Schlagwort: VR

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

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

    Reading Time: 3 minutes

    Written by Dave Tomlinson

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

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

    Soon, I was flying higher than the eagle.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Website: LINK

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

    SUPER. HOT. Losing our virtual minds in SUPERHOT VR

    Reading Time: 8 minutes

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

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

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

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

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

    SUPERHOT defined in one GIF. From the original prototype.

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

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

    SUPERHOT Kickstarter stretch goals

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

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

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

    Early artwork from the SUPERHOT Kickstarter.

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

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

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

    'Nighthawks' by Edward Hopper

    ‘Nighthawks’ by Edward Hopper

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Everything was a part of a greater scheme.

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

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

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

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

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

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

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

    Dodging bullets, SUPERHOT VR style.

    Dodging bullets, SUPERHOT VR style.

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

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

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

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

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

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

    That SUPERHOT VR doesn’t suck.

    Do you have a favorite part in SUPERHOT VR?

    Easy.

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

    Testing the ‘New Perspective’ achievement for SUPERHOT VR.

    We had most fun with testing that one.

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

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

    SUPERHOT VR

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

    SUPERHOT. That’s the best question ever.

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

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

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

    SUPERHOT VR

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

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

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

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

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

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

    I think that V R SUPERHOT.

    Thanks for talking with us, Szymon!


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

    Website: LINK

  • Expanding the world of A-Tech Cybernetic

    Expanding the world of A-Tech Cybernetic

    Reading Time: 5 minutes

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

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

    Interview by Nathan Ortega, Vive Staff

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

    Hello Kornel! Tell us a bit about XREAL Games. 

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

    What inspired your team to develop A-Tech Cybernetic?

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

    A-Tech Cybernetic VR

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

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

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

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

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

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

    A-Tech Cybernetic VR

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

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

    How many chapters are planned for A-Tech?

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

    When can players expect to experience the thrilling conclusion?

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

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

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

    A-Tech Cybernetic VR

    How big was your team throughout the development?

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

    What’s next from XREAL?

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

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


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

    Website: LINK

  • The best of Viveport Subscription for Oculus Rift

    The best of Viveport Subscription for Oculus Rift

    Reading Time: 3 minutes

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

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

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

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

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

    Skyfront VR is available on Viveport and in Viveport Subscription


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

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

    Pixel Ripped 1989 is available on Viveport and in Viveport Subscription


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

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

    Apex Construct is available on Viveport and in Viveport Subscription


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

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

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

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

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


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

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

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

    Fruit Ninja VR – Available on Viveport and in Viveport Subscription

    Shooty Fruity – Available on Viveport and in Viveport Subscription


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

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

    Knockout League is available on Viveport and in Viveport Subscription


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

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

    Virtual Sports is available on Viveport and in Viveport Subscription


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

    Website: LINK

  • How to play Oculus Rift titles via Viveport

    How to play Oculus Rift titles via Viveport

    Reading Time: 3 minutes

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

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

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

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

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

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

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

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

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

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

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


    Website: LINK

  • Viveport improvements – 2018, so far

    Viveport improvements – 2018, so far

    Reading Time: 3 minutes

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

    Viveport improvements

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    -Viveport Team

    Website: LINK

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

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

    Reading Time: < 1 minute

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

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

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

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

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


    Website: LINK

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

    Burn while viewing: 7 VR Burning Man-style experiences

    Reading Time: 4 minutes

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

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


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

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

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


    Galactic Gallery

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

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


    Museum of Symmetry

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

    Museum of Symmetry is available as a free download on Viveport


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

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

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


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

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

    Space Dream is available as a free download on Viveport


    Fractasia

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

    Fractasia is available as a free download on Viveport


    Singularity

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

    Singularity is available as a free download on Viveport


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

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

    Website: LINK

  • Rinnai America Increases Lead Generation by 50% With VR

    Rinnai America Increases Lead Generation by 50% With VR

    Reading Time: 4 minutes

    by Dan Ferguson

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

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

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

    Introducing Yank the Tank

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

    The premise was simple but delightful:

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

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

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

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

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

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

    – David Federico, Senior Brand Manager, Rinnai America Corporation


    The Production – Learn By Doing

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

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

    From Trade Show to Road Show

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

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

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

    About Groove Jones

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

    For more information please visit www.groovejones.com

    Website: LINK

  • Back to School VR sale! Join the Education Evolution

    Back to School VR sale! Join the Education Evolution

    Reading Time: 3 minutes

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

    Back to school - Overview

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

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

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

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


    Back to School VR sale

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

    Back to school VR sale

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

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

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

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

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

    Back to School

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

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

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

    Website: LINK

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

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

    Reading Time: 2 minutes

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

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

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

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

    COC_Fume_Hood.gif

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

    COC_Holotable2.gif

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

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

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

    (Quellen: Google Blog | Labster)

    Website: LINK

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

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

    Reading Time: 2 minutes

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

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

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

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

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

    World-of-Tanks-AR-Spectate-iOS

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

    World-of-Tanks-AR-Spectate-iOS

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

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

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

    Website: LINK

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

    HTC Vive Cuts the Cable With Debut of Vive Wireless Adapter

    Reading Time: 3 minutes

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

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

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

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

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

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

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

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

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

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

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

    Website: LINK

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

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

    Reading Time: 3 minutes

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

    Website: LINK

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

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

    Reading Time: 2 minutes

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

    Oculus Rift support coming to Viveport

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

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

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

    Viveport Subscription

    Rikard Steiber, President of Viveport

    Rikard Steiber, President of Viveport

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

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


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

    Website: LINK

  • Going BLAM-BLAM with BAAM SQUAD

    Going BLAM-BLAM with BAAM SQUAD

    Reading Time: 8 minutes

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

    Interview by Nathan Ortega, Vive Staff

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

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

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

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

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

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

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

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

    BAAM SQUAD

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    BAAM SQUAD

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

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

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

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

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

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

    BAAM SQUAD

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

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

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

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

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

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

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

    Thanks for talking to us, Eric!


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

    Website: LINK

  • Mario Kart VR launches at VRZone Portal London on HTC Vive

    Mario Kart VR launches at VRZone Portal London on HTC Vive

    Reading Time: 2 minutes

    Calling all UK Mario Kart fans! The highly anticipated Mario Kart VR experience opened last week at the BANDAI NAMCO Amusement Inc. VR ZONE Portal London located within Hollywood Bowl at London’s O2 arena, following a hugely successful launch in Shinjuku, Tokyo in 2017.

    The multiplayer VR experience will offer four players at a time the chance to hop into specially designed ‘Mario Karts’, before racing through the iconic Mushroom Kingdom as either Luigi, Mario, Yoshi or Peach. 

    Running off the award-winning HTC Vive VR system, Mario Kart VR features industry-leading graphics and in homage to the original game, Vive’s Tracker technology allows players to reach up and grab classic items like banana skins to pelt their opponents with. Additionally, Mario Kart VR boasts haptic feedback capabilities, creating a truly four-dimensional experience that allows players to feel every single twist and turn.

    Mario Kart VR will later this summer be rolled out to further VR ZONE Portal locations at Hollywood Bowl centres in Tunbridge Wells and Leeds.

    The Mario Kart VR experience is bookable in advance with limited spaces on the day, with full information available at: https://www.hollywoodbowl.co.uk/vr

    To hear more and see the karts in action, check out the video below captured from official launch event:

    [youtube https://www.youtube.com/watch?v=cKA57dGKjc0?feature=oembed&wmode=opaque&w=730&h=411]


    Website: LINK

  • Pixel Ripped 1989 im Test: Kurze Hommage mit Höhen und Tiefen

    Pixel Ripped 1989 im Test: Kurze Hommage mit Höhen und Tiefen

    Reading Time: 3 minutes

    Pixel Ripped 1989 erscheint heute für Oculus Rift und HTC Vive. Auf die europäische Konsolenversion für PlayStation VR (PSVR) müssen wir uns zwar noch etwas länger gedulden, aber wir haben bereits einen Blick in die PC-Version des Spiels gewagt. Der VR-Titel entführt uns in das Jahr 1989, in welchem Videospiele noch keine hochauflösende Grafik hatten und stattdessen die Fantasie der Spieler/innen ansprach. Als Teenager Nicola dürft ihr per virtueller Konsole und Handheld dem 2D-Helden Dot im Kampf gegen den fiesen Cyblin Lord beistehen. Wir haben das erste Level erst kürzlich angespielt und waren davon äußerst angetan. Ob sich das Konzept über die gesamte Spielzeit trägt, erfahrt ihr jetzt.

    Pixel Ripped 1989 im Test

    Pixel Ripped 1

    Nachdem Start des Spiels, landet ihr zunächst in einem Klassenzimmer. Ihr seid bewaffnet mit Blasrohr und Papierkugeln, welche euch als praktisches Ablenkungsmanöver dienen. Eure Aufgabe ist zunächst mit euren Utensilien ordentlich Unruhe zu stiften, damit ihr nicht beim Zocken mit eurem Gear Kid erwischt werdet. Solange die Lehrerin abgelenkt ist, macht ihr euch mit Dot auf die Jagd nach dem Cyblin Lord, der die Grenzen der Videospielwelt überwinden und in die echte Welt gelangen kann. Dementsprechend gilt es, den Endgegner des Levels auch in der “realen” Welt zu besiegen. Das sieht nicht nur beeindruckend aus, sondern erzeugt eine tolle Immersion.

    Das Zocken auf dem virtuellen Gear Kid macht dabei so viel Spaß, dass man schnell glaubt, man schaue tatsächlich auf einen echten Handheld. Dadurch wirkt die Umgebung trotz simpler Grafik äußerst real und lädt zum Versinken in der Spielwelt ein. Im zweiten Level nutzt ihr die portable Konsole für eine Runde AR-Moorhuhn-Jagd auf dem Schulhof, während euch die dritte Runde bereits zurück ins Klassenzimmer führt. Der Alltag einer Schülerin ist manchmal eben nicht besonders spannend. Das letzte Level führt euch daraufhin direkt zum Endboss und nach dessen Bezwingung ist der Spaß auch schon vorbei. Mehr als zwei bis drei Stunden Spielzeit sind nicht drin, außer ihr stellt euch beim Spielen mit dem Handheld etwas ungeschickt an.

    Pixel Ripped 2

    Doch auch wenn die Spielzeit recht kurz ist, kann das Setting in seinen Grundzügen durchaus überzeugen. Überall findet man kleine Hinweise und Hommagen an die Videospiele der 90er Jahre, was besonders bei Kindern dieser Zeit die Herzen höher schlagen lässt. Wer in seinen eigenen Jugendtagen ähnliche Szenarien im Klassenzimmer erlebt hat und mit seiner Fantasie aus einem 2D-Spiel eine einzigartige Erfahrung zauberte, fühlt sich direkt wohl.

    Persönlich gefällt mir die Idee, dass der Spielende ständig auf seine Umwelt achten muss. Leider ist diese für meinen Geschmack nicht besonders schön gestaltet. Auch die Tatsache, dass es ohne Bonus-Level quasi nur drei unterschiedliche Szenen gibt, ist äußerst bedauerlich. Das Konzept ist großartig und die Entwickler/innen hätten mit mehr Budget sicherlich noch deutlich mehr herausholen können. Generell ist die Gestaltung des Gear Kids sowie der Neon-Szenen nämlich extrem gelungen.

    Pixel Ripped 3

    Bei der Steuerung habt ihr die Wahl zwischen Motion Controller und Gamepad. Da es keine trackbaren Controller für den PC gibt, sind eure Hände in diesem Fall an einem Punkt fixiert. Entsprechend fühlt sich das Zocken mit Motion Controllern auch deutlich besser an. Ob der DualShock-4-Controller getrackt wird, konnten wir noch nicht testen, wir gehen jedoch davon aus.

    Fazit

    Das erste Level des Games macht extrem viel Spaß, weshalb meine Erwartungen an die Vollversion vielleicht etwas zu hoch waren. Die Spielzeit ist für knapp 20 Euro doch recht kurz, besonders da sich das erste und dritte Level im Gameplay nicht sonderlich unterscheiden. Pixel Ripped 1989 ist eine solide Hommage an die frühen 90er Jahre und trifft generell genau meinen Geschmack. Zum Hit reicht es mich aber nicht.

    Stark

    • Tolle Hommage und viele Auszüge aus Klassikern
    • Spannendes Konzept
    Schwach

    • Spielzeit zu kurz
    • Zu wenig Abwechslung im Setting


    Website: LINK

  • VR-Therapie: Oxford-Studie zeigt erfolgreiche Behandlung von Höhenangst

    VR-Therapie: Oxford-Studie zeigt erfolgreiche Behandlung von Höhenangst

    Reading Time: 3 minutes

    Der Einsatz von Virtual Reality zu therapeutischen Zwecken ermöglicht eine Erweiterung der bisherigen Praxis und fügt dadurch eine digitale Komponente zur Behandlung von psychisch erkrankten Patienten hinzu. Die Möglichkeit sich seinen Ängsten in einem gefahrlosen Raum zu stellen, offenbart völlig neue Herangehensweisen in der gängigen Angsttherapie. Die Oxford University untersuchte in einer empirischen Studie, wie sinnvoll der Einsatz der VR-Therapie bei der Behandlung von Höhenangst wirklich ist.

    VR-Therapie zur Bewältigung von Höhenangst – Now I Can Do Heights mit der HTC Vive

    In einer kürzlich durchgeführten Studie der Universität Oxford unter der Leitung von Dr. Daniel Freeman, ausgebildeter Psychotherapeut, wurde die Wirksamkeit der VR-Technologie zur therapeutischen Behandlung von Patienten mit Höhenangst überprüft. Dabei wurde eine Stichprobe von insgesamt 100 freiwilligen Teilnehmern mit diagnostizierter Akrophobie gezogen. Die Betroffenen erzielten einen Score von über 29 Punkten in einem diagnostischen Fragebogen und wiesen mehr als 30 Jahre lang das Krankheitsbild auf.

    VR-Therapie-Fear-Of-Heights

    Von den insgesamt 100 Versuchspersonen wurden 49 Teilnehmer randomisiert ausgewählt, um in einem Zeitraum von vier Wochen über sechs Sitzungen verteilt, je 30 Minuten, Aufgaben zur Bewältigung der Höhenangst in einer virtuellen Umgebung auszuführen. Die Aufgaben bestanden beispielsweise aus der Rettung einer Katze von einem Baum oder dem Gang über eine Leiste über eine hohe Schlucht. Die VR-Erfahrung Now I Can Do Heights kam dabei mit einer HTC Vive zum Einsatz.

    Interessanterweise waren die Teilnehmer innerhalb der Sitzungen alleine und wurden lediglich von einem virtuellen Coach begleitet. Dieser übernahm die Aufgabe des Therapeuten und begleitete die Patienten bei ihren Erfahrungen. Währenddessen stellte er für die Expositionstherapie typische Fragen, wie beispielsweise eine Abfrage des derzeitigen Angst-Levels der Versuchsperson auf einer Skala von 1 – 10, um daraufhin Vorschläge zum weiteren Vorgehen bereitzustellen.

    VR-Therapie zur Bewältigung von Höhenangst – Oxford-Studie zeigt Erfolg

    Die Patienten wurden daraufhin in Form von Selbstfragebögen befragt. Diese sollten unter anderem Auskunft über das gefühlte Erleben von Angst, Disstress und Vermeidungsverhalten geben und damit Aufschluss über die Wirksamkeit aufzeigen. Die Ergebnisse zeigen, dass vor allem ein großes Interesse an der Therapieform besteht, weshalb eine erhöhte Motivation bei den Teilnehmern aufzufinden war. Insgesamt konnten zahlreiche positive Effekte festgestellt werden. Bei Patienten mit schwer ausgeprägten Symptomen konnte nach Beendigung der VR-Therapie ein Abfall von bis zu 25 Punkten innerhalb des diagnostischen Scores festgestellt werden. Somit wurden diese Teilnehmer, daraufhin in eine moderat ausgeprägte Kategorie eingestuft.

    Der Versuchsleiter hebt in einem Interview die Effektivität der Therapieform hervor:

    Das Schöne an den Simulationen ist, dass sie den Patienten erlauben Dinge auszuprobieren, bei denen sie im echten Leben argwöhnisch wären. […] Nach der Therapie konnten sie an Orte gehen, die für sie nie denkbar gewesen wären. So stiegen sie auf einen steilen Berg, liefen mit ihren Kindern über eine Seilbrücke oder nutzten den Aufzug in einem Einkaufszentrum ohne konstante Angst zu erleben.”

    Zwar wird die virtuelle Therapie keine echten Therapeuten ablösen, dennoch beweist sie sich als effektive Methode, um in Zukunft gängige Therapieformen zu unterstützen und gegebenenfalls sogar zu verbessern.

    (Quellen: The Lancet Oxford Study | VR Scout | Reuters)

    Website: LINK

  • Disney präsentiert im August den ersten VR-Kurzfilm “Cycles”

    Disney präsentiert im August den ersten VR-Kurzfilm “Cycles”

    Reading Time: 2 minutes

    Die Walt Disney Animation Studios präsentieren auf der SIGGRAPH 2018 den ersten eigenen VR-Kurzfilm Cycles, bei dem Jeff Gibson sein Debüt als VR-Regisseur feiert. Dabei kamen experimentelle Storyboard-Ansätze wie Motion-Capture-Verfahren und VR-Artwork-Werkzeuge wie Quill zum Einsatz, bevor das Werk schließlich in die Produktion ging.

    Disney stellt ersten VR-Kurzfilm Cycles auf der SIGGRAPH 2018 vor

    Disneys Interesse an der Virtual-Reality-Technologie bleibt beständig. Bereits mit der VR-Erfahrung Coco und diversen weiteren Projekten setzte das internationale Unternehmen erste Schritte in die immersive Welt. Mit Cycles präsentieren die Walt Disney Animation Studios nun ihren ersten selbstständig produzierten VR-Kurzfilm, der erstmals im August auf der SIGGRAPH 2018 vorgeführt wird, um in die Fußstapfen von erfolgreichen Animationsfilmen wie Frozen (2013), Zootopia (2016) oder Vaiana (2016) zu treten.

    Cycles-Disney-VR-Film

    Image courtesy: Disney

    Die Story dreht sich um einen Haushalt und das wilde Treiben darum, eine eigene Zukunft mitsamt Familie aufzubauen. Dabei werden die Zuschauer auf eine gefühlvolle Reise mit Höhen und Tiefen eingeladen, welche die glücklichen und traurigen Momente des Lebens in den Fokus setzen. Jeff Gibson, seit 2013 Lichtkünstler bei den Disney Animation Studios, führt erstmals Regie und lies seine eigene Kindheitserfahrung in das Werk einfließen. Die Erlebnisse bestehen aus glücklichen Kindheitstagen und düsteren Momenten.

    Das gesamte Team, aktuell ca. 50 Mitarbeiter/innen, produzierten den Kurzfilm in knapp vier Monaten. Dabei entfernte man sich von traditionellen Storyboard-Ansätzen und setzte stattdessen auf experimentelle Methoden. So kamen Tools wie Quill zum Einsatz, aber auch Motion-Capture-Verfahren spielten eine wichtige Rolle in der Vorproduktion.

    Gibson sieht im Einsatz der Virtual Reality massive Vorteile, wie er in einem Interview mit Variety beschrieb:

    VR ist eine unglaubliche Technologie, die oftmals hält, was sie verspricht. Wir hoffen, dass immer mehr Leute die emotionale Tragweite von VR-Filmen verstehen und ganz besonders bei “Cycles” die Emotionen fühlen, die wir uns wünschen, dass sie die Zuschauer/innen erreichen.”

    Cycles wird erstmals auf dem SIGGRAPH 2018 von 12. bis 16. August in Vancouver vorgeführt.

    (Quellen: Road to VR | Variety)

    Website: LINK

  • Stirring it up with Dungeon Brewmaster

    Stirring it up with Dungeon Brewmaster

    Reading Time: 6 minutes

    It’s often the unsung heroes of fantasy that have the best stories. Sure, you might be a brave warrior or wily mage, but does anyone talk to you about their troubles after the end of a hard day’s adventuring? Dungeon Brewmaster puts you in the leather boots of a fantasy bartender, mixing it up (literally) with a cast of larger-than-life characters in order to make a little coin.

    We caught up with Scott Ulliman of Super77, Project Lead on Dungeon Brewmaster, to talk about libations and labyrinths. (Interview questions compiled by Gustav Spangberg.)

    Give us the rundown on Dungeon Brewmaster.

    Dungeon Brewmaster is a virtual reality game that fully immerses you in a magical world, much like Harry Potter or Dungeons & Dragons. Only here, rather than playing the hero, you play the barkeep at a local tavern whose every decision shapes the town around you. Your patrons don’t differ much from those in the real world, other than sometimes being eight-foot-tall Frog Ogres at the brink of war with Barbarian War Bisons… sounds like a normal happy hour to me!

    Your job is fairly straight forward though – crafting up bizarre brews using various tools and ingredients. Do it right and you’ll have happy customers, but get it wrong and you may have patrons puking up any number of funky ingredients. If story telling, monsters, magic, cooking, craft brews, or specifically puking up hundreds of frog legs is your thing, then I think you will find a comfy home in the Dungeon Brewmaster’s Tavern.

    Dungeon Brewmaster

    With a variety of experiences in VR that involve crafting/creating food and drinks, what makes Dungeon Brewmaster unique?

    We wanted to use the cooking/brewing as a pillar for story telling. When concepting the game we were drawn to the idea of bartenders who hear these wild stories or deal with weird customers. You’ll find those things in the DBM tavern, only in a much more fantastical setting. Of course, since the task at hand is still cooking and brewing, we DID want to add our own fun twists. There are currently around 30 ingredients, most of which are quite different from what you’d find in a normal kitchen… unless you have severed cyclops heads or vials of unicorn mucus in your pantry.

    Each Brewmaster is also equipped with tools such as a cutting knife, frying pan, alchemy table, cauldron, and a hungry trash mimic who will attempt to eat anything that leaves your hands. Just like barkeeps all over, serving up brews may be your job, but helping crazy customers with their problems is where the real tip money is at!

    Is the fantasy genre new to you? What made you decide to try it out?

    Our whole studio actually played an almost 20-person session of D&D once, complete with custom art and homemade potion drinks. It’s very much in our wheelhouse, even though professionally this is our first real foray into fantasy. Couching the “bar” theme in a fantasy setting also ensured we wouldn’t alienate any age groups by being too literal with alcohol or drinking references.

    Besides, fantasy is just fun – we figured if we’re going to be spending so many hours testing the game, we’d rather have massive frog ogres barking orders at us instead of normal humans!

    What is your personal favorite potion/poison to craft? Why?

    In Act 2 of the Story mode, a big update we recently released, you get to choose between two brews: The Goddess Voice Brew or the Wee Ole’ Brew. Choosing to make one will result in a brutal war, and the other will basically throw a big party. The decision massively changes your tavern’s vibe (my favorite is definitely the party tavern). Besides those, the RootBrew Float is always an uplifting favorite!

    Dungeon Brewmaster (screenshot)

    Tell us a little bit about how players can start freestyling their own fantastical mixtures!

    Story mode itself only requires you to create a handful of the hundreds of combinations possible in the game, while Freeplay mode allows much more experimentation. There are currently a ton of crazy things that can be created, and we are updating this area weekly. Certain ingredients bestow special properties to the resulting brews – we love watching players discover all sorts of weird and hilarious concoctions! We’re also working on a system to allow players to craft truly unique custom brews with any ingredient combination. I think that sort of emergent experience can really help players feel connected to the game world.

    What’s the number one reason why someone should experience Dungeon Brewmaster?

    We’ve put a lot of time into the look and feel of the tavern and the locals who frequent it. Dungeon Brewmaster isn’t just a game about crafting the perfect Floppy Swamp Brew; it’s about being transported into a fantastic world full of crazy stories and characters. We really wanted players to feel like they’re somewhere new, where they could really let themselves get immersed in the setting.

    During the development process, was there anything that was particularly frustrating or challenging

    Our studio is full of a lot of talented people, but we’re actually very new to the game scene. We started as a motion graphics house working on everything from Nike commercials to Red Hot Chili Peppers music videos.

    A few years ago we began messing with our own game prototypes after-hours, which sort of snowballed into us creating mobile games and eventually turning to game development full time! Dungeon Brewmaster is our first VR game though, so the real challenge comes from working on a different platform with entirely different user experience expectations. The team has been amazing though, and we’re really happy with what we’ve got so far!

    What does VR add to a game like Dungeon Brewmaster? What do you think is the ‘magic’ part of the VR experience for you?

    VR is truly the heart of Dungeon Brewmaster. When you take off a VR headset for the first time, or even the hundredth time, and you have that “WOW, I forgot where I was!” moment, you understand exactly what it is that makes VR so enjoyable and unique.

    That’s the magic part, losing yourself for a moment in a new world. Other mediums can do that to a certain degree, but there’s nothing like actually being there, surrounded by this incredible content. There is no better feeling than testing a game for a few hours straight, then taking the headset off and thinking “I totally forgot I was even at work.”

    Dungeon Brewmaster (screenshot)

    Finally, what does the future hold for the team? Will you continue to add new features to Dungeon Brewmaster?

    We are adding so much more to the game! We recently launched an update that doubles the Story mode content and adds a ton more to do/create in Freeplay mode. We’re listening closely to player feedback and are currently working on the next big story arc, as well as a super fun surprise… multiplayer!

    Info on multiplayer  will come soon, but we are definitely keeping it lighthearted and completely crazy! As I mentioned previously, adding a system for players to create their own custom brews is also high on our list. Our studio (Super77) is working really hard on stuff inside and outside the DBM world, and we really can’t wait to show off what we’ve got brewing!

    Thanks for talking to us, Scott –  good luck with future development!


    Dungeon Brewmaster is available on Viveport.

    Website: LINK

  • Vive Celebrates Amazon Prime Day with a Special Deal on the Vive Pro

    Vive Celebrates Amazon Prime Day with a Special Deal on the Vive Pro

    Reading Time: 3 minutes

    Amazon Prime Day is here and this year Vive is getting in on the action. From 12 pm PT on July 16 to 8:59pm PT July 17, all Amazon Prime Members who purchase a Vive Pro HMD will receive a bonus $50 Amazon gift card and a $50 Viveport gift card. In addition, customers will also receive two free months of Viveport Subscription, included with all Vive Pro HMD purchases.

    To add to the news, Viveport just announced a new partnership with Amazon, allowing customers to purchase Viveport titles directly through Amazon. The new program supports Viveport’s mission to provide developers with the most avenues to monetize their content and reach new customers while aiding in content discovery.

    With Viveport content coming to Amazon in the upcoming weeks as developers opt in to the program, Amazon Prime members can take advantage of this new program and can soon purchase Viveport titles with their $50 Amazon gift card.

    With a collective $100 to spend on Amazon and Viveport, customers will have no shortage of fun titles and Vive accessories to choose from to get their Vive Pro journey started. To help narrow down these choices, we have a few suggestions on how to get the most out of your Prime Day deal:

    $50 on Viveport

    From Subscription Bundles to exciting titles, your Viveport gift card will give you tons of options to build out your VR content library.

    3 – month Subscription Bundle – $19.99

    With 5 picks each month, spending $19.99 on this Viveport Subscription bundle allows you to play 15 titles over three months. Viveport Subscription boasts of over 470 titles to choose from, ensuring a jam packed 3 months.

    +

    Moss – $29.99

     The critically-acclaimed, multi-award winning Moss from Polyarc Games is an action-adventure puzzle game tailor made for the VR platform. With its charming  heroine Quill, you’ll team up to explore forgotten realms, solve challenging puzzles and battle menacing enemies.

    OR 

    The Gallery – Episode 1: Call of the Starseed – $19.99

    +

    The Gallery – Episode 2: Heart of the Emberstone – $29.99

    The groundbreaking built-for-VR adventure series inspired by dark 80’s fantasy films, has been a favorite of Vive owners since Episode 1 launched in 2016. The first-person adventure titles from Cloudhead Games are sure to offer hours of fun as you navigate through puzzles and a griping narrative.

    $50 on Amazon

    While you can spend your Amazon gift card on ANYTHING (including Viveport titles!) we’ve suggested a few Vive accessories to bring your VR experience to the next level.

    Lighthouse stands – $49.95

    For those looking to keep their Vive set-up portable and shy away from drilling holes in their walls, these tripods are convenient to set up your VR play zone.

    Rebuff TrackStrap (2 units) – $39.99

    TrackStraps from Rebuff for the Vive Tracker allows precision full-body tracking in VR when attached to your feet. Combined with two Vive Trackers, Rebuff’s TrackStrap is perfect for titles such as Island 359 and Final Soccer VR.

    HTC VIVE Tracker 2018 – $99.99

    Take $50 off your Vive Tracker purchase and experience VR like never before! By attaching the Vive Tracker to specially designed accessories you can play your favorite supported games using real-world objects.

    Vive’s Amazon Prime Day offer on the Vive Pro HMD starts on July 16th at 12pm PT and runs through to 8:59pm PT July 17.

    Website: LINK