Schlagwort: VR

  • Apex Construct builds a whole new VR world

    Apex Construct builds a whole new VR world

    Reading Time: 5 minutes

    Apex Construct takes VR players to a world that’s been torn apart and put back together, and where everything is not quite as it seems. With the debut of Apex Construct on Viveport, we tracked down Erik Odeldahl of Fast Travel Games to find out more.

    Hello! Tell us who you are, and your job on Apex Construct.

    Hi! My name is Erik Odeldahl. I’m the Creative Director and one of the co-founders of Fast Travel Games, a VR game developer in Stockholm, Sweden. As a Creative Director, my responsibility is to set the direction for gameplay, storytelling and mood in our games, of which Apex Construct is the first. Since we’re a relatively small studio, everybody has to do quite a lot. This means I’ve also been designing levels, writing the script and directing the actors, and even pitched in with some code. To learn more about the game and the studio, you can find us on Facebook and Twitter.

    Give us your pitch on Apex Construct. What kind of VR gamer do you think will enjoy it?

    Apex Construct is an action-adventure game built from the ground up for VR, where you get to wield an upgradable high tech bow and fire several types of arrows. It features a full narrative with twelve missions and combat that takes full advantage of the physical potential of a VR setup. We think everybody interested in exploring and solving puzzles in a strange future world, while combating its robot inhabitants will really like it. It’s designed to be around 50% exploration and puzzle solving and 50% combat.

    Apex Construct

    Tell us a bit more, without spoilers of course, about the two AI constructs ‘Fathr’ and ‘Mothr’?

    When the game starts, the player is taken from a dimensional void back to a future earth where almost all organic life seems to have vanished in the blink of an eye. The world has been torn apart by a strange event and then reassembled, but the pieces ended up all over the places. Buildings, furniture and strange machinery intersect the environment, creating a weird and compelling world to explore. The two AIs, Mothr and Fathr, were the two first “living” beings who returned to this strange new Earth. It is soon made clear to the player that these two beings existed before the apocalypse and that the conflict between them is old. Maybe they had something to do with why the world is the way it is?

    What games (or indeed, other media) inspired you when creating Apex Construct?

    I personally re-read a lot of older science fiction novels, looking for inspiration into how to create mysterious worlds. The Strugatsky brothers’ Roadside Picnic is one, Rendezvous with Rama by Arthur C Clarke is another. Both are heavily recommended reads! From a games point of view, I think titles such as the Bioshock and Half-Life series have inspired us the most for Apex Construct.

    Apex Construct was built exclusively for VR. Was there anything specifically you felt that was only possible to achieve in VR?

    The bow and arrow mechanic we built is impossible to do outside VR! I also think the level of immersion you achieve in VR isn’t attainable on a standard 2d screen. When starting the development of the game, we worked from two angles: 1) The core bow and arrow mechanic and 2) the world we wanted the player to explore. Basically: We wanted the player to fully immerse themselves in a world we created and we wanted them to wield the most awesome bow and arrow ever in a VR title.

    Apex Construct

    Okay then, tell us about the bow/shield combination!

    The bow is a highly technological tool developed in the time before the apocalypse. It has the ability to fire arrows of different types and also to generate an energy shield that helps the player block incoming enemy projectiles. When the player returns to the world, their left hand has been mysteriously replaced with a mechanical one. This hand gives the player the ability to use a certain kind of energy, which we call Radiance, to upgrade their bow, shield and arrows. It is up to the player to choose how they want to spend these Radiance Points.

    You’ve included more than one movement method; did you have to make any adjustments to gameplay to make both modes work?

    The game was initially built to support teleportation movement. This was a choice we made because we wanted everybody to be able to play the game without risk of nausea. Free locomotion was something we planned to add post-release, but after feedback from VR players around the world we decided to implement it already at launch, selectable from the Settings menu. Supporting more than one mode of locomotion of course takes more effort, but we didn’t have to make any big changes to the gameplay.

    Apex Construct

    We’ve seen quite a lot of bow/shield combo games in VR. What do you feel makes Apex Construct unique?

    I think that when you play the game, you’ll find that the bow in Apex Construct is truly special. We’ve put a lot of work into and are really proud of how it came out, from the way it requires precision aiming using the motion controllers, to the way it gives feedback to the player using positional audio and finely tweaked rumble. It is worth noting too, that having a great bow doesn’t mean much if the surrounding gameplay and AI doesn’t support that mode of combat, so a lot of work has gone into balancing these features together.

    Finally, do you have future plans for Apex Construct? Will you be expanding it going forward?

    We love the world of Apex Construct and will definitely keep supporting it! First of all, we will listen closely to what players think and and want, and fix bugs that might pop up. Secondly, there might be new content coming out … I can’t say anything yet, but make sure to follow Fast Travel Games onFacebook or Twitter to get news when it’s available!

    Thanks for talking with us!


    Apex Construct is available on Viveport.

    Website: LINK

  • VIVE AT GDC 2018: VIVE FOCUS Coming To International Markets Later This Year; VDA Winners Announced

    VIVE AT GDC 2018: VIVE FOCUS Coming To International Markets Later This Year; VDA Winners Announced

    Reading Time: 2 minutes

    Today at GDC 2018, HTC Vive announced that we are bringing Vive Focus to the global markets later this year.  Vive Focus is the first 6DOF stand-alone VR headset to be commercially available.  We also are making Vive Focus developer kits available to registered developers in most countries through our developer portal, starting today.   

    Built upon Vive Wave, our open VR platform and toolset that is unifying the development experience for standalone and mobile VR devices, along with Viveport as its content platform, Vive Focus is designed to appeal to a wider range of mass market audiences as well as commercial/enterprise users who want broad deployment and stunning VR experiences in a convenient and portable form factor. 

    In addition, developers who bring content to Viveport in China for either Vive Focus or PC-based Vive, will receive 100% rev-share from title sales and Viveport subscription in China between April and September 2018. Viveport continues to be the best platform for VR developers, and this rev-share opportunity is just another way in which we are empowering developers to create the best VR content, not matter what hardware device. 

    Viveport Developer Awards trophy mock-up

    Also, at GDC 2018, we hosted our 2nd annual Viveport Developer Awards (VDAs), where five first place winners were each awarded $50,000, and five second place winners were awarded $20,000. The categories and winners are listed below, all of which are currently available on Viveport. Come meet the VDA winners on Thursday during our panel at GDC

    Entertainment

     Education

     Arts & Culture

     Enterprise

     Arcade

    The winners for the VDAs in China are:


    Website: LINK

  • Early explorations with ARCore 1.0Early explorations with ARCore 1.0Product Manager

    Early explorations with ARCore 1.0Early explorations with ARCore 1.0Product Manager

    Reading Time: < 1 minute

    eBay
    eBay is using AR to solve a specific challenge facing their community of sellers: what size shipping container is needed to send that product? With the “Which Box” feature in eBay’s app, sellers can visualize shipping boxes to determine which container size they need to send any product.

    Curate by Sotheby’s International Realty, Streem
    If you’re shopping for a new home or need help maintaining yours, AR can also come in handy. With ARCore, Sotheby’s International Realty is changing the way people stage furniture in the real estate world, and the Streem app connects customers with professionals to solve household maintenance requests.

    Creativity

    Over the last few months, we’ve been tinkering with experiments that show how AR can be used as a new creative medium for self-expression. We’ve worked with creators across different disciplines to explore what happens when AR is used by illustrators, choreographers, animators and more.

    Now, we’re inviting more people to experiment with this technology through an app that lets you make simple drawings in AR, and then share your creation with a short video. The caveat: it’s “Just a Line.”

    Website: LINK

  • HTC Vive Announces Price of Vive Pro HMD at $799, Pre-orders Start Today; Price of Vive Reduced to $499

    HTC Vive Announces Price of Vive Pro HMD at $799, Pre-orders Start Today; Price of Vive Reduced to $499

    Reading Time: 2 minutes

    HTC Vive PRO HMD will ship on April 5th and come with six-month Viveport Subscription 

    HTCVive™ today announced that the HTC Vive Pro™ Head Mounted Display (HMD) will be available for $799 with global pre-orders starting now. The company also announced a $100 price reduction for the current Vive full kit, bringing it down to $499 across the globe. All Vive Pro HMDs purchased by June 3rd, which will begin shipping on April 5th, will come with a free six-month trial to Viveport Subscription, where consumers can choose up to 5 titles per month from the more than 400 titles available. 

    “With the Vive Pro we are delivering the best quality display and visual experience to the most discerning VR enthusiasts. Our goal has always been to offer the most premium VR platform available and to drive adoption for VR,” said Daniel O’Brien, HTC Vive General Manager, US. “By lowering the price of the current Vive, we are making VR more accessible while expanding the potential market for developers. Whether you’re a VR enthusiast or new to the platform, there’s never been a better time to join the most complete VR platform available.”

    Vive Pro HMD pre-orders begin today on Vive.com and other Vive retailers with units shipping globally on April 5th. Current Vive owners can upgrade their headset to Vive Pro for the best display, audio, and comfort in the industry. The Vive Pro comes with dual-OLED displays, making for a crisper image resolution of 2880 x 1600 combined, a 78% increase in resolution over the current Vive HMD. In addition to visuals, Vive Pro also features integrated, high-performance headphones with a built-in amplifier that creates a heightened sense of presence and sound through noise cancellation capabilities. These improved graphics and audio allow for users to experience VR with enhanced clarity, making it the most realistic and immersive VR experience on the market today.  

    In addition, the Vive Pro has been rebuilt to maximize comfort for the most demanding VR users. The Vive Pro features a redesigned head-strap that balances the weight of the headset more evenly and features easy simple adjustment buttons for Vive users with glasses.

    The Vive Pro works with both SteamVR Tracking 1.0 and 2.0, meaning existing Vive customers can upgrade the headset only and continue to use current generation controllers and base stations.

    With more than 3,000 titles available, Vive continues to be the platform of choice for developers and consumers alike. Operating in over 60 countries, HTC’s content platform Viveport brings premium experiences in entertainment, education, arcade, arts & culture, and enterprise to a global audience. In addition, Viveport Subscription allows consumers to choose from over 400 pieces of content from a highly-curated offering, giving consumers the opportunity to discover the best VR content available.  

    Vive Pro purchases made before June 3rd come with a free six-month trial of Viveport Subscription where owners will get the chance to play 30 titles with their new HMD. Pro purchases made after the first 60 days of orders will come with a free two-month trial. The price of Viveport Subscription will increase to $8.99 on March 22nd. Current Subscribers and those who sign up before the increase takes effect will be locked in at the $6.99 price point through at least the end of the year. 

    Website: LINK

  • Open sourcing Resonance AudioOpen sourcing Resonance AudioProduct Manager

    Open sourcing Resonance AudioOpen sourcing Resonance AudioProduct Manager

    Reading Time: 3 minutes

    Spatial audio adds to your sense of presence when you’re in VR or AR, making it feel and sound, like you’re surrounded by a virtual or augmented world. And regardless of the display hardware you’re using, spatial audio makes it possible to hear sounds coming from all around you.

    Resonance Audio, our spatial audio SDK launched last year, enables developers to create more realistic VR and AR experiences on mobile and desktop. We’ve seen a number of exciting experiences emerge across a variety of platforms using our SDK. Recent examples include apps like Pixar’s Coco VR for Gear VR, Disney’s Star WarsTM: Jedi Challenges AR app for Android and iOS, and Runaway’s Flutter VR for Daydream, which all used Resonance Audio technology.

    To accelerate adoption of immersive audio technology and strengthen the developer community around it, we’re opening Resonance Audio to a community-driven development model. By creating an open source spatial audio project optimized for mobile and desktop computing, any platform or software development tool provider can easily integrate with Resonance Audio. More cross-platform and tooling support means more distribution opportunities for content creators, without the worry of investing in costly porting projects.

    What’s included in the open source project

    As part of our open source project, we’re providing a reference implementation of YouTube’s Ambisonic-based spatial audio decoder, compatible with the same Ambisonics format (Ambix ACN/SN3D) used by others in the industry. Using our reference implementation, developers can easily render Ambisonic content in their VR media and other applications, while benefiting from Ambisonics open source, royalty-free model. The project also includes encoding, sound field manipulation and decoding techniques, as well as head related transfer functions (HRTFs) that we’ve used to achieve rich spatial audio that scales across a wide spectrum of device types and platforms. Lastly, we’re making our entire library of highly optimized DSP classes and functions, open to all. This includes resamplers, convolvers, filters, delay lines and other DSP capabilities. Additionally, developers can now use Resonance Audio’s brand new Spectral Reverb, an efficient, high quality, constant complexity reverb effect, in their own projects.

    We’ve open sourced Resonance Audio as a standalone library and associated engine plugins, VST plugin, tutorials, and examples with the Apache 2.0 license. This means Resonance Audio is yours, so you’re free to use Resonance Audio in your projects, no matter where you work. And if you see something you’d like to improve, submit a GitHub pull request to be reviewed by the Resonance Audio project committers. While the engine plugins for Unity, Unreal, FMOD, and Wwise will remain open source, going forward they will be maintained by project committers from our partners, Unity, Epic, Firelight Technologies, and Audiokinetic, respectively.

    If you’re interested in learning more about Resonance Audio, check out the documentation on our developer site. If you want to get more involved, visit our GitHub to access the source code, build the project, download the latest release, or even start contributing. We’re looking forward to building the future of immersive audio with all of you.

    Website: LINK

  • Experimenting with Light FieldsExperimenting with Light FieldsSenior Researcher

    Experimenting with Light FieldsExperimenting with Light FieldsSenior Researcher

    Reading Time: 2 minutes

    We’ve always believed in the power of virtual reality to take you places. That’s why we created Expeditions, to transport people around the world to hundreds of amazing, hard-to-reach or impossible-to-visit places. It’s why we launched Jump, which lets professional creators film beautiful scenes in stereoscopic 360 VR video, and it’s why we’re introducing VR180, a new format for anyone—even those unfamiliar with VR technology—to capture life’s special moments.

    But to create the most realistic sense of presence, what we show in VR needs to be as close as possible to what you’d see if you were really there. When you’re actually in a place, the world reacts to you as you move your head around: light bounces off surfaces in different ways and you see things from different perspectives. To help create this more realistic sense of presence in VR, we’ve been experimenting with Light fields.

    Light fields are a set of advanced capture, stitching, and rendering algorithms. Much more work needs to be done, but they create still captures that give you an extremely high-quality sense of presence by producing motion parallax and extremely realistic textures and lighting. To demonstrate the potential of this technology, we’re releasing “Welcome to Light Fields,” a free app available on Steam VR for HTC Vive, Oculus Rift, and Windows Mixed Reality headsets. Let’s take a look at how it works.

    Capturing and processing a light field

    With light fields, nearby objects seem near to you—as you move your head, they appear to shift a lot. Far-away objects shift less and light reflects off objects differently, so you get a strong cue that you’re in a 3D space. And when viewed through a VR headset that supports positional tracking, light fields can enable some truly amazing VR experiences based on footage captured in the real world.

    This is possible because a light field records all the different rays of light coming into a volume of space. To record them, we modified a GoPro Odyssey Jump camera, bending it into a vertical arc of 16 cameras mounted on a rotating platform.

    Website: LINK

  • Watch live performances at The FADER FORT from SXSW in VR180Watch live performances at The FADER FORT from SXSW in VR180Director, VR Video

    Watch live performances at The FADER FORT from SXSW in VR180Watch live performances at The FADER FORT from SXSW in VR180Director, VR Video

    Reading Time: < 1 minute

    To bring The FADER FORT experience to more fans, we partnered with The FADER to livestream performances by Saweetie, Bloc Boy, Valee, Speedy Ortiz, YBN Nahmir and other special guests in VR180 on YouTube. No matter where you are, you can watch live on YouTube via your desktop or mobile device, or using Cardboard, Daydream View or PlayStation VR.

    With VR180, those not in attendance at The FADER FORT in Austin will be able to experience three dimensional, 4K video of the show, providing a more immersive experience than a traditional video and making you feel like you are there.

    From March 14-16th, we’ll livestream the the best acts of the day in VR180 and a cutdown of each set—that can be viewed at any time.

    Check out the calendar below, grab your headset and get ready to see some of the best new artists on the scene without ever setting foot in Austin. Visit Fader for the full lineup. See you at the Fort!

    Website: LINK

  • Watch the HTC VIVE and VIVEPORT Keynotes from Mobile World Congress 2018

    Watch the HTC VIVE and VIVEPORT Keynotes from Mobile World Congress 2018

    Reading Time: < 1 minute

    Last week at Mobile World Congress 2018, HTC Chairwoman Cher Wang gave a keynote sharing her vision for HTC Vive and the VR industry. Watch the speech below to hear her thoughts on the on the convergence of major technologies like VR, AR, 5G and AI.

    Also at Mobile World Congress, Rikard Steiber, President of Viveport, gave a keynote on “The Dawn of VIVE REALITY” which can find below.

    Stay tuned to our blog and social channels, as we bring y


    Website: LINK

  • Vive Partners at SXSW 2018

    Vive Partners at SXSW 2018

    Reading Time: 2 minutes

    As South by Southwest starts ramping up to celebrate the convergence of the interactive, film, and music industries, we wanted to highlight our partners who will be onsite with some awesome VR activations. If you’re heading to SXSW and looking to try out some great content on Vive, make sure to check out these three activations:

    • Funny or Die and HBO® are giving South by Southwest® (SXSW®) Conference and Festivals badge holders the chance to step into the world of Silicon Valley. Ball out in the Three Comma Club, take a meeting at Hooli, gram the Not Hot Dog room and preview a full-scale interactive virtual reality reproduction of Silicon Valley’s Hacker Hostel between March 9 (2pm-7pm) through March 10, 2018 (1pm-6pm) at 1102 East Cesar Chavez.
    • In anticipation of the March 29 release of Steven Spielberg’s new action adventure, “Ready Player One,” attendees at this year’s South by Southwest®(SXSW®) Conference and Festivals can step into the immersive Ready Player One Experience with VIVE VR. A two-story, city block takeover of Brazos Hall, the event runs from Friday, March 9, to Sunday, March 11, and will showcase the sights, sounds and atmosphere of the film, including exciting virtual reality (VR) content from HTC VIVE.
    • Step inside Harry’s lucid dream with AWAKE; the most comprehensive and visually impressive narrative VR experience to premiere at SXSW. Captured using the latest holographic performance capture, this visceral virtual experience will leave you questioning your perceptions of reality. AWAKE is coming to the new Vive Pro at the SXSW Virtual Cinema, March 13-15, Salon 5-6, JW Marriott,110 E 2nd St.


    Website: LINK

  • Tonight The Distracted Globe from Ready Player One Comes To Life On TheWaveVR

    Tonight The Distracted Globe from Ready Player One Comes To Life On TheWaveVR

    Reading Time: 2 minutes

    Tonight from 9:00pm CST, TheWaveVR will bring The Distracted Globe from Ready Player One to life, with a DJ set from the film’s Tye Sheridan, who will be mixing live in VR from Brazos Hall in Austin, Texas.

    Fans will be able to enter The Distracted Globe zero-gravity dance club & take in the experience with other guests. Guests will be able to interact with specifically designed avatars against a backdrop of 80’s visuals and music, all while flying in a zero-gravity environment.

    TheWaveVR activation will be live at the Ready Player One Experience with VIVE VR at SXSW on Friday, March 9th, 2018 at 9:00 pm CT. In addition, a host of participating VR arcades around the country will also be offering fans the chance to take in the experience:

    Spectrum Virtual Reality Arcade – Fort Wayne, IN

    Altered Realites VR Arcade – Indianapolis, IN

    Holotech – Slidell, LA

    Wormhole – Foley, AL

    All out Zone – Albuquerque, NM

    The Great Excape – Augustine, FL

    Hubneo – New York, NY

    Virtual Experience – Provo, UT

    Originator Studios – Austin, TX

    VR Junkies Jacksonville – Jacksonville, FL

    Anything Virtual LLC – Reno, NV

    Vegas VR – Las Vegas, NV

    The .VRXP.Rocks – Vinita, OK

    iSimuVR – https://isimuvr.com/

    Head Games VR – http://headgamesvr.net/

    Ekstasis – Washington DC

    Reality Check VR – Chandler, AZ

    Loft VR – Miami, FL

    VR Junkies Utah – Salt Lake City, UT

    Virtual Realtiy Arcade Inc. – St. Frances, MN

    Infinite Loop VR – La Vista, NE

    Rabbit Hole – Nashville, TN

    VR World NYC – New York, NY

    VR Junkies Orem – Orem, UT

    VR Junkies Chandler – Chandler, AZ

    Immersion House – Norman, OK

    Omniverse – Houston, TX

    VR Junkies Alberta – Medicine Hat, Alberta

    Level 8 VR – Bartlesville, OK

    Virtual World Arcade – San Jose, CA

    Rush Hour Gaming – Ellsworth, ME

    Portal Virtual Reality Arcade – Seattle, WA

    VR Junkies – Dallas, TX

    Stay tuned to our social channels as we bring you all the action from the Ready Player One experience from SXSW!

    HTC VIVE is excited to be the official VR partner of #ReadyPlayerOne – in theaters March 29.

    Website: LINK

  • Super Puzzle Galaxy Blasts Off With its First DLC Pack

    Super Puzzle Galaxy Blasts Off With its First DLC Pack

    Reading Time: 2 minutes

    Since early access to Super Puzzle Galaxy was launched in December, 2 Bears Studio has worked tirelessly to create additional content for the physics-based puzzle game. The Vive Studios title launched its first DLC Pack on Steam to keep your cosmic puzzle missions ever fresh and exciting. Never played Super Puzzle Galaxy before? Check out the Developer Diary below to get a glimpse at this galactic game.

    The new Boost Ball DLC Pack for Super Puzzle Galaxy comes with 24 new levels, two new objects and a brand-new environment. Now puzzlers can manipulate sand to create the perfect path to victory in a total of 56 levels while dodging moving obstacles, bouncing on spring objects and shattering through glass doors. Whether you have already mastered Super Puzzle Galaxy or are just starting your puzzle adventure in the cosmos, the new Boost Ball DLC Pack will add hours of excitement to your journey. Super Puzzle Galaxy’s first DLC pack includes the following:

    • New dynamic world
    • 16 new levels
    • 8 new challenge levels with new Boost Ball ability
    • 2 new obstacles
      • Glass Door – ensure you have enough momentum to breakthrough!
      • Spring – adjust the angle and use this new spring to bounce your ball to the goal
    • New updates to the in-game editor for Steam users looking to create their own levels to share with the community. New Boost Ball abilities are now added to the in-game editor so players can make their own Boost Ball levels in addition to Jump and Ghost balls already available.

    Super Puzzle Galaxy has proven to be a popular follow up to 2 Bears Studios’ Arcade Saga and has even found a big fan in PSVR Frank. Steam users can now try their luck at solving levels personally crafted by the YouTube influencer using the in-game editor. To find PSVR Frank’s levels take the following steps:

    1. Select “Explore” from the Main Menu

    2. Then highlight the 2 Bears logo to see the “Recommended Levels”

    Looking to create your own levels just like PSVR Frank? Make sure to catch the in-game tutorial that walks you through step by step on how to build your own puzzles that you can share with the SPG community.

    Super Puzzle Galaxy and the Boost Ball DLC Pack are now available on Steam. You can score the new DLC pack for $1.99 while Early Access is $9.99. Super Puzzle Galaxy Lite is on Viveport for $3.99 and in Viveport Subscription.


    Website: LINK

  • The World Needs More Talented Women In Tech

    The World Needs More Talented Women In Tech

    Reading Time: 2 minutes

    Today, on International Women’s Day, HTC VIVE is supporting the 5th Women In Tech (WIT) conference in Stockholm with 1,300 WIT participants and several thousand on the waiting list. There is clearly an appetite for this as the +1,000 ticket sold out in 100 seconds!

    The mission of WIT is to inspire talented women to consider a future in media and technology by providing a network and experienced of successful women and men from the corporate and entrepreneurial worlds.

    We are also proud supporter of WIT GIRLS, which is a new program aimed to inspire young women aged 8-15 access to learn about coding, game design, web and Virtual Reality during their summer break at a weekend tech camp that goes on through-out the year. We will provide them with a unique first insight into the world of VR and AR and let their minds embrace the new mediums. We believe this will program help inspire the next generation of female talent in the years to come.

    At HTC VIVE we are all technology “geeks” and hope that the next generation will share our passion for technology. Most technology companies today are male dominated, and those men need to take active part of changing the status quo or there will be no growth of women in tech. However, HTC VIVE is an exception as it is managed by an amazing Woman In Tech – CEO and Chairwoman Cher Wang – who started the company more than 20 year ago. She has had a significant impact on the mobile and VR industries and continuous to promote WIT and the next generation of female tech talent.

    To take the next step for WIT Globally we need more leaders and visionaries, we need thinkers and doers.  We need women and men, we need you to take action today, we need you to make a difference, without you there will be no Women In Tech.

    Join us today on International Women’s Day in celebrating all women and support initiatives that will inspire them to join us in our exciting industry.


    Website: LINK

  • Blasting back to old-school arcades, with Operation Warcade

    Blasting back to old-school arcades, with Operation Warcade

    Reading Time: 4 minutes

    For a period in the 1980s mounted guns on arcade cabinets were hugely popular, with the feel of those guns and the rapid-fire feedback giving players a real sense of immersion through the machine’s CRT monitor. Today, Ivanovich Games is bringing back the arcade experience inside your HTC Vive – literally. We spoke with Ivan Cascales, CEO of Ivanovich Games, on the creation of Operation Warcade. 

    Can you tell us what Operation Warcade was mainly inspired by?

    Taito's Operation Wolf arcade cabinet

    Taito’s Operation Wolf arcade cabinet

    In Operation Warcade we wanted to pay tribute to the golden era of arcades that I was lucky enough to experience in the 80s and 90s. (I’m now 41 years old.) If I must choose a single game, it would certainly be Taito’s Operation Wolf as the title that most marked the inspiration.

    What made you decide to create a virtual arcade inside the game, so that you stand in front of an arcade cabinet as you would have ‘back in the day’? Most developers would probably have put players ‘in the action’ immediately.

    I was convinced I didn’t want to do “another wave shooter.” I also wanted to get away from the classic use of teleport and unfortunately free movement tends to make many people dizzy.

    In Operation Warcade we tried to mix up a lot of gameplay mechanics that don’t get people dizzy, and that all of them can be played sitting as well as in room scale.

    The best way we found to offer this repertoire of different mechanics materialized in an abbreviated time was to emulate the arcade from outside with the so called “immersion points”.

    As well as that way of playing it, you can also go ‘inside the machine’ in Operation Warcade. What’s different between the two modes?

    Operation Warcade offers 2 totally different game modes:

    1. CLASSIC MODE: For those particularly nostalgic. We try to recreate the original gaming experience of the classic arcade machines: You play on a flat screen, with limited lives and limited ammunition and 6 screens to overcome. Of course, there are no coins.
    2. IMMERSIVE EDITION: It’s hard to explain, the screen is not flat here. It’s huge and in real 3D. The feeling is totally different. Here you have endless ammunition and infinite lives, but you cannot relax because you must overcome a total of 108 missions divided into 36 levels that also allow you to improve your arsenal.

    The original arcade games often limited you to one gun, but within VR you’re not so limited, obviously. So what will you be using in Operation Warcade?

    The aim of Operation Warcade is to surprise the player with different game mechanics in very short periods of time. To do this we make many changes of contexts and take advantage of most of them to make changes in weapons that bring freshness to the game.

    We have many weapons: the usual ones: shotguns, missile launchers, snipers, explosive arrows like Rambo, etc. But we also have very funny experimental weapons like the antigravity grenades or grenades that cause tornadoes of fire.

    One of the unique weapons in Operation Warcade is the gravity gun… tell us what kind of crazy stuff you can pull off with that!

    Yes! The gravity gun is a piece of work! It is clearly inspired by one of my favorite games: Half Life and allows you to attract anything from the stage and throw it freely. The feeling of freedom and madness it offers was fun and surprising.

    Tell us about your physics. A soldier gets crushed by flying debris in your trailer! What have you implemented here?

    Operation Warcade offer a strange mix between seemingly realistic graphics and absurdly exaggerated physics with the aim that everything is very spectacular and fun. The result is that when you play, fun things like the one you mention happen.

    You’ve also got vehicles which is a big change from the arcades… what can you pilot?

    Yes! The game not only offers several types of “immersion points”. Some are static, others travel inside a vehicle by sea, air or land that you don’t drive. But you’re also driving in many immersion points.

    You can drive several military land vehicles with one hand while shooting with the other.

    You can also fly both airplanes and helicopters and do it by taking the controls with your hands. The helicopter flying spots are my favorite. You can fire missiles and take advantage of the height. It’s cool : -)

    What’s next for Operation Warcade?

    The most immediate future is to release the PSVR version and a very special surprise: The augmented reality version of the game using ARKit for iPhone. It’s a blast!

    In the medium term we plan to launch something that many people are asking us to do: Cooperative multiplayer!

    Thanks for talking to us, Ivan!


    Operation Warcade is available on Viveport.

    Website: LINK

  • HTC Vive Debuts Lineup of Ready Player One VR Experiences

    HTC Vive Debuts Lineup of Ready Player One VR Experiences

    Reading Time: 3 minutes

    On March 29th, virtual reality will further cement its place in pop culture with the theatrical release of Steven Spielberg’s Ready Player One. Throughout this past year, Vive Studios has been collaborating with some of the top developers in virtual reality to create one-of-a-kind VR adaptations set in the film’s universe. Steven Spielberg’s adaptation of the popular novel will show you the world of Wade Watts but these eight experiences will bring you into the Oasis personally.

    And we’re bringing them to you in multiple ways. First, we’re launching a national VR arcade program that will distribute this content across the U.S. Second, we’ll make these titles free to download on Viveport for home users later this month!

    Here’s what’s in store for Ready Player One fans!

    • Ready Player One: Avatar Creator 

    People come to the OASIS for all the things they can do, but they stay for all the things they can be. With millions of permutations, the Avatar Creator lets you create your own highly detailed OASIS persona. Share your custom Avatar with friends and fellow Gunters. Developer: Morph3D.

    • Battle for the OASIS

    Help to save the OASIS by defeating waves of IOI Sixers. Advance through the trenches of Planet Doom towards the snowy planes that surround Anorak’s Castle. With an arsenal only possible in the OASIS, you must stop IOI from gaining control. Developer: Steel Wool Studios

    • Rise of The Gunters

    Fight against a nearly invincible army of highly trained IOI Sixers. Proceed with caution as you defeat Sixers, collect their coins, find power ups and survive a merciless onslaught of hyper-explosive kinetic action for as long as it takes. The OASIS is yours. Take it back. Battle the IOI by yourself or with up to two fellow Gunters! Developer: Drifter Entertainment, Inc.

    Navigate through a seemingly endless dungeon while the undead seek to destroy you. Collecting Gold will improve your score and eating food will restore your health, but only your bow skills will ensure that you make it out alive. Developer: Directive Games

    Enhance your hand and eye coordination in this nod to OASIS creator James Halliday’s favorite `80s arcade games. Developer: 2 Bears Studio

    Heighten your spatial awareness and reflexes in this throwback to` 80s brick smasher games reimagined in VR. Developer: 2 Bears Studio

    • Aech’s Garage

    Walk into the extraordinary world of Aech’s Garage in VR as interpreted from the original ILM design for Steven Spielberg’s “Ready Player One.”  Inspired by the virtual universe of the OASIS in 2045, Aech’s Garage represents the culmination of VR as it exists in the year 2018. Developer: Sansar

    • The Distracted Globe Music Experience in TheWaveVR

    Step inside the fantastical space inspired by The Distracted Globe zero-gravity dance club scene from “Ready Player One.” TheWaveVR experience will let anyone immerse themselves in the dance club scene with specially designed avatars,`80s visuals and music, plus the ability to fly to the music in zero gravity. Available at SXSW, in participating VR arcades across the country, and on the TheWaveVR’s free app on Steam in the U.S. on March 9. Developer: TheWaveVR

    Many of these experiences will be shown at SXSW. If you’re attending, make sure to stop by Brazos Hall and check out Warner Bros. Picture’s Ready Player One activation for a hands-on demo.

    Check back for more information on Ready Player One and exclusive insights from the developers!

    Website: LINK

  • Interview with Evelyn Hriberšek: Creating Mixed Reality Art

    Interview with Evelyn Hriberšek: Creating Mixed Reality Art

    Reading Time: 5 minutes

    Evelyn Hriberšek’s EURYDIKE interactive art piece puts you in the dark; figuratively and, at times, literally. We caught up with the artist after experiencing the extended run of EURYDIKE.

    Evelyn Hriberšek is no stranger to the workings of augmented reality. An early pioneer of the technology, her efforts brought her to chair on the 2014 International Symposium on Mixed and Augmented Reality.

    In 2012 she debuted an interactive art space titled O.R.pheus, which encouraged its ‘players’ (we’ll refer to the experiences as players since a great degree of role-play and interaction is required) to explore a 1000-square-meter hospital in an underground bunker in Munich in search of camera readable codes. Finding them would unlock content tied to the narrative of O.R.pheus.

    O.R.pheus relied on smartphones held in-hand to experience. For Hriberšek’s 2017 follow up, EURYDIKE, you go all in. With a VR headset, headphones and more, it all sums up to a wonderfully immersive experience.


    EURYDIKE mixed reality art Evelyn Hriberšek
    O.R.pheus & EURYDIKE, mixed reality art by Evelyn Hriberšek. Image copyright Evelyn Hriberšek 2017.

    You ‘play’ EURYDIKE alone. Pulled in to the preparation room one-by-one for your solitary 30-minute allotment of time, the immersion (and confusion) is immediate. Stumbling in the dark, you examine a scene and, like O.R.pheus before it, search for AR prompts that unravel snippets of content created especially for the experience.

    It’s a curious thing, sabotaging your own vision in favor of a real-time video feed. For EURYDIKE, which strongly evokes a specific retro-futuristic aesthetic, this plays off wonderfully.

    We won’t spoil the mystique of EURYDIKE by explaining further. But it‘s impressive enough, so it has been nominated for “Deutscher Computerspielpreis” in the category “Best Presentation”.

    We did reach out to Hriberšek for her experiences and thoughts on working with augmented reality.

    Without spoiling anything, please explain what EURYDIKE is?

    Hriberšek: It’s difficult to nail down exactly what EURYDIKE is. It is a new hybrid art form if anything. But if I have to make it more concrete, then it is a new individual, immersive borderline experience within an interactive virtual-analog room installation.

    What inspired the piece?

    Hriberšek: EURYDIKE is dedicated to the backstory of Orpheus and Eurydike, this time putting the focus on the female part as well as the relationship of the couple. Did the artist sacrifice his wife for his own self-realization? Is there a retrogression of the female role to the Eurydice theme in a new but still reactionary, male-dominated high tech society — accelerated by mass media and new tech?

    Really it creates a bridge between the classical Orpheus myth and our present times and provides important impetuses for the future regarding content and society as well as art and technology.


    O.R.pheus mixed reality art Evelyn Hriberšek
    O.R.pheus mixed reality art by Evelyn Hriberšek. Image copyright Evelyn Hriberšek & Julian Rupp

    Does augmented reality pose particular challenges over traditional filmmaking?

    Hriberšek: The question can apply to both VR and AR. Its all about the content. If the content doesn’t fit the medium or tool, don’t do it. If you don’t have the right people or the budget, don’t do it.

    There’s a lot of crap out there right now because people feel they have to use this new tech, but in reality, there are few specialists out there who understand how to work with the medium. Few who understand how to use the tech to create something more than a throwaway gag or gimmick.

    I think the use of technology has to make sense. There has to be a need for it, for the form to follow the function, otherwise it you’re better off sticking with other traditional mediums.

    How did you arrive at AR as a medium?

    Hriberšek: During my studies, I get bored by using just one of a lot of ways to create art, I always believed in the combination of the different potentials. So I started to work interdisciplinary, combining the real/ analog and virtual/digital worlds from early on. This put me in contact with the technologies 10 years ago. I was always interested in the idea of bringing together multiple arts — visual arts, music, theater, film, and games — to explore their possibilities and push them to their limits — to find new ways of storytelling.


    O.R.pheus mixed reality art Evelyn Hribersek
    O.R.pheus mixed reality art by Evelyn Hriberšek. Image copyright Evelyn Hriberšek & Julian Rupp

    I started with augmented reality in 2007 when I created the concept for the multiple awarded project O.R.pheus. A mix of art, opera and real-life game, it premiered in Munich in 2012. I had a clear vision of how I wanted to bring the real and virtual worlds together, but at the time the means to do so did not exist.

    We ended up creating an AR app ourselves — 5 years before Pokemon Go even! O.R.pheus was already a forward-looking example of how technology and art can be combined in a mutually stimulating way.

    And how do you view the use of augmented reality in your work?

    Hriberšek: New media and tech are serious long-term engagements. As architects of the future, I feel we have a responsibility with what we create.

    Again, it’s that form should follow function. The content of both O.R.pheus and EURYDIKE led me to the use of their chosen technologies and form of experience. Both are complexes about crossing borders, transformations and transcendence. AR and VR can be both — a transboundary medium and transcendental tool. That’s what I’m interested in.

    A lot of it is about bringing the best of both worlds — the real and the virtual — together in a playful new way that creates the level of immersion that is needed for such complex themes. That they can be experienced physically and mentally to leave the pink scratches in the hearts and minds of their (normally otherwise incompatible) visitors.

    You can now experience EURYDIKE in Stuttgart’s Theater Rampe, starting 18.4. to 1.5.2018. Tickets here.

    More information and background can be found on eurydike.org.


    EURYDIKE mixed reality art Evelyn Hribersek
    EURYDIKE mixed reality art by Evelyn Hriberšek. Image copyright Evelyn Hriberšek


    License: The text of „Interview with Evelyn Hriberšek: Creating Mixed Reality Art“ by All3DP is licensed under a Creative Commons Attribution 4.0 International License.

    Subscribe to updates from All3DP

    You are subscribed to updates from All3DP

    Website: LINK

  • Marina Abramović and Anish Kapoor to Present Two Virtual Reality Artworks at Art Basel in Hong Kong

    Marina Abramović and Anish Kapoor to Present Two Virtual Reality Artworks at Art Basel in Hong Kong

    Reading Time: 5 minutes

    HTC VIVE, Art Basel’s Official Virtual Reality Partner, is delighted to announce the first public presentation of two virtual reality artworks by Marina Abramović and Anish Kapoor from 29-31 March 2018 at Art Basel in Hong Kong.

    Rising by Marina Abramović and Into Yourself, Fall by Anish Kapoor are produced in collaboration with Acute Art and will be shown on VR’s most immersive products, Vive Pro and Vive Focus in the HTC Vive Lounge, Level 3 Concourse at the Hong Kong Exhibition and Convention Centre.

    Marina Abramović and Anish Kapoor are two of the most acclaimed contemporary artists working today, recognised for their iconic works that have continually challenged and inspired audiences worldwide. These works mark the first time either artist has realised an artwork using virtual reality technology.

    Vive’s partnership with Art Basel in Hong Kong will bring a one-of-a-kind integrated VR experience to the fair’s visitors in Hong Kong. A first for Vive, visitors will be able to explore both artists’ works at the fair as well as experience it at home through VIVEPORT, the leading VR app store. HTC has a long-standing commitment to the arts, and created a global program, Vive Arts, to advance the world’s appreciation and creation of the arts through the latest technology.

    Marina Abramović, Rising

    Marina Abramović’s Rising addresses the effects of climate change by transporting viewers to witness rising sea levels. Wearing an immersive headset, viewers enter an intimate virtual space, where they come face-to-face with the artist, who beckons from within a glass tank that is slowly filling with water from her waist to her neck.

    Users are invited to make contact with the virtual Abramović, and then find themselves surrounded by a dramatic scene of melting polar ice caps. Abramović urges viewers to reconsider their impact on the world around them, asking them to choose whether or not to save her from drowning by pledging to support the environment, which lowers the water in the tank.

    Abramović’s pioneering performance career has centered around time-based work, which uses both hers and the public’s body as a canvas. She has continually pushed the boundaries with durational work that has defined contemporary performance. With Rising, the artist’s presence is brought into another dimension.

    To produce the artwork, Acute Art developers captured the artist’s unique facial expressions to create a realistic looking avatar of Abramović. Embracing new technology in an endeavor to transmit the presence of the artist virtually, Rising allows users to directly interact with the artist virtually from anywhere in the world.

    Anish Kapoor, Into Yourself, Fall

    Anish Kapoor’s first virtual reality work, Into Yourself, Fall, takes users on a journey through the human body, experiencing the sensation of falling into yourself via the immersive headset. Kapoor’s work seeks to simulate vertigo as a descent inside the human body, depicting a labyrinth of the inner workings of the self.

    Starting the journey in a forest scene, in a clearing surrounded by trees, viewers encounter a large black void in the ground. Users then travel through a complex series of tunnels with walls that appear to be made of sinewy flesh and muscle. With this work, Kapoor invites users to experience a surreal sensation of exploring the unknown, with viewers losing themselves in another realm.

    Working with Acute Art to design this custom made virtual space, Kapoor’s work was developed around the idea of creating a physical experience via a virtual journey, testing the limits of what is possible to experience through the technology. Into Yourself, Fall plays with the experience of wearing the headset, creating a disorientating sensation of radical introspection that is experienced physically by the viewer.

    Kapoor’s use of this new technology enables him to explore materiality in a virtual realm, drawing on his highly influential sculptural practice to evoke both tactility and transcendence. With a soundtrack created by the artist’s son Ishan Kapoor, Into Yourself, Fall directly transports the viewer into the artist’s own visceral virtual reality.

    Marina Abramović said: “In this moment of my career, I have been wondering how to transfer energy from body to body through the use of modern technology. This VR artwork raises questions about technology’s impact on human empathy through the lens of a pressing issue facing our world: climate change. Changes to the global climate threaten existing ways of living. Rising will offer people the chance to empathise and respond to the needs of others affected by this crisis. I am particularly interested in how audiences’ consciousness and energy will be affected by a virtual experience of helping others”

    Anish Kapoor said: Into Yourself, Fall, takes us on a journey through the human body, experiencing the sensation of falling into yourself via this immersive medium. The work seeks to simulate vertigo as a descent inside the human body, depicting a labyrinth of the inner workings of the self.”

    Victoria Chang, Director of Vive Arts, said: “The discourse surrounding virtual reality as a fine art medium started more than 20 years ago, but it is only recently that groundbreaking VR artworks, including Rising and Into Yourself, Fall, have become accessible to a global audience. We are thrilled to be at the forefront of this new development, encouraging more artists and cultural institutions to advance their visions using the latest technology to reach new audiences.”

    Jacob De Geer, CEO of Acute Art, said: “Acute Art collaborates with leading artists producing virtual reality art that push the limits of artistic practice and creates immersive experiences. Abramović and Kapoor are masters of their craft and two of the most visionary artists working today and it is extremely exciting to see them experimenting with new technology. Showing these innovative artworks through VR will allow viewers to experience a new side to the artists and their practice. Works produced by Acute Art are available through our VR Museum making these unique experiences accessible anywhere in the world.”

    Website: LINK

  • Announcing VDA2 Nominees

    Announcing VDA2 Nominees

    Reading Time: < 1 minute

    We’re pleased to announce the nominees for the second annual Viveport Developer Awards! These 10 nominations represent some of the best and most innovative VR experiences. With a record number of entries from developers, it was incredibly difficult to shorten the list.

    In no particular order, here’s the 10 nominees, 2 for each category. All are available now on Viveport.

    Entertainment

    Education

    Arts & Culture

    Enterprise

    Arcade

    Congratulations to all our nominees and good luck! Winners will be announced at a special event on March 19 coinciding with the Game Developers Conference (GDC).


    Website: LINK

  • Enter the Stormlight Archive in VR, with Way of Kings

    Enter the Stormlight Archive in VR, with Way of Kings

    Reading Time: 5 minutes

    Part of Brandon Sanderson’s fantasy epic The Stormlight Archive has been translated from the printed page to VR with this VR experience from Arcturus. We spoke with Ewan Johnson, Chief Creative Officer at Arcturus, about re-creating the world of Roshar.

    Can you give us a brief overview of the world of The Stormlight Archive?

    For those that are new to Brandon Sanderson’s Stormlight Archive series, The Way of Kings is the first book in an epic series set in Roshar, a world of stone and storms. Uncanny tempests of incredible power sweep across the rocky terrain so frequently that they have shaped ecology and civilization alike. Animals hide in shells, trees pull in branches, and grass retracts into the soilless ground. Cities are built only where the topography offers shelter.

    It has been centuries since the fall of the ten consecrated orders known as the Knights Radiant, but their Shardblades and Shardplate remain: mystical swords and suits of armor that transform ordinary men into near-invincible warriors. Men trade kingdoms for Shardblades; wars are fought for them, and won by them. One such war rages on a ruined landscape called the Shattered Plains. There, Kaladin, a medical apprentice, has been reduced to slavery. In a war that makes no sense, where ten armies fight separately against a single foe, he struggles to save his men and to fathom the leaders who consider them expendable.

    It is the scale of the Shattered Plains, the creatures that roam them, and the power of stormlight, that all combine to create an amazing opportunity for VR and we have only taken a few steps with this interactive narrative.

    The Way of Kings

    How does the VR experience link up with The Way of Kings as a book?

    Our VR experience is a short form adaptation written by Joshua Rubin (known for his work on Destiny, Assassin’s Creed 2, and Telltale’s Game of Thrones). You experience the world of of Roshar through the eyes of Kaladin. You will walk on the Shattered Plains during a high storm, learn to harness the power of stormlight, battle the Parshendi, and encounter some surprises along the way. Throughout the experience, Syl — a playful, fairy-like Spren — will be there to guide and assist you in understanding your new powers.

    We wanted to provide an introduction to this world and we believed that by using Kaladin and his journey, as well as relying on Syl to be our mentor and guide, that we were able to stay true to the broad storyline in the book. The whole book is not in here of course, but we think this is a short, fun experience for new audiences as well as those familiar with the lore.

    Can you tell us about Syl? Is she a guide, a companion, a sidekick or something else?

    We feel that Syl is pretty unique. She is a guide, a companion, and a sidekick in the stories. What is unique and special for her is that in the books she becomes sentient, and we wanted to try to capture the feeling of that in the experience. So at times she helps you figure out how to complete the experience, but she also discovers and explores the world alongside you. This allows her to teach you about the world without coming across as expositional or just a tutor. We hope you’ll enjoy her company and that her guidance will serve you well. Pay close attention to her because you’ll learn some important lessons if you listen.

    The Way of Kings

    Concepts for Syl in The Way of Kings.

    What was the origin of the VR project (apart from the book)?

    We were all attracted to adapting Brandon’s world because of the breadth of the story and the magic systems, which seem uniquely suited to VR. From there, Kaladin’s hero journey was particularly appealing because it allowed us to put the viewer in the hero’s shoes.

    Production-wise, the project started with DMG who acquired rights to Sanderson’s novels for multi-platform development and asked us to explore a VR experience that would help executives quickly grasp the beauty and scale of the Cosmere. Because the scale of this world is so large, we felt that it would take more than a treatment and some concept art to awaken the imagination of just how powerful these worlds could be in a visual medium.

    The immersive nature of VR combined with interactivity and exploration allow a much deeper discovery of a story; we could literally allow studio execs to step into the world and experience the characters and environment. By creating a narrative thread to combine the moments within the experience we could provide a deeper sense of the characters at the same time. As we developed the concept and a narrative that tied it all together, it became clear that this was a standalone piece that we should share with the fans.

    The Way of Kings

    How much involvement did Brandon Sanderson have in the creation of the VR project?

    Brandon Sanderson was involved from the very beginning, providing feedback on scripts and artwork. We were thrilled that when Brandon saw it all he loved it and said it matched his vision.

    For anyone who might not have read The Way of Kings, are there any spoilers in the VR experience?

    Not spoilers per se, because this is an adaptation and not a translation of a given scene from the book. For people new to the story they will find things that they might need to read the whole book to understand, but I don’t see them as a spoiler. Instead we think of it as an inspiration to read this amazing series.

    Do you plan to return to The Stormlight Archive for future projects? Will The Way of Kings be updated with new features?

    We certainly hope so! As with anything, demand will drive the development of more, but we’ve already been thinking about what the next one might be, and how might further immerse you in Roshar.

    Finally… what scene(s) would you like to see created in VR from The Stormlight Archive?

    The Stormlight Archive is a rich and deep world that we would love to continue to allow Brandon’s readers to experience in VR. In particular, I would love to develop some experiences around Dalinar’s visions. Having the Radiant’s approach him in his vision and paint a picture of the world and the landscape would be an incredible visual journey.

    I would also love to focus some more of the experience on Shallan, her sketchbooks and her abilities. It would be an amazing VR experience to visit the sea of beads with it’s floating flames and distant sun in a black, black sky, that would be breathtaking to experience in VR. And can you imagine how cool it would be to allow you to be a shardbearer and have to wield these amazing swords in actual combat. That is still just scratching the surface of what these books can do!

    Thanks for talking with us, Ewan!


    The Way of Kings: Escape the Shattered Plains is available on Viveport.

    Website: LINK

  • Making a video game in two days with Tilt Brush and UnityMaking a video game in two days with Tilt Brush and UnityEMEA Program Manager

    Making a video game in two days with Tilt Brush and UnityMaking a video game in two days with Tilt Brush and UnityEMEA Program Manager

    Reading Time: < 1 minute

    Imagine you’re playing a video game, and you’re being attacked by a gang of angry space aliens. Wouldn’t it be great if you could just paint an object in 3D space and use it to defend yourself? A talented team of artists and game fanatics explored this very premise at Global Game Jam 2018, a game development hackathon. Seeing Tilt Brush as a fast, powerful and fun 3D asset creation tool, the team at Another Circus used the Tilt Brush Toolkit to create a virtual reality game in less than 48 hours.

    “Pac Tac Atac” casts you as a space adventurer who has landed on an alien planet and needs to beam a rescue message into intergalactic space. But watch out, the locals are angry and in the mood to smash your transmitter. It’s up to you to keep them away!

    What the aliens don’t know is that you’re armed with two cans of spray paint, that let you  magically draw any object in your imagination to defend yourself.

    Website: LINK

  • Viveport Subscription Member Deals are here!

    Viveport Subscription Member Deals are here!

    Reading Time: 2 minutes

    Are you a Viveport Subscription member? You can save this weekend on Prison Boss VR plus The Gallery Parts 1 and 2!

    Subscribe to Viveport Subscription before March 22nd for best value

    With over 375 titles now available in Viveport Subscription, the monthly price is increasing on March 22nd. (If you’re an existing subscriber, or subscribe before March 22nd, you’ll continue to pay your current rate until at least the end of 2018. More details here.)

    As well as getting you access to hundreds of VR titles, Viveport Subscription members now enjoy exclusive access to our Weekend Deals, and also will regularly receive free game and app codes with the first one coming to your inbox this weekend, so look out for it!

    Those weekend deals start now, so we thought we’d show you what’s on offer. (Not a subscriber? Sign up now for free and yep, you’ll get access to these deals immediately.)

    Prison Boss VR – 70% off for Viveport Subscription members

    Prison is no joke – but Prison Boss VR at least makes it bearable! In this frantic crafting game by Trebuchet, you’ll start your own ‘cell business’ right under the eye of the watchful guards. Keep your crafting going at night, but watch out for the patrols and make sure you’re not seen running your business. With true room-scale gameplay, 4 prisons and over 80 jobs to complete, you’ll be ‘doing serious time’ when playing Prison Boss VR.

    Get Prison Boss VR for 70% off right now!

    The Gallery: Episode 1 – Call of the Starseed – 60% off for Viveport Subscription members

    If you’ve missed out on The Gallery, you’ve missed out on the special experience delivered by Cloudhead Games. Inspired by 80s dark fantasy movies, this is a groundbreaking VR adventure where you’ll journey to a forgotten world to find your missing sister.

    Truly a made-for-VR experience, The Gallery will have you moving all around your play space as you explore and solve puzzles in your quest. Hours of adventure await!

    Get The Gallery: Episode 1 for 60% off right now!

    The Gallery – Episode 2: Heart of the Emberstone – 20% off for Viveport Subscription members

    Picking up right where Call of the Starseed left off, Heart of the Emberstone ups the stakes to make the adventure truly intergalactic! Without spoiling the story let’s just say you’ll travel a long, long way to complete another set of fiendish puzzles in this celebrated sequel that truly cements Cloudhead Games as masters of their craft. 

    Get The Gallery – Episode 2 for 20% off right now!

    Remember – these individual discounts are Member Perks, so you’ll need to be a Viveport Subscription member to get them. Not already subscribed? Sign up now and get access to these deals, as well as getting to choose 5 titles a month from over 375 VR titles!

    Website: LINK

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

    Konrad the Kitten is ready for all your love in VR

    Reading Time: 6 minutes

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

    Hello! Please introduce yourself to everyone.

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

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

    Konrad the Kitten

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

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

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

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

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

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

    Konrad the Kitten

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

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

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

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

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

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

    Konrad the Kitten

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

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

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

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

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

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

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

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

    Konrad the Kitten

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

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

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

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

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

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

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

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

    Konrad the Kitten's inspiration - Morle

    Thank you very much for talking to us, Konrad!


    Konrad the Kitten is available on Viveport.

    Website: LINK

  • Legoland to Open VR Roller Coaster Ride in Florida

    Legoland to Open VR Roller Coaster Ride in Florida

    Reading Time: 2 minutes

    Lego is set to open its first VR roller coaster ride in March. Called the Great Lego Race, visitors to the attraction at Legoland Florida will have the option of wearing a headset, immersing themselves in the blocky world of Lego.

    For fans of Lego who’ve yet to visit Legoland’s Florida resort, the company’s latest ride may just be the enticement they’ve been waiting for. The iconic brand is now launching its first VR roller coaster ride.

    Merlin Entertainments Group announced last September that three of its LegoLand resorts will soon have VR roller coasters. Next month, Florida’s VR ride will be opening. The exact date for the grand opening of the new attraction is March 23, 2018.

    Although the roller coaster is designed with children in mind, it’s certainly worth visiting for adults who love Lego and have a penchant for tech.

    Visitors have the option of wearing the VR headset during the roller coaster, plunging them into a world of crazy races, animated characters and Lego scenery.

    The company explains in their YouTube video: “It’s the first virtual reality (VR) roller coaster experience designed for kids and represents the first time the LEGO brand and minifigure characters have been integrated with VR technology in a theme park attraction.

    Experience Action from Every Angle

    While wearing the VR headsets, riders of the Great Lego Race will be able to experience action in 360 degrees. Looking right at home among the universe of films Lego has churned out in recent years, the VR experience features pirates, wizards, pharaohs, scooters fueled with espresso, mummy servants and more. All constructed from Lego, naturally.

    MackMedia is behind the VR app and offers previews of its technology in it’s freely downloadable Coastiality app. The VR headsets fit both children and adults, and can be adjusted for comfort. However, it’s also possible to experience the ride without the headset.

    The Great LEGO Race was inspired by the way kids play with LEGO toys at home… It’s a unique LEGO adventure that lets kids enter an epic imaginary world made entirely from LEGO bricks, featuring a host of different themes and fun LEGO characters, all mixed up together,” Candy Holland, senior creative director for Merlin Magic Making, which designs and develops attractions for Merlin Entertainments sites explains.

    The Great Lego Race opens March 23rd, 2018, at Legoland Florida.

    Source: VR and Fun



    License: The text of „Legoland to Open VR Roller Coaster Ride in Florida“ by All3DP is licensed under a Creative Commons Attribution 4.0 International License.

    Subscribe to updates from All3DP

    You are subscribed to updates from All3DP

    Website: LINK