. Skyfornt brings an array of challenges and events to pit the best warriors against each other in zero-gravity battle arenas to decide the Ultimate Champion.

    Front Defense: Heroes by Fantahorn Studio

    A first-party VIVE Studios title developed by Fantahorn Studio, Front Defense: Heroes has been designed specifically for VR. The 5v5 WWII title offers intuitive controls, sprawling battle maps, realistic World War II-era weapons and the opportunity to engage in strategic military operations with friends.

    Ready Player One: OASIS – Elite Gunter Edition by VIVE Studios

     

    The OASIS beta is inspired by the immersive virtual universe the OASIS from the film Ready Player One, which is set in the year 2045. In the Oasis beta’s ever-expanding universe, players are able to explore, compete in, and launch multiple VR experiences using their own custom avatars. Global leaderboards track the performance of all players as they earn points (coins) throughout the following experiences: Rise of the Gunters, Battle for the OASIS, Gauntlet and Smash.

    VR Trivia Battle – Deluxe by RLTY CHK

    Compete to be the ultimate game show champion in VR Trivia Battle, a social VR trivia experience filled with big choices and crazy shenanigans! Brush up on your trivia skills and dive into the most intense trivia experience ever.

    Windlands 2 by Psytc Games Ltd

    Return to the world of Windlands, alone or with friends. Armed with grappling hooks and a bow, soar through the ruins of a fallen world. Embark on a journey to destroy the gigantic titans and save the world from an ancient danger.

    PokerStars VR by Lucky VR Inc

     

    PokerStars, the world’s leading poker brand, has combined live and online poker in a truly immersive VR experience.

    Study your opponents, pick up on their tells, and chat in real time. Handle your chips and cards, just as you would at a real-world poker table. Keep the table fun with interactive props and toys, summoned in an instant. This is the most exciting poker game on the planet, and there’s a seat open for you right now.

    Website: LINK

  • History gets mind blowing with Sky VR Studios and Britannia VR

    History gets mind blowing with Sky VR Studios and Britannia VR

    Reading Time: 9 minutes

    History and fantasy collide in the most awesome way with Britannia VR: Out Of Your Mind, based on the hit Sky Atlantic series. We sat down to talk with the talented storytellers at Sky VR Studios to learn a thing or two about what it took to bring this series to life in virtual reality.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=HpgCYTAgo8I?feature=oembed&wmode=opaque&w=730&h=411]

    For those unfamiliar, tell us a bit about yourself and the team at Sky VR Studios

    Hello, I’m Kim-Leigh Pontin and I’m Creative Interaction Director for Sky VR Studios, meaning that I direct interactive content and products that utilize VR, AR and other emerging tech. The content team at Sky VR Studios are a talented team of producers, writers, designers, VFX artists, a sound designer, and developers.

    How did the concept of bringing the historical fantasy series Britannia to life in the immersive VR experience Britannia VR: Out Of Your Mind?

    Writer and producer Dan Bougourd and I worked closely to envisage an experience that would allow participants to step into the world of Britannia. We were both blown away by the level of craft that went into the set designs, props, wardrobe etc to create the epic cinematic feeling that Vertigo Films are known for in their productions. We wanted to give participants the opportunity to explore that craft up close, in their own time.

    The series focuses on the clash between the Roman army and a mysterious Celtic land ruled by warrior women and powerful Druids – how closely did you work with the creative team behind the show to capture the look, feel and themes of Britannia?

    We worked very closely with Vertigo Films throughout. The exec team gave us an early steer on story threads for series 2, we went to the cast read throughs and got an early sight of the Neasden studio set builds. Rupert Ryle-Hodges who produced the TV series along with the production team helped us capture dressed environments. The co-ordination required to get us into the right place, at the right time, to capture fully dressed sets, and to scan supporting artists in the correct costumes and makeup, right before they go on set to shoot all night, cannot be understated. They gave us time to scan extras wearing full druid costume moments before they went onto set for the epic rave scene. They helped organize time with Liana Cornell, Mackenzie Crook and Ben Bailey Smith in order to capture performance and gave us additional time at the production offices in Neasden to capture the beautiful props. The design team shared drawings and plans, the post team shared the elephant asset and we were also sent audio stems from the show all in an effort to create something of and from the world of Britannia.

    How was your experience developing Britannia VR: Out Of Your Mind in contrast with other VR projects you’ve developed previously? Were there any particular challenges you encountered that were unique to this title?

    Dan + I have collaborated on 3 pieces altogether: Nefertiti, Rebel Queen (a photogrammetry based interactive piece that allows participants to discover more about and look for the final burial site of Queen Nefertiti in ancient Egypt), A Discovery of Witches (to support the television series) and now Britannia. Britannia certainly has the most cinematic aesthetic values and this came with unique challenges to solve in VR. The idea of having an epic, cinematic, populated space that participants could wander around in, came with unique demands on processing power, and we had to find a way to blend Volumetric capture, realistic photogrammetry and motion capture to create a believable scene. We also had a fantastic soundtrack from Neil Davidge that was created for linear, but which we wanted to cut up and reuse in such a way as to make it interactive — which we were particularly successful with, I believe, in the Elephant approach scene.

    Britannia VR: Out Of Your Mind employs volumetric capture and photogrammetry to bring the world and characters of the series to life with stunning realism. Talk to us a bit about that process and what your thoughts are regarding the future of this technology to bring unparalleled fidelity to VR experiences.

    Volumetric capture is an incredible way to capture the subtlety of actorly expressions and movement. Capturing a photorealistic performance is both exhilarating and nerve-racking, as we had very short shooting sessions and the costs are not trivial. I was essentially directing actors from inside a green screen, and making sure you satisfy all the technical requirements, while also freeing actors to give their best performance, requires preparation. Added to this was the fact that I was directing for moments of participant interaction, which meant that I had to fold in loopable segments into each sequence, but we had to shoot it all in one, no cuts etc. Tricky! Figuring out eye lines to allow for making eye contact in VR required a lot of care, design and preparation. Dimension were incredibly supportive with all technical direction considerations and did a great job of making sure all the costumes captured effectively. Separately, we also worked with the choreographer from the druid rave scene, and the lead dancer to capture the mocap for the tranced out dancers, with a view to making it authentically trippy and creepy and appropriate to the show.

    What do you think are essential elements necessary to crafting an engaging VR title based on a hit show – both for fans of the series and players new to the series?

    For me, the most important part of the craft is to figure out up front how you want your audience to feel. The fun bit of the craft is then to figure out which interactions will enable this feeling in the participants. I come from an interaction design background, so I get frustrated whenever there are moments where the participant has their agency removed! But equally, it’s important to have a sense of the narrative of the show. We wanted an exploratory element to the gameplay, rather than a competitive style. We wanted something that a TV audience would be able to grasp, but also something with enough visual fidelity to intrigue a gamer audience. Participant feedback so far has been very positive, with people saying that VR is finally delivering on the promise of being able to “step into the film”.

     Tell us a bit about what it was like working with the cast of the series like Mackenzie Crook, Liana Cornell and Ben Bailey Smith (Doc Brown).

    The cast are all incredibly professional and talented. They are all very busy and we had limited time with them so, as a Director, it was important to me to be able to have a conversation with them beforehand to discuss what we were trying to do and ease them into the process in order to free them up from having to think about anything too technical on the day. Liana in particular had some very challenging interactive sequences to shoot and she was incredible — we rehearsed each sequence maybe 2 times and she had everything memorised and was able to do multiple usable takes off the bat. Mackenzie Crook had to spend 4 hours in makeup in order to achieve that creepy Veran look, which meant we had extremely limited time to shoot. He did 3 takes and nailed it. We were worried that a minute and a half long monologue would be a stretch for a participant who had been used to complete agency but the strength of his performance completely captivates people. Ben Bailey Smith was just brilliant. The Hammerhead dev team in particular couldn’t get enough of him! He completely brought the character to life, and again managed to do everything perfectly, immediately, with multiple nuanced versions that we could choose from. Actors of this calibre are so inspiring, it was such a treat for us to work with them. We are very grateful for the time they gave us and the work they put in.

    Britannia VR brings many people and places from the series to life – do you have a
    character or location in particular?

    Personally my favourite location was the glow worm cave, which was something Hammerhead photogrammetry artist, Craig Stiff, had captured — we were on set on the Wales beach looking at tiny rock inlets saying “Could this work as a cave?” and Craig was confidently shaking his head saying “Nah, I’ve got the perfect cave…” and by god he did! Stunning.

    I love all the characters but Ben Bailey Smith does make me laugh. They are all so talented!

    Were there any ideas/puzzles/concepts that you wanted to work into the experience but found it difficult to work into the final build of the game?

    We initially wanted to make a lot more of both the drumming in the druid rave, and the trumpet playing in the Roman Oppida. We essentially wanted participants to be able to compose their own beats on the drums, and hum a tune into the trumpet, vocoder style. The idea was then to be able to hear a song based on this, on the final beach scene. Thinking back that was so ambitious given the timescale, what were we thinking??

    Are there any series easter egg clues in Britannia VR: Out Of Your Mind for fans to keep an eye out for?

    You can eat all the food in the Oppida! Hammerhead sound designer Chris Dain recorded individual noises for each type of food. He hates mushrooms and so the mushroom eating was a challenge for him! There are some Roman latrines that you can sit on if you are childish like us. Going underwater in the druid cave is super immersive and wonderful. I’ve witnessed people lying down underwater and just chilling there. In the druid rave there is a psychedelic dance triangle where you can paint the air… And in the final Druid rave moment, raising or lowering your arms after Veran’s speech affects both your ability to fly, and the audio atmospherics, super trippy feels to be had!

    How big was your team on this project and how long was the development process?

    Besides the management on the project, my design + dev team at Sky did a lot of the white boxing of prototypes that were harder to imagine, and this team was tiny. The VolCap was captured with the talented team at Dimension, and the mocap with both Hammerhead and Target 3D in east London. From there we started working in earnest with Hammerhead, who we worked with in a setup of directing remotely. Their team is made up of highly skilled artists and devs, covering photogrammetry and all the retouching that goes into that, 3d modeling, Unreal development, sound design… We are incredibly in awe of their skills and I’ve absolutely loved working with Sally Blake, their Senior Producer who is diplomatic, knowledgeable and passionate… a real credit to the Hammerhead team.

    What are your thoughts on the future of VR and AR and what do you hope to work on as the technology develops?

    I love VR as a medium. I would particularly like to make a more interactive, collaborative, multi-player piece for all-in-one headsets. My specialist area of design is in speculative design and design fiction, so I would love to touch on those themes – I think we need to collectively exercise our imaginative powers to come up with a brighter future than the one we seem to be heading for, and speculative design is a great tool for that. I’d love to look at AI as a way of enabling parameter based character interaction. Also to carry on looking at interactive audio, possibly in a more generative sense. And I’d be keen to do more work in AR, if only to be able to maintain eye contact! It’s been 3 years in a headset with no eye contact and I feel it’s really missing! Looking forward to trying eye tracking and foveated rendering with this in mind.

    What’s next for Sky VR Studios?

    Sky VR Studios are doing a lot of work in Sport as such a large part of the Sky customer base is passionate about sports. Meanwhile we are continuing to reach out to the Sky Drama teams, looking for new ways to innovate in new forms of storytelling.

    Thanks for taking the time to speak to us! We’re excited to see what your team has up their sleeves next.

    Britannia VR: Out Of Your Mind is now available for FREE on Viveport for users in the UK, France, Germany, Ireland and Italy.

    Website: LINK

  • Embark on an adorable mystery with The Curious Tale of the Stolen Pets

    Embark on an adorable mystery with The Curious Tale of the Stolen Pets

    Reading Time: 7 minutes

    Fast Travel Games – the creators of the VDA winning sci-fi adventure Apex Construct – are back with an all-new all-ages experience that will challenge your brain and tug at your heart strings. The Curious Tale of the Stolen Pets arrives tomorrow on Viveport, so we sat down with this talented crew of developers to find out what went into crafting this adorable tale.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=jrrXVDzW1FQ?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Fast Travel Games

    My name is James Hunt and I am a Sr. Animator by trade, and now taken the role as Creative Lead for The Curious Tale of the Stolen Pets. Our team at Fast Travel Games is 17 people right now, most with background in traditional video game development. We are based in Stockholm Sweden, and we create VR games with a focus on story, characters and world building.

    How did the concept of The Curious Tale of the Stolen Pets come to be?

    I came up with the idea for The Curious Tale of the Stolen Pets in December last year and pitched it to our founders. They really liked it and asked me to lead the creation of the game. My vision was to make a game that would be accessible and could be enjoyed by anyone, regardless of age or gaming preferences. I really liked the idea of having small worlds in front of you that you could interact with, and believed that it would be wonderful to do so in VR.

    The Curious Tale of the Stolen Pets is a pretty big departure from your previous title – the critically acclaimed sci-fi adventure Apex Construct. How did your experience developing that title shape the direction of The Curious Tale of the Stolen Pets?

    We learnt a lot from making Apex Construct. It was our first game, and we had to do a lot of research into what preferences VR players had, how long their gaming sessions were, all kinds of things.

    [youtube https://www.youtube.com/watch?v=CN1RsJkUvwk?feature=oembed&wmode=opaque&w=730&h=411]

    Apex Construct is of course a first person action/adventure so it meant we had to cater for a lot of different locomotion styles – the game actually offers over 30 different options in the Settings menu. While that is a good thing for that kind of game, we really wanted to make something else with The Curious Tale. Besides from language and sound, there is literally no settings options in the game and people should be able to start playing just by using their intuition.

    What do you think are essential elements necessary to crafting an engaging piece of VR content that is accessible to everyone?

    Making it easy for players to start engaging with the game is key. We believe VR is all about immersion and being able to play by using your intuition. It does a lot to help players believe in the experience. It’s also a question about believability: If we want players to engage and immersive themselves in our games, they have to believe in the worlds we present, they have to be curious about it – so attention to details and a sense of wonder is also important.

    The Curious Tale of the Stolen Pets tasks players with exploring vibrant 3D environments filled with things to interact with in order to recover the titular pilfered pets. Talk a bit about the design process of crafting satisfying and colorful puzzle boxes that are challenging but approachable for every player.

    The Curious Tale as an interactive tale, with a narrative that takes you back to the imaginative worlds from your childhood and the relationship between yourself, your sister and your grandfather. And in terms of puzzles, this is not a hardcore puzzle game – you can take your time without time limits or the risk of fail states. We really encourage the player to be curious and experiment with all the interactive details. There are of course some puzzles that will require some creative thinking though.

    Were there any ideas/puzzles/concepts that you wanted to work into the experience but found it difficult to work into the final build of the game?

    Not really. We still have many ideas for worlds, puzzles and mechanics that didn’t make it into this game but could show up in future Curious Tale games if that ever happened.

    What were your main artistic and design influences on The Curious Tale?

    Definitely claymation for the characters and their animations. We made them simple on purpose and animated on every other frame to give them a clay feeling. The overall look of the game is inspired by art and games we like such as Captain Toad: Treasure Tracker.

    The Curious Tale has been shown off at events such as XRDC. Have you been surprised by any particular pieces of feedback from players so far?

    Maybe not surprised, but thoroughly happy that all kinds of people seem to enjoy the game a lot! From younger players with no VR experience, to the more core players, everyone has really been highly impressed with the game and many left smiling! Of course, winning the ‘best Immersive Game’ award at the Raindance Film Festival was unexpected, especially given the competition in our category, but shows we have really created something special with this game.

    How many people worked on The Curious Tale and how long was the development process?

    We started with 2 people and towards the end, 8 people were involved. It has been a small team with a lot of heart.

    What do you want players/viewers to take away from their time with The Curious Tale?

    I would love for them to get a sense of wonder from these detailed miniature worlds we have created, and hopefully feel that they want to return to them again and again!

    Given that Apex Construct and The Curious Tale of the Stolen Pets reach pretty different audiences – is variety of the kinds of experiences you develop a priority for Fast Travel Games? 

    I think variety is important at this stage in this relatively early stage in the VR games industry, where many studios try things for the first time. There is no genre fatigue yet, although the wave shooters genre became somewhat crowded early on. For us, it’s important to experiment while staying true to our philosophy of focusing on story, characters and world buildings. Apex Construct, The Curious Tale of the Stolen Pets and the upcoming Budget Cuts 2 are all examples of this.

    Your team is also working with Neat Corporation on Budget Cuts 2 – the follow up to the hilarious VR workplace experience. Talk a bit about how that collaboration came to be.

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

    We actually used to share offices back in the early VR days! We have known and respected each other for a long time, bouncing ideas off each other like “wouldn’t this be cool in Budget Cuts” etc. One day we just started talking about making the sequel together, using the best of our combined ideas to make something spectacular. It has been exciting for us to work with the game, and we cannot wait to release it on December 12!

    What are your thoughts on the future of VR and AR and where do you hope to see the technology develop going forward?

    I think we will see VR becoming more accessible for a wider audience, which really excites me. Seeing more headsets becoming wireless, focusing on ease of access, will do a lot to invite new players to VR. Though I am also excited about the more high-end VR gaming experiences, and there is definitely a market for both!

    What’s next for Fast Travel Games?

    After releasing Budget Cuts 2: Mission Insolvency on December 12, we have something in the works that we are not ready to talk about yet. Without giving any details, we plan to use all the experience we have gathered from making Apex Construct, The Curious Tale & Budget Cuts 2, and put this into a game that we believe will be something truly spectacular. More about this in 2020!

    Exciting to hear! Thanks a bunch for taking the time to chat – we can’t wait to see what you have coming next. : )

    The Curious Tale of the Stolen Pets arrives on Viveport November 14th – warm up your headset of choice and get to saving these adorable rascals!

    Website: LINK

  • Embark on an adorable mystery with The Curious Tale of the Stolen Pets

    Embark on an adorable mystery with The Curious Tale of the Stolen Pets

    Reading Time: 7 minutes

    Fast Travel Games – the creators of the VDA winning sci-fi adventure Apex Construct – are back with an all-new all-ages experience that will challenge your brain and tug at your heart strings. The Curious Tale of the Stolen Pets arrives tomorrow on Viveport, so we sat down with this talented crew of developers to find out what went into crafting this adorable tale.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=jrrXVDzW1FQ?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Fast Travel Games

    My name is James Hunt and I am a Sr. Animator by trade, and now taken the role as Creative Lead for The Curious Tale of the Stolen Pets. Our team at Fast Travel Games is 17 people right now, most with background in traditional video game development. We are based in Stockholm Sweden, and we create VR games with a focus on story, characters and world building.

    How did the concept of The Curious Tale of the Stolen Pets come to be?

    I came up with the idea for The Curious Tale of the Stolen Pets in December last year and pitched it to our founders. They really liked it and asked me to lead the creation of the game. My vision was to make a game that would be accessible and could be enjoyed by anyone, regardless of age or gaming preferences. I really liked the idea of having small worlds in front of you that you could interact with, and believed that it would be wonderful to do so in VR.

    The Curious Tale of the Stolen Pets is a pretty big departure from your previous title – the critically acclaimed sci-fi adventure Apex Construct. How did your experience developing that title shape the direction of The Curious Tale of the Stolen Pets?

    We learnt a lot from making Apex Construct. It was our first game, and we had to do a lot of research into what preferences VR players had, how long their gaming sessions were, all kinds of things.

    [youtube https://www.youtube.com/watch?v=CN1RsJkUvwk?feature=oembed&wmode=opaque&w=730&h=411]

    Apex Construct is of course a first person action/adventure so it meant we had to cater for a lot of different locomotion styles – the game actually offers over 30 different options in the Settings menu. While that is a good thing for that kind of game, we really wanted to make something else with The Curious Tale. Besides from language and sound, there is literally no settings options in the game and people should be able to start playing just by using their intuition.

    What do you think are essential elements necessary to crafting an engaging piece of VR content that is accessible to everyone?

    Making it easy for players to start engaging with the game is key. We believe VR is all about immersion and being able to play by using your intuition. It does a lot to help players believe in the experience. It’s also a question about believability: If we want players to engage and immersive themselves in our games, they have to believe in the worlds we present, they have to be curious about it – so attention to details and a sense of wonder is also important.

    The Curious Tale of the Stolen Pets tasks players with exploring vibrant 3D environments filled with things to interact with in order to recover the titular pilfered pets. Talk a bit about the design process of crafting satisfying and colorful puzzle boxes that are challenging but approachable for every player.

    The Curious Tale as an interactive tale, with a narrative that takes you back to the imaginative worlds from your childhood and the relationship between yourself, your sister and your grandfather. And in terms of puzzles, this is not a hardcore puzzle game – you can take your time without time limits or the risk of fail states. We really encourage the player to be curious and experiment with all the interactive details. There are of course some puzzles that will require some creative thinking though.

    Were there any ideas/puzzles/concepts that you wanted to work into the experience but found it difficult to work into the final build of the game?

    Not really. We still have many ideas for worlds, puzzles and mechanics that didn’t make it into this game but could show up in future Curious Tale games if that ever happened.

    What were your main artistic and design influences on The Curious Tale?

    Definitely claymation for the characters and their animations. We made them simple on purpose and animated on every other frame to give them a clay feeling. The overall look of the game is inspired by art and games we like such as Captain Toad: Treasure Tracker.

    The Curious Tale has been shown off at events such as XRDC. Have you been surprised by any particular pieces of feedback from players so far?

    Maybe not surprised, but thoroughly happy that all kinds of people seem to enjoy the game a lot! From younger players with no VR experience, to the more core players, everyone has really been highly impressed with the game and many left smiling! Of course, winning the ‘best Immersive Game’ award at the Raindance Film Festival was unexpected, especially given the competition in our category, but shows we have really created something special with this game.

    How many people worked on The Curious Tale and how long was the development process?

    We started with 2 people and towards the end, 8 people were involved. It has been a small team with a lot of heart.

    What do you want players/viewers to take away from their time with The Curious Tale?

    I would love for them to get a sense of wonder from these detailed miniature worlds we have created, and hopefully feel that they want to return to them again and again!

    Given that Apex Construct and The Curious Tale of the Stolen Pets reach pretty different audiences – is variety of the kinds of experiences you develop a priority for Fast Travel Games? 

    I think variety is important at this stage in this relatively early stage in the VR games industry, where many studios try things for the first time. There is no genre fatigue yet, although the wave shooters genre became somewhat crowded early on. For us, it’s important to experiment while staying true to our philosophy of focusing on story, characters and world buildings. Apex Construct, The Curious Tale of the Stolen Pets and the upcoming Budget Cuts 2 are all examples of this.

    Your team is also working with Neat Corporation on Budget Cuts 2 – the follow up to the hilarious VR workplace experience. Talk a bit about how that collaboration came to be.

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

    We actually used to share offices back in the early VR days! We have known and respected each other for a long time, bouncing ideas off each other like “wouldn’t this be cool in Budget Cuts” etc. One day we just started talking about making the sequel together, using the best of our combined ideas to make something spectacular. It has been exciting for us to work with the game, and we cannot wait to release it on December 12!

    What are your thoughts on the future of VR and AR and where do you hope to see the technology develop going forward?

    I think we will see VR becoming more accessible for a wider audience, which really excites me. Seeing more headsets becoming wireless, focusing on ease of access, will do a lot to invite new players to VR. Though I am also excited about the more high-end VR gaming experiences, and there is definitely a market for both!

    What’s next for Fast Travel Games?

    After releasing Budget Cuts 2: Mission Insolvency on December 12, we have something in the works that we are not ready to talk about yet. Without giving any details, we plan to use all the experience we have gathered from making Apex Construct, The Curious Tale & Budget Cuts 2, and put this into a game that we believe will be something truly spectacular. More about this in 2020!

    Exciting to hear! Thanks a bunch for taking the time to chat – we can’t wait to see what you have coming next. : )

    The Curious Tale of the Stolen Pets arrives on Viveport November 14th – warm up your headset of choice and get to saving these adorable rascals!

    Website: LINK

  • Take the trip of a lifetime in Maze Theory’s Viveport adventure Doctor Who: The Edge of Time

    Take the trip of a lifetime in Maze Theory’s Viveport adventure Doctor Who: The Edge of Time

    Reading Time: 6 minutes

    VR has the awesome power to make players feel super-heroic like never before. With Doctor Who: The Edge of Time, arriving to Viveport and Viveport Infinity tomorrow, developer Maze Theory had the herculean task of bringing one of the most iconic heroes in sci-fi history to life in VR, placing a Sonic Screwdriver in their hands and tasking them with protecting the universe. We had a chat with them to find out what went into making this thrilling VR adventure.

    Interview by Nathan Allen Ortega, Viveport Staff

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

    Tell us a bit about yourself and the crew at Maze Theory

    Marcus Moresby: I’m the Creative Director here at Maze Theory. We’re a digital entertainment studio focusing on ‘Evolutionary storytelling’ – which is our way of describing narrative adventure experiences, told through new technologies and techniques. Our experience and passions come from the areas of games, immersive theatre, film, TV and narrative drama. We bring interactive elements in to create a new form of participatory entertainment.

    How did the concept of Doctor Who: The Edge Of Time come about?

    The BBC came in to experience one of our other projects The Vanishing Act and they really liked our attention to detail, production quality and approach to immersive storytelling in VR. From there we started talking about Doctor Who and how well the show translated into the medium of VR.

    At it’s best, VR is like a teleportation device allowing players to travel to distant worlds, far-away places and go on incredible adventures in space and time. It was obvious to us straight away in that meeting that Doctor Who would translate into a perfect VR title.

    By chance, The Doctor Who Experience, a live attraction in Cardiff that documented the show’s 55 year history and exhibited many of its props, sets and characters was about to close. We got talking about photogrammetry and next thing you know we were down in Cardiff creating a digital record of the whole experience. It’s all on a hard-drive in our office.

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

    With access to a wealth of incredible data we couldn’t help ourselves to make a weeping angels demo in VR and things just from snowballed from there.

    What have been your biggest inspirations on the design concepts in The Edge Of Time?

    We’ve focused on giving people the chance to inhabit and exist in the world of Doctor Who and the show. One of our main pillars in the production was to make you feel like you’re stepping into your own episode of the show. That’s why it was important to include the title sequence, which while breathtaking in VR, isn’t a traditional gameplay mechanic.

    We’ve also tried our best to give fans experiences they’d want to have in the world of Doctor Who. Allowing them to pilot the Tardis, come face to face with the Daleks, to solve puzzles and games with the Doctor’s trusty Sonic Screwdriver.

    At the same time, it was important not to alienate non Doctor Who fans. Both ourselves and the  BBC want to encourage new audiences to enjoy this universe. At it’s core, it’s a time-travel adventure in VR spread throughout the universe. There’s a combination of sci-fi, horror, adventure and action, all mixed up.

    What kind of research did you do to prepare for the task of bringing the world of the popular series to VR?

    With a show spanning as many series as Doctor Who we knew we’d have to be thorough with our research. Initially I spent a few weeks completely absorbing myself into it and focused on 70 episodes from the 37 series. Anything that I thought would work particularly well as an interaction, story line or environment was noted down. Then I scoured the various fan sites and forums to view their opinions on favourite episodes, monsters and what they would love to see or experience in a Doctor Who game.

    How challenging was it to figure out which Doctor Who creatures, worlds and iconic elements from the series to incorporate into the game?

    The BBC have been amazing to work with and initially we gave them a wish-list of all the monsters and places we wanted to include. This led to various discussions regarding the direction and roadmap of the new series and where this experience would fit into the universe. They’ve all been selected because of how powerful they’d be in VR. Standing next to a Dalek in VR with the legendary screaming voice really is intimidating. The Angels were a perfect fit too and VR is probably the only medium you could truly experience them.

    Tell us a bit about your collaboration with the BBC and the creative team on the Doctor Who series throughout the process of crafting your immersive VR experience

    What’s been wonderful is we got to co-write the game with Gavin Collinson, who’s worked on the show since the David Tennant days. It’s meant we’ve managed to get the story right from the perspective of a VR player and they’ve got it all working with the shows’s cannon. It’s really been a collaborative process with the team at the BBC and why we hope the end story works so well.

    Were there any story moments, puzzle concepts or other cool ideas that you had that you wanted to incorporate into the game but had to leave it on the cutting room floor?

    With a show so vast there’s a ton of material and related gameplay ideas we had to hold back. What a lot of people don’t realize about Maze Theory is we’re a very small team. Only 6 core people worked on the game, but we’ve all tried to hit a close to AAA aesthetic and game. It’s about a 3 hour experience, so not easy to make with such a small team.

    Consequently there were a tonne of ideas that haven’t made the cut. On the plus side, there’s lots of good starting points for a sequel.

    What was it like working with Jodie Whittaker?

    Jodie’s great and a complete natural with her take on the Doctor. We managed to squeeze in some time with her in between shoot days on set in Cardiff and because she’s fully in character we got through a tonne of lines and dialogue in half the time you’d normally expect.

    What do you feel are the key things about Doctor Who that make it such a global, decades spanning phenomenon?

    Time travel, adventures and science fiction, good drama, strong concepts and story writing – what’s not to like? What we love more is how this personality and character naturally translates to VR.

    How long have you and the team been working on The Edge Of Time?

    It’s been just under a year since we started main production on the game. It’s been a pretty mammoth task for everyone involved but as we get to the end of the project everyone is really proud of the title and what we’ve achieved.

    What’s on the horizon for Maze Theory?

    We’re thrilled to be working on Peaky Blinders and have just commenced production. It focuses heavily on human interaction and how you can make a character feel alive inside a virtual world. Everyone’s very excited about the idea of traveling back to the 1930’s and the narrative adventure you get with a gangster title like that.

    We’re also working on a couple of own concepts internally. It’s important for us that we aren’t just known for big IP projects and we imagine our third title will be something unexpected which learns from our previous R&D.

    That’s exciting to hear! Thanks so much for taking the time to chat with us.

    Doctor Who: The Edge of Time lands on planet Viveport tomorrow – as well as Viveport Infinity.

    Not a member? Start a 14 day trial and prepare to go all *wibbly wobbly timey wimey*, along with hundreds of awesome VR apps and games without limits.

    Website: LINK

  • New in INFINITY: SWORDS of GARGANTUA, To The Top and Gloomy Eyes Vol 1

    New in INFINITY: SWORDS of GARGANTUA, To The Top and Gloomy Eyes Vol 1

    Reading Time: 2 minutes

    Viveport Infinity‘s catalog continues to expand! We have three new top-tier titles making their way to the unlimited VR subscription service. From towering titans to a lovey-dovey corpse, there is something for every kind of player to dive into and enjoy.

    Cleave through hordes of enormous foes as you make your battle-worn ascent up the tower of the Gargantua. Choose from over 30 unlockable weapons, hone your combat strategy, and carve your way through to the titan Gargantua itself.

    Clear 100 single-player challenges, climb up the leaderboard, or form an alliance with up to three other players. Whatever your battle plan, there’s an army of looming adversaries waiting to crush you under their heel.

    If you want to see these massive foes in action, take a look as YouTuber WhackyCast swings their way through what they describe as “like Dark Souls, but in VR”!

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

    To The Top

    You can climb anything when you have superhuman abilities. In To the Top, you feel each movement you make as you grapple up bridges, buildings, suspended platforms, and even otherworldly obstacle courses. With 30 unlockable customization options, you can make a personal mark on the online leaderboards as you complete 35 challenges.

    …Did we mention you can get jet hands?

    Should text alone not satisfy your curiosity, we recommend checking out Ctop flinging and swinging himself over on his YouTube channel.

    [youtube https://www.youtube.com/watch?v=DbKnbpuiJ48?feature=oembed&wmode=opaque&w=730&h=411]

    Gloomy Eyes Vol 1

    Love is hard enough without being a zombie in a world abandoned by the sun. But Gloomy isn’t your average zombie, and he’s not about to let the most powerful person in town quell his affections for the mortal girl Nena. Narrated by Golden Globe®-winning actor Colin Farrell, this introductory volume to a new animated VR-series reminds us that love doesn’t need a beating heart to thrive.

    To learn more about this wondrous adventure, watch this VR 180 interview with the creators at Sundance from YouTuber Kevin Kunze‘s channel.

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

    All these stellar titles are now available for you to explore in Viveport Infinity. Start your FREE TRIAL today and lose yourself in immersive new worlds!

    Website: LINK

  • Now in INFINITY: Survive the Post-Apocalyptic Southwest in Arizona Sunshine

    Now in INFINITY: Survive the Post-Apocalyptic Southwest in Arizona Sunshine

    Reading Time: 2 minutes

    Website: LINK

  • Clean up the planet with awesome robot arms in Trash Rage from Giant Lazer

    Clean up the planet with awesome robot arms in Trash Rage from Giant Lazer

    Reading Time: 8 minutes

    VR has the power to educate as well as entertain, but designing experiences that do both successfully is easier said than done. Luckily, the team over at Giant Lazer were more than up to the task when they created the sci-fi arcade experience Trash Rage. Tasked with cleaning up a planet ravaged with pollution and waste, you’ll use super cool robot arms to frantically sort a bevy of junk on your quest for a cleaner world and a higher score. 

    We sat down with the head of Giant Lazer to hear about what went into this addictive and enlightening experience.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=OlWQU5TxdBE?feature=oembed&wmode=opaque&w=730&h=411]

    For those unfamiliar, tell us a bit about yourself and your team – your background in VR and game development and so on.

    Jakub Korczynski: I am the CEO at Giant Lazer. I have a technical, but also musical background. I worked on more than 25 VR/AR projects using various hardware setups and special features ranging from haptic gloves to A.I.

    My team consists of people with a wide range of skills. Together with have built the first educational VR game in Poland and we are the creators of Industry XR – a platform for easily deploying VR and AR in Industry 4.0. We like to get creative with VR that is why we love doing different types of projects: for education, industry or gaming.

    The first title that we decided to produce by ourselves and self-publish is Trash Rage – the environmental education VR game. The core Trash Rage team consists of nine people. Anita the cosplaying concept artist and developer, Ozi the programming wizz, Mahrcheen – 3D graphic artist and animator, Sebastian our sound designer, Matt our UX, Adam and Andrew, the photo/video crew and Ania which worked on organizing Trash Rage Game Days and marketing.

    Trash Rage is a post-apocalypse set arcade experience about the impact humans have on the environment – was making the game educational as well as fun a goal from the outset?

    Yes, it was our goal from day one. We wanted to create something that isn’t a typical educational game. Those tend to be very literal and in result not much fun. We wanted to take people somewhere, to tell a story and to make them sweat a little – the game is fast paced and can get intense.

    What were your biggest sources of inspiration when crafting the world of Trash Rage?

    Our inspirations came from many sources. I would certainly highlight Isle of Dogs – a Wes Anderson film. Others include: Love, Death And Robots: Three Robots, Elysium, Ready Player One, WALL-E, Suisei no Gargantia, Blade Runner 2049, The 100 and Gunnm: Battle Angel Alita. All these were strong visual inspirations.

    Most of these are considered post apocalyptic fiction, where the main culprit is a rogue A.I., genetically modified cats or global (nuclear) war.

    In Trash Rage we did include A.I., but the main theme is environmental destruction and trashing of the planet. The humans get a second chance after the A.I. goes haywire and destroys itself. In this post-post-apocalypse world it’s a fight for resources and a fight for survival.

    I should also mention other inspirations like The Machine Stops by E. M. Forster and Brave New World by Aldous Huxley. We also were motivated by things such as the less and zero waste communities and Extinction Rebellion.

    Were there any particular design challenges that your team encountered that you didn’t expect?

    One such challenge was overcoming the limits of human perception. It quickly occurred to us that the mechanic we had envisioned was generally too hard for people. Most of them, trying VR for the first time, didn’t have the coordination and memory required to play Trash Rage. It was just too overwhelming. We had to tune things down a bit and do a lot of testing before we achieved a good balance of the game. Some people say “it’s very easy to play”. It is! But this required many hours of trail and error to achieve. We’re proud of that characteristic – anybody can learn to play in seconds. Of course the game is hard to master. It requires a lot of concentration to stay focused till the end. We are yet to see people achieve the scores we are able to, knowing the game mechanics inside out.

    What are your thoughts on the role VR and other emerging innovative technology can play in regards to educating people – especially in regards to preserving our world?

    Stanford research has shown that VR is an excellent tool for learning. They also proved that learning about environmental issues is a great VR use case.

    I think that VR certainly has a future in education. When it comes to environmental education Virtual Reality can let people experience the consequences of our actions first-hand. This is in contrast to just reading some news or watching a video. We can learn by experience and really see our impact on the planet.

    What kind of research did you do to prepare to make this ecologically minded arcade experience?

    We first reached out to companies that work in the recycling sector. They helped us clear up common myths about recycling. We learned that unfortunately recycling isn’t the answer to all humanities waste problems. It works great in some cases like aluminium and glass. Other types of trash like plastic can’t be recycled efficiently, so only going to less waste or even zero waste is the real solution to reducing the amount of plastic in our environment.

    We even made a short video about how many single-use plastic bags one might use during one visit to the grocery. It went viral in Poland.

    [youtube https://www.youtube.com/watch?v=WUV9SydDvYo?feature=oembed&wmode=opaque&w=730&h=411]

    We later talked with environmental educators and also managed to get feedback from the Polish Ministry of Environment about the recycling scheme we used in the game. It turned out that the regulations and what is often implemented locally differ. That is why we are planning to upgrade the game with an editor for educators. They will be able to adjust the trash sorting rules to their local regulations. With this upgrade it will be super easy to use the app for educational purposes all around the world.

    Making something that people will want to play time and time again with lots of mechanical depth is no easy task. What was the design process like to craft this addictive and satisfying arcade experience?

    We had some previous experience with a “First Person Catcher FPC” mechanic with our production Pack Rage. It was an educational game about symbols used for logistic packaging of dangerous goods. It was our first commercial VR game for WSB University and the first educational VR game in Poland too. To make the mechanic work for Trash Rage, we had to rebuild the game from scratch, but we used Pack Rage as a prototype for testing new gameplay upgrades.

    We also managed to make some stuff a lot better. For example the Blob. The Blob is a bucket-sized piece of car oil goo that makes it harder for the player to see. In the first version this was something that blocked your sight. After tests with users it turned out that it wasn’t a good VR experience. Something sticking to your face makes you want to take your headset off. Finally it ended up being an LSD-like effect that changes the color of the world around you, so that it’s super hard to keep scoring points.

    Have there been any surprising bits of feedback from players since launching that you didn’t expect?

    A lot of very funny ones for sure. Some of this feedback is related to people trying VR for the first time. Besides that, we got a lot of love, though there were also those who didn’t like it. Because this isn’t your everyday zombie-shooter we expected some negative reactions. Fortunately the positive responses outweigh the negative ones, which keeps us motivated to keep pushing further. The best responses we got were from people that not only loved the game, but also were thrilled by our effort to educate about environmental issues using VR. That was the best feedback!

    What would you like to see from the VR ecosystem going forward in order to empower you to make even more engaging experiences?

    Easy content distribution, especially in the school setting is something that would push things forward and would allow us to reach more people with our message. Of course the development of hardware will further allow us to create better experiences for the end user.

    Trash Rage is an Early Access title – what has that journey been like, and how is player feedback helping shape the direction of the game as you update it?

    Before releasing the game, we gathered feedback on the ground during the many events we organised with Trash Rage. We gathered several hundred questionnaires and spoke with players. After the launch we have much more feedback – now worldwide. Based on this new feedback we are modifying our roadmap to better adjust to what the players are saying. What I can say, is that’s it’s very hard to make educational games. Especially if you really want to appeal to gamers and still have real educational value.

    One example I can give of responding to player feedback is that we changed the whole slow motion experience. At first it was a SUPERHOT style slow-mo effect. But because it was hard for players to get a hang of, we changed it to more traditional slow motion.

    How long have you and your team been working on this project?

    We have been working on Trash Rage for a year now with some breaks for other work.

    What do you ultimately want players to take away from their time with Trash Rage?

    We want them to have fun first of all, but also to take some time to think about our impact on the planet. It would be great if people considered how simple things that we can do everyday can really make a difference. When people open their eyes and see that they have the power to make change in their daily lives that has benefits for them and their loved ones they will also start to demand change from business and government. Trash Rage is just a small drop in the sea of educational needs, but it’s a start.

    Beyond updates to Trash Rage, what’s next for Giant Lazer?

    We are currently working on some educational projects like language learning in VR, Japanese business etiquette in 360, a geometry and geography app for school children and an educational app about forest habitats. We are also planning some new cool stuff for Trash Rage beyond just basic game updates. So stay tuned!

    Sounds exciting! Thanks for sharing this with us. 

    Trash Rage is out now on Viveport and Viveport Infinity. Start your free trial today and start warming up your robo recycling arm!

    Website: LINK

  • Experience the day of your life… over and over again with Groundhog Day: Like Father Like Son

    Experience the day of your life… over and over again with Groundhog Day: Like Father Like Son

    Reading Time: 7 minutes

    We’ve all had those days where nothing goes right and you’d like to have a do-over. In the Viveport new release Groundhog Day: Like Father Like Son, you’ll have your chance and then some. Based on the iconic philosophical comedy, the game places players in the shoes of the son of Bill Murray’s character from the film, stuck in a time loop in the small town of Punxsutawney just like his dad many years ago. We had a chat with the creative minds behind this virtual love letter to a cinematic masterpiece to find out how they closed the loop on this hilarious and brain-bending experience.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=0QfrNqO_k_4?feature=oembed&wmode=opaque&w=730&h=411]

    For those unfamiliar, tell us a bit about yourself and the team at Tequila Works

    I’m Pablo Calatayud, lead game designer of Groundhog Day: Like Father Like Son. I’ve been working at Tequila Works since 2016, when I joined to work as lead game designer on The Invisible Hours.

    How did the idea of Groundhog Day: Like Father Like Son come to be?

    It started as a  conversation between Jake Zim at Sony Pictures Virtual Reality and Ethan Stearns at MWM Interactive, when they were looking for a Sony IP that would work well as a VR game. We thought this was an exciting opportunity to take a known IP and do something surprising with it.

    Tequila Works has a really amazing portfolio of critically acclaimed games – both traditional and VR – in a variety of genres. Tell us a bit about what inspires your team to explore new concepts in untapped genres, and what are the key elements you feel are essential to making engaging games?

    Tequila Works’ motto is “Creating with Gusto”. We always ask ourselves where is the beauty and where is the crazy and we always keep an artistic vision of our projects. We give everybody in the team the opportunity to add their own ideas, no matter if you are a senior member of the team or an intern, an artist or QA, or coder… the way we work is very dynamic, very open, and we always try to innovate. With Groundhog Day: Like Father Like Son, we aimed to achieve just the right mix mix of narrative and gameplay, and we push for a natural life-like logic to the scenes. The Invisible Hours was creating a new way of telling stories with Spherical Narrative, to recreate the voyeuristic feeling in VR. I think there is something interesting and unique in all our games that makes them special.

    Groundhog Day is a modern dramedy classic – what kind of research did you and the team do to prepare to bring the darkly hilarious and philosophical time loop story to VR?

    First I re-watched the original Groundhog Day, as well as other similar time loop movies like Naked, Happy Death Day, or Edge of Tomorrow. This made me appreciate the original Groundhog Day even more. Of course I’ve watched it many times growing up, but as a child never really got to understand the deep meaning of the movie. Making this game made me appreciate the movie much more and admire its perfect execution of the existential comedy. I also watched a few interviews with Harold Ramis talking about the movie. I also read The Tao of Bill Murray by Gavin Edwards. For the gameplay our references were pretty clear. We played games like Rick and Morty: Virtual Rick-ality. Job Simulator or Batman Arkham VR. We also did a bunch of research on different dialog system approaches.

    Were there any development challenges that you ran into that you didn’t expect?

    Like in every project we found some technical challenges and things that were much harder to implement than expected. We developed a tool to set up all the dialog branching on the game and direct the characters along the different scenes. We wanted the scenes to be choreographed to match a specific set of events but at the same time be reactive to the players actions at anytime. Creating this was probably the biggest challenge of the project.

    The original film did a pretty amazing job coming up with justifications for why Phil was unable to escape the confines of Punxsutawney, Pennsylvania throughout the time loop. How difficult was it from a design standpoint to keep players boxed into their snowy cosmic prison?

    Many people already have a sense of the story from seeing the original film, and we’ve played that to our advantage. They know they can’t leave the town, so we didn’t have to make a big effort to justify it.There is a dialog with a simple, short explanation. And this way we could focus more on things that you do in Punxsutawney, instead of trying to leave it.

    Outside of the original film, what have been your biggest influences on the design and themes of Groundhog Day: Like Father Like Son?

    In the game, we wanted to talk about subjects that were of course related to the original film, like becoming selfless, letting go of ego and being a better person. The structure works in a similar way, but something that differs is that in the movie the main motivation for Phil Connors, besides leaving the loop, was the love interest, Rita. In the game we focus more on the ideas of family, friendship, parenthood, and making peace with your past to be able to embrace your future. Other aspects like the humor and language are a bit updated and edgy, some elements enter more on the sci-fi and meta and you can feel the Rick and Morty influence, as James Siciliano, who worked on Rick and Morty, is one of the writers.

    Tell us a bit about your experience collaborating with Sony Pictures Virtual Reality and MWMi

    We were very lucky to work with such passionate and talented people like Ethan Stearns at MWMi and Jake Zim at SPVR. They gave us a lot of creative freedom and helped maintain the vision for the project. I loved discussing the story and design ideas with them and their feedback was really helpful.

    Were there any story moments, puzzle concepts or other cool ideas that you had that you wanted to incorporate into the game but had to leave it on the cutting room floor?

    Of course, too many to list here and too many to fit into the game itself — we had to make choices because you just can’t do it all. Some were interesting ideas in theory that weren’t that great once we started designing them. Like the learning to fix the espresso machine puzzle, originally it was going to be a puzzle about learning Italian. But once we realized all the implications that it had we changed it to learning espresso machine engineering. And some evolved into something different, better. Like the flashbacks: first they were going to be full playable scenes, each one with an interactive element to play with while talking to the main character’s father, Phil Connors Sr., one with a model train, one with a kite, etc. But we realized that we really wanted the player to focus only on the story, and any interactive element was going to work against that. So we thought about this concept of memories and the act of remembering, like putting pieces back together in Phil’s mind, and once you do it, you listen to the dialog in this mystical scenario.

    How long did Groundhog Day: Like Father Like Son take to develop and how did all the production partners collaborate to get this done?

    It took 18 months to develop. Tequila Works is based in Madrid, Spain, and from there we had constant communication with our partners at MWMi and SPVR in LA during the whole process. Our partners led some important aspects of the production, like the writing, casting, voice recording and localization.

    As innovators in creating engaging and challenging interactive narrative content, what changes/improvements do you want to see in the future for VR?

    To me the biggest challenge for VR in terms of hardware is finding the balance between affordable, comfortable and visual quality. And if I had to choose one of those three pillars, I will say comfortable is the most important one. As a VR developer I spend a lot of time taking the headset on and off, there are often wires everywhere, dry eyes, the weight on my face, sweat, the table occluding the tracking, etc.Whatever makes all of that easier and makes more people discover and enjoy VR is what I want for the future of VR.

    What’s next for Tequila Works?

    For now I am really looking forward to watch people enjoy Groundhog Day: Like Father Like Son. But I can tell that our future is going to be full of adventures.

    Great to hear! Thanks for taking time to speak with us.

    Take your own loopy trip to Punxsutawney with Groundhog Day: Like Father Like Son – out now on Viveport.

    Once you close the loop, chat about your experiences with other Viveporters on our Community Forums!

    Website: LINK

  • The Seas are Yours: Battlewake Now Available on Viveport and Viveport Infinity!

    The Seas are Yours: Battlewake Now Available on Viveport and Viveport Infinity!

    Reading Time: 2 minutes

    Website: LINK

  • New In Viveport Infinity: Fujii, Loco Dojo and More!

    New In Viveport Infinity: Fujii, Loco Dojo and More!

    Reading Time: 3 minutes

    It’s time again to introduce INFINITY’s Top Games for the month! During August, we added a new batch of games that offer alien landscapes, ridiculous challenges, lighthouses within lighthouses, and more!

    Fujii

    Explore the ethereal gardens of Fujii as you bring life back to otherworldly landscapes. Using water, music, and touch, you’ll coax plant life back into three different alien biomes. Your horticultural efforts will expand rings of light that hover over revitalized, musical gardens that sing with energy and life. You can also use seeds you’ve gathered along the way to cultivate your private garden however you please!

    Sink into the zen of intergalactic gardening, no green thumb required!

    Here’s what YouTubers Cas and Chary VR had to say about Fujii:

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

    A Fisherman’s Tale

    The Big Storm is on its way, and nothing will survive in its wake. Taking refuge in a lighthouse seems like it would be a straightforward task, but not in A Fisherman’s Tale. Objects can be combined and transformed, and the rules of physics don’t always apply.

    You’ll gather some bizarre companions as you wrap your brain around reality-distorting puzzles. The world outside your cabin will be unpredictable, uncanny, and completely unexpected!

    Check out why YouTuber CaptainSauce can’t think of anything in VR quite like A Fisherman’s Tale!

    [youtube https://www.youtube.com/watch?v=s2lSw8ngOok?feature=oembed&wmode=opaque&w=730&h=411]

    Loco Dojo

    Grand Sensei requires amusement, and you and your friends are the perfect mini-game gladiators to give it to him. Spin the dice wheel and make your way across the Table of Trials to compete in the absurd challenges of Loco Dojo!

    Discover your silliest skillsets as you and your rivals milk pigs, throw biscuits, and so much more across sixteen goofy mini-games. Can you master the madness and obtain the coveted Black Headband of victory? 

    Check out YouTuber Ctop taking on Grand Sensei’s challenges with the help of some friends!

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

    Ninja Legends

    Hone your blocking and parrying skills and become a Ninja Legend! Dropped right into the action, you’ll have to slash, slice and attack at a break-necking pace to make your way through an onslaught of enemy ninjas.

    Armed with katanas, claws, staff, and bow & arrow, you’ll have to attack and block your opponents in 360 degrees of action to come out on top. Ninja Legends will challenge your mind and body as your heart starts racing.

    [youtube https://www.youtube.com/watch?v=y9bW3yULJCg]

    Afterlife

    In the Afterlife by Signal Space Lab, you’ll follow a family as they struggle with the death of their 5-year old son. In this cinematic VR drama, you’ll view the family’s journey through the ghostly eyes of the child.

    A branching live-action narrative, the way the story unfolds all depends on your own decisions. With three episodes and over 29 unique choices, this interactive piece allows you to discover a multilayered experience about grief and how we can move forward.

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

    Disturbed on VIVEPORT Video

    The multiplatinum-selling rock band, Disturbed, makes its way to VR as new 360 concert footage arrives on Viveport Video. You’ll get a front-row seat as the heavy metal legends travel the world with all new music for their Evolution tour. Rock out to the immersive 360 video of “Inside The Fire” live in London, live footage of “Never Again” in Tel Aviv and more.

    [youtube https://www.youtube.com/watch?v=6y_BFJsn7jA]

    All of these experiences are now yours to explore in Infinity. Click below to dive in!

    PLAY NOW

    Website: LINK

  • Getting your green thumb with the serene art experience Fujii

    Getting your green thumb with the serene art experience Fujii

    Reading Time: 4 minutes

    Intro paragraph

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=5InNQr3rFgo?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Funktronic Labs

    Funktronic Labs is a small studio based in Pasadena, California. We focus on forming playful connections between humans and technology.

    What were some of your main influences on the design concepts and world of Fujii?

    On a fundamental level, Fujii is inspired by the idea that we’re interconnected through nature — everything flows from that. In terms of visual design, we looked at a lot of aquaculture designs when coming up with the aesthetic feel of Fujii’s world; we were interested in creating a world that felt like it was somewhere between outer space and underwater.

    Fujii is a dreamlike, artful experience that is equal parts art installation as much as it is an atmospheric puzzler. Was striking a balance between experiential interactivity and more gamified moments a goal from the outset or did it evolve over the course of development?

    We decided pretty early on to go in this direction, developing a relaxing, transportive experience that allowed users to move through the world at their own pace. We wanted to capture something of the essence of gardening — being immersed in nature, directly caring for and interacting with plants. The state of VR right now isn’t particularly conducive to spending long hours grinding away at traditional game mechanics, so we scoped our vision to accommodate this.

    Funktronic Labs has predominantly developed for VR lately, with a few titles in the more traditional games space. Share with us your thoughts on the state of VR and what you’d like to see from the technology or the community going forward.

    We’re interested in developing experiences across all kinds of hardware and platforms, but we’ve definitely been drawn towards mixed reality in recent years. While getting the hardware into people’s homes is a challenge, we believe the barrier to entry is actually much lower than traditional games. Controlling the camera comes very naturally to people, since it’s as simple as turning your heads, and the ability to fully immerse people in a world — away from their phones and computers — is a powerful thing in this age of distraction.

    What has the reception been like so far for Fujii? Have there been any particular bits of feedback that has surprised you?

    We’ve been really happy with the response! We’ve had quite a few folks tell us that it’s one of their favorite VR experiences to date, which has been wonderful to hear. While it wasn’t a total surprise, it’s also been fun seeing all of the users who have had out-of-body experiences with the game in altered states of consciousness.

    This game is adorable! Every bit of it is oozing with cuteness and charm. Were there any concepts, designs, sequences or so on that you had to cut from the final version of the game? I imagine that would be heartbreaking if so!

    There was so much! Our initial design for the game was much more involved than what we were ultimately able to build in such a short dev cycle. We wanted to go much deeper on the creature interactions, and we had a lot more narrative elements that ultimately didn’t make it into the final experience.

    How big was the dev team throughout and how long did Fujii take to make?

    We were a team of roughly 9 people (give or take, depending on the phase), and we worked on the project for about 14 months, including pre-production.

    Are there any plans for additional content to be brought to this artful experience that you’d like to tell our readers about?

    Nothing at the moment, but we just released the ability to have multiple save files, as well as enabled free locomotion.

    What do you ultimately want players to take away from their time in Fujii?

    We hope players will feel enriched, relaxed, and rejuvenated through their time in Fujii.

    What’s next for Funktronic?

    We definitely want to explore more in VR and AR, as well as more traditional “pancake” experiences. And pancakes. Lots of pancakes.

    The perfect way to celebrate a launch! Though a little bit goes a long way.

    Thanks for taking the time to chat with us, and congrats on launching another amazing Viveport experience!

    Fujii is now available on Viveport and as part of your Viveport Infinity membership. Not a member? Begin your free trial today and start poking at weird and beautiful flora and fauna!

    Come talk about your journey through the beautiful worlds of Fujii with your fellow VR adventurers over on our Community Forums!

    Website: LINK

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

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

    Reading Time: 8 minutes

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

    Interview by Nathan Allen Ortega, Viveport Staff

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Who is your favorite ninja (real or fictional)?

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

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

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

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

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

    What’s next for Team CoinFlip?

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

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

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

    Website: LINK

  • Discovery’s Shark Week Comes to Viveport

    Discovery’s Shark Week Comes to Viveport

    Reading Time: 2 minutes

    Website: LINK

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

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

    Reading Time: 9 minutes

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

    Interview by Nathan Allen Ortega, Viveport Staff

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


    Tell us a bit about yourself and the team at DimnHouse

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    What’s next for DimnHouse?

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

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

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

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

    Website: LINK

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

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

    Reading Time: 2 minutes

    Website: LINK

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

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

    Reading Time: 3 minutes

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

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

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

    MLB Home Run Derby 2018

    A moonshot in MLB Home Run Derby VR.

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

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

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

    VIVE Pro Eye Precision Eye Tracking

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

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

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

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

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

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

    Website: LINK

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

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

    Reading Time: 2 minutes

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

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

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

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

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


    Website: LINK

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

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

    Reading Time: 2 minutes

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

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

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

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

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


    Website: LINK

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

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

    Reading Time: 2 minutes

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

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

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

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

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


    Website: LINK

  • Soak in some Arizona Sunshine with The Damned DLC this August

    Soak in some Arizona Sunshine with The Damned DLC this August

    Reading Time: 2 minutes

    Hi everyone,

    We’re back with more news for Arizona Sunshine – The Damned DLC! We’re excited to let you know that The Damned DLC will launch for HTC Vive (Pro) on August 27th. In case you can’t wait, have a first look at the gameplay trailer here.

    [youtube https://www.youtube.com/watch?v=J7GOFzNCK-8?feature=oembed&wmode=opaque&w=730&h=411]

    Featuring the largest Arizona Sunshine mission to date, The Damned DLC is a new stand-alone story in the Arizona Sunshine universe that ties into the events of the previous Dead Man DLC, which had you scrambling to launch a nuclear missile to stop the advance of the undead.

    In a story about the drastic measures taken and sacrifices made to try and contain the spread of the undead, you play as Liam, a survivor who not that long ago happened upon the military base at the refinery. As the pressure of the undead rises, drastic measures are being prepared and access to the base is now strictly monitored and only allowed for people that can make themselves useful. Liam strikes a deal with Emily, the base commander, to assist in a mission to restore the function of a nearby hydroelectric dam.

    With Arizona Sunshine – The Damned DLC, our aim was to find inspiring location that you’ll want to explore. We wanted to create a level that let us play around with unprecedented scale and verticality, and a big dam gave us a lot of opportunities for that – both inside the massive structure and out. We hope you’re not afraid of heights…

    See you in The Damned on August 27th!

    -Vertigo Games


    Website: LINK