Kategorie: PC

  • Daily Deal – Duck Game, 60% Off

    Daily Deal – Duck Game, 60% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 60% on Duck Game!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Friday at 10AM Pacific Time
    Website: LINK

  • Now Available on Steam – RimWorld

    Now Available on Steam – RimWorld

    Reading Time: < 1 minute

    RimWorld is Now Available on Steam!

    A sci-fi colony sim driven by an intelligent AI storyteller. Inspired by Dwarf Fortress and Firefly. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more.
    Website: LINK

  • HackSpace magazine 12: build your first rocket!

    HackSpace magazine 12: build your first rocket!

    Reading Time: 3 minutes

    Move over, Elon Musk — there’s a new rocket maverick in town: YOU!

    Rockets!

    Step inside the UK rocketry scene, build and launch a rocket, design your own one, and discover the open-source rocket programmes around the world! In issue 12, we go behind the scenes at a top-secret launch site in the English Midlands to have a go at our own rocket launch, find the most welcoming bunch of people we’ve ever met, and learn about centre of gravity, centre of pressure, acceleration, thrust, and a load of other terms that make us feel like NASA scientists.

    Meet the Maker: Josef Prusa

    In makerception news, we meet the maker who makes makers, Josef Prusa, aka Mr 3D Printing, and we find out what’s next for his open-source hardware empire.

    Open Science Hardware

    There are more than seven billion people on the planet, and 90-odd percent of them are locked out of the pursuit of science. Fishing, climate change, agriculture: it all needs data, and we’re just not collecting as much as we should. Global Open Science Hardware is working to change that by using open, shared tech — read all about it in issue 12!

    And there’s more…

    As always, the new issue is packed with projects: make a way-home machine to let your family know exactly when you’ll walk through the front door; build an Alexa-powered wheel of fortune to remove the burden of making your own decisions; and pay homage to Indiana Jones and the chilled monkey brains in Temple of Doom with a capacitive touch haunted monkey skull (no monkeys were harmed in the making of this issue). All that, plus steampunk lighting, LEDs, drills, the world’s biggest selfie machine, and more, just for you. So go forth and make something!

    Get your copy of HackSpace magazine

    If you like the sound of this month’s content, you can find HackSpace magazine in WHSmith, Tesco, Sainsbury’s, and independent newsagents in the UK from tomorrow. If you live in the US, check out your local Barnes & Noble, Fry’s, or Micro Center next week. We’re also shipping to stores in Australia, Hong Kong, Canada, Singapore, Belgium, and Brazil, so be sure to ask your local newsagent whether they’ll be getting HackSpace magazine. And if you’d rather try before you buy, you can always download the free PDF now.

    Subscribe now

    Subscribe now” may not be subtle as a marketing message, but we really think you should. You’ll get the magazine early, plus a lovely physical paper copy, which has a really good battery life.

    Oh, and twelve-month print subscribers get an Adafruit Circuit Playground Express loaded with inputs and sensors and ready for your next project. Tempted?

    Website: LINK

  • Evolving the Narrative with Cloudhead Games’ The Gallery

    Evolving the Narrative with Cloudhead Games’ The Gallery

    Reading Time: 7 minutes

    The critically-acclaimed interactive narrative experience The Gallery has been a must-play since the first episode debuted on Viveport. Using all the immersive tools at their disposal, Cloudhead Games are crafting an engaging story with a rich universe to explore as players search for their missing sibling in a fantastical unknown realm. We sat down with the crew at Cloudhead to hear about how The Gallery came to be and what fans can expect as the series continues.

    Interview by Nathan Ortega, Vive

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

    For those unfamiliar, tell us a bit about yourself and Cloudhead Games.

    I’m Antony Stevens and I work with everyone on the team in various ways, from community relations to content creation to narrative design and more.

    Cloudhead Games is probably best known for The Gallery, with Episode 1: Call of the Starseed being the first story-driven adventure game built for room-scale VR, and what many consider to be an instant classic at the launch of Vive in 2016. If you bought your Vive in that first year, you probably even received Call of the Starseed bundled with your HMD. Starseed earned over a dozen awards and nominations, including Game of the Year; and its sequel, Heart of the Emberstone, brought us home the annual Viveport Developer Award for Entertainment last year. We’re also pioneers of VR locomotion with snap turns, teleportation (or “Blink”), and other industry firsts.

    Where did the idea behind The Gallery come from?

    Our team all grew up with fantasy/adventure movies – The Goonies, Labyrinth, The Dark Crystal, Indiana Jones. VR can genuinely transport you, and we wanted to give players an experience that has that same childlike wonder of sitting cross-legged in front of the TV and imagining yourself as the hero in those stories. Except this time you actually are the hero; you can move around, interact with the world, solve mysteries, and wield mystical powers with your own hands.

    The Gallery is steeped in 80s nostalgia, from the score to the premise to the vintage visual motifs. What would you say are some of Cloudhead Games crew’s biggest pop culture influences on the project?

    The Goonies and The Dark Crystal are definitely the biggest two. In Starseed we have a hidden area that’s a full-on homage to a scene from The Goonies, and in Emberstone there’s a temple that’s completely styled after the ritual chamber in The Dark Crystal.

    Developing an interactive narrative is no easy task, more so  when you factor in the extra immersion that VR provides. What were some of the biggest challenges you encountered when developing The Gallery?

    In room-scale VR with Vive, there is so much inherent freedom to move around during a narrative even before you complicate it with interactions and hand tracking. You can move to the wrong spot at the wrong time and hurt pacing, you can look away from something important as it happens — we can’t just grab the camera and shove it in the right direction like you can in traditional games. We try to solve that by adding as many affordances as we can — as many different ways to guide the player to look at the right things at the right time.

    In Emberstone, for example, there’s a part where an enormous rock monster rises up and greets you. The music swells and you can hear a bunch of noise behind you. Your controllers vibrate, there’s a deep groan like only giant rock monsters can, you see a huge shadow cast on the wall in front of you — the entire game essentially screams for you to “TURN AROUND AND LOOK AT THE THING!” But we still get people simply fascinated with some small object they’re playing with in their hands and they never even turn around. That’s how hard it is.

    Were there any surprises revealed through observing player behavior and getting fan feedback once the first episode released? Any elements that people particularly responded to that you didn’t predict?

    Without giving too much away, there’s a part at the end of Call of the Starseed that gives you a very visceral feeling on your hand. Almost every single player I’ve seen in videos or in person has flinched when that moment happens. Some even say they felt it. It means that they were so immersed and tied into the experience that they were the hero, exactly how we had hoped. I’ve always been really happy with that moment.

    Talk to us a bit about what inspired you and the team to develop The Gallery as an episodic series. Is this style of release something you’d like to continue exploring with future projects or are you leaning towards a more traditional ‘all-at-once’ approach?

    We went episodic because it meant we could experiment with format and build each episode for its time. With Starseed, we built a game for people to ease into VR, without completely knowing how long people would want to stay immersed. As such, our first release felt more akin to an interactive movie in length and pacing. With Emberstone, we were able to complicate exploration and be more ambitious with storytelling. With Episode 3, we have an experience with more complex physical interactions that require an understanding of the foundations from these first years of VR.

    With The Gallery having reached the halfway point for the series, were there any particular lessons learned from the development of Episode I and II that the team is incorporating in future entries?

    I mean, all of it! We are fortunate to be one of the few teams in VR that have been here since the very beginning. We have a deep understanding of what works and what doesn’t in VR and you can’t start breaking those rules without knowing them first. Now that we have a strong foundation of interactions and storytelling, we can spend more time utilizing what we know and breaking conventions. We have some truly interesting things coming up in Episode 3 that take all the groundbreaking stuff we introduced in the first two episodes and combines it for a really unique experience.

    Both episodes of The Gallery feature some pretty trippy and challenging puzzles. Were brain-teasing objectives something the team always envisioned for the series, or did that element naturally evolve as a result of developing the story you sought out to tell?

    Myst was a huge inspiration, and we wanted to use these kinds of puzzles to break up the pace of the game. We also wanted the puzzles to make sense in the context of the world, so that solving them wasn’t just unlocking the next area, but unravelled something in the narrative — solving a mystery, while at the same time engaging you with a full, spatial experience only possible in VR. It made puzzles more complex to build and solve, but they also make a lot of sense for room-scale; moving around the space and investigating objects is a completely different experience in VR.

    The Gallery seems to deal a lot with the duality of complicated sibling relationships. Was this an intentional motif , and something your team wants to continue exploring? If so, why?

    It’s a bit broader than that even. I think the duality of siblings just came with writing about conflicts of faith and science, magic realism, ostracization in a common culture. We try to explore how these sides are both flawed but powerful. Elsie the reckless adventurer, Alex the ponderous rescuer. Sebastian the man of science, Sarah the woman of faith. The things that seperate us are the things that should ultimately bring us together. In Episode 3 we want to push into that core theme–it’s integral to the world of The Gallery.

    Music plays a big part of establishing the atmosphere and tone of The Gallery – the soundtrack being provided by award-winning composer Jeremy Soule.  Tell us a bit about how that collaboration came to be. Were there any particular influences on the style and mood, either from your team or from the composer or both?

    We were at an event in Seattle with one of the earliest versions of The Gallery and met Mr. Soule there. He tried the demo and told us he loved it–he saw the same future in VR that we did and felt that The Gallery offered an ideal entry point for the art he wanted to make. As a master of magical realism, we couldn’t have dreamed of a more perfect fit for what we were working on.

    Are there any tidbits you can share with fans of The Gallery as to what they can expect from Episode 3 (maybe a release date wink wink)?

    Episode 3 is a journey which plays with the fabric of reality itself and our personal journeys through it. We’re going to give you tremendous power in shaping that reality through the gauntlet you received in Heart of the Emberstone, leading to an ultimate resolution. That’s all I can say for now.

    Once your team has completed The Gallery, what’s next on the horizon for Cloudhead Games? Will you continue to experiment with what’s possible in the world of interactive narrative VR experiences or possibly explore other genres?

    We’ve learned so much about VR over the past 5 years and are ready to bring even bigger things to the platform. We’re excited to break the mold and push familiar ideas toward a paradigm shift. We’re a very cinematic team, but we have projects coming that are outside of our usual fantasy/adventure style. If you know us at all, you know that we’re always trying to push the limits of VR, and we’ve got a number of ideas in store that I hope to be able to talk more about soon.

    Thank you so much for your time!


    The Gallery Episode I: Call of the Starseed and Episode II: Heart of the Emberstone are on sale 50% off during the Viveport Anniversary Event, and are also available via Viveport Subscription

    Website: LINK

  • Codemasters Publisher Week

    Codemasters Publisher Week

    Reading Time: < 1 minute

    Save up to 90% on Codemasters titles during the Codemasters Publisher Week*!

    *Discounts end Monday October 22nd 10AM PDT.

    Website: LINK

  • Daily Deal – MOTHERGUNSHIP, 35% Off

    Daily Deal – MOTHERGUNSHIP, 35% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 35% on MOTHERGUNSHIP!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Thursday at 10AM Pacific Time
    Website: LINK

  • Midweek Madness – Sonic Mania, 30% – 85% Off

    Midweek Madness – Sonic Mania, 30% – 85% Off

    Reading Time: < 1 minute

    Save 30% to 85% on all Sonic The Hedgehog titles during this week’s Midweek Madness*!

    *Offer ends Thursday at 4PM Pacific Time



    Website: LINK

  • New DLC Available – FOR HONOR™ : Marching Fire Expansion

    New DLC Available – FOR HONOR™ : Marching Fire Expansion

    Reading Time: < 1 minute

    FOR HONOR™ : Marching Fire Expansion, all new content for FOR HONOR™ is Now Available on Steam!

    The Wu Lin Faction is coming! Expand your world with 4 new Heroes instantly- the Tiandi, the Shaolin, the Jiang Jun and the Nuxia. Also get Day 1 access to the new Arcade Mode, an endless PVE experience playable solo or co-op with a friend.

    Website: LINK

  • VIVE Arts’ ‘Up the River During Qingming VR’ Brings National Treasure to Life

    VIVE Arts’ ‘Up the River During Qingming VR’ Brings National Treasure to Life

    Reading Time: 4 minutes

    Today HTC VIVE announced a next step in its partnership with Taiwan’s National Palace Museum, one of the major institutions dedicated to preserving human historical artefacts — in bringing the world renowned masterpiece – Up the River During Qingming to life in virtual reality. Starting October 15, A Journey Inside Paintings and Calligraphy: VR Art Exhibition, will showcase the innovative capabilities of the VIVE Pro headset in not only delivering a unique viewing experience, but to actually traverse the famed painting, offering unprecedented recreation and interaction.

    Up the River During Qingming VR, marking another major step for the VIVE Arts program, continues its mission to transform how art is experienced. VIVE Arts titles are now deployed at the most prestigious institutions across the world, such as the Royal College of Art, Tate Modern, the Muséum national d’histoire naturelle, the Newseum, the State Hermitage Museum, and the National Palace Museum. With Up the River During Qingming VR, VIVE Arts is again marrying cultural richness and state-of-the-art immersion/interaction.

    This partnership between Taiwan’s National Palace Museum and HTC Vive was established in 2015, when the two institutions had co-developed VR artwork projects including “The Spirit of Autobiography” (based on Tang dynasty Huaisu’s cursive script – Autobiography), and “Roaming through Fantasy Land” (based on Yuan dynasty painter Zhao Mengfu’s “Autumn Colors on the Qiao & Hua Mountains”). Seeking to redefine exhibition standards with the help of modern VR technology, the partnership also brings VR content to rural and remote townships.

    Running October 15 to December 15, 2018, the A Journey Inside Paintings and Calligraphy – VR ART exhibition, alongside the current exhibit Another Look at National Treasures: Select Masterpieces of Painting and Calligraphy in the Museum Collection, will be located at the Northern Branch Exhibition Area 210.

    Up the River During Qingming, especially this version by Qing dynasty court painters, is one of the most exquisite and beautifully rendered genre paintings,” said Lillian Lee, AVP of HTC Vive and Producer of the Up the River During Qingming VR project. “Through the VIVE, we make this content both educational and entertaining. While the viewers are having fun, they learn the historical heritage of the painting at the same time. We look forward to bringing this experience to the museums, galleries, and art exhibitions around the world through location-based business collaboration.”

    Up the River During Qingming VR is a dual experience including 8K High-Res artwork display and interactive sessions:

    Hidden details revealed through VR

    Scroll through the high-res painting at your own pace, zoom out for an overall view of each scene, and get close to appreciate every detail. Many “Scenic Spots” are located throughout the painting, and the Emperor Qianlong himself will provide related knowledge and anecdotes.

    A World Brought to Life

    Viewers walk into the lively worlds portrayed in the artwork, searching for characters, playing mini games throughout the ancient world.

    The Rainbow Bridge

    The iconic “Rainbow Bridge” scene consists of the hustle and bustle of a crowded market and passing cargo boats. Interact with the fascinating people and shops in a game, and take on a mission to assist a stranded boat to gain a better understanding of river transportation.  

    Outdoor Theater: “The Phoenix Pavilion”

    Portraying the ancient story from the “Romance of Three Kingdoms”, traditional Chinese opera is a favorite for all market goers as they bustle about to get a better view. Help dress up the actors for the show to commence.

    • Golden Orchid Restaurant

    The Golden Orchid Restaurant is situated at a prime location in front of the city entrance, offering a spectacular view of the river. Here, you can immerse in the house duties and learn about the origins of iconic Chinese dishes.

    This special exhibition includes:

    1. Up the River During Qingming VR: Rainbow Bridge
    2. Up the River During Qingming VR: Outdoor Theater
    3. Up the River During Qingming VR: Golden Orchid Restaurant
    4. “Roaming through Fantasy Land” & “The Spirit of Autobiography”

    About the National Palace Museum

    The incredible troves of historical artifacts in NPM’s collection are not only the important remains of Chinese civilization but are also of immeasurable value to mankind at large. NPM shoulders the great mission of preserving and educating people about traditional culture and hopes to continue to build upon historical foundations.

    Website: LINK

  • Electronics 101.1: Electricity basics

    Electronics 101.1: Electricity basics

    Reading Time: 11 minutes

    In HackSpace issue 9, Dave Astels helps us get familiar with what electricity is, with some key terms and rules, and with a few basic components. Get your copy of HackSpace magazine in stores now, or download it as a free PDF here.

    An animated GIF of Pickachu the Pokemon

    tl;dr There’s more to electricity than Pikachu.

    Electricity basics

    Electricity is fascinating. Most of our technology relies on it: computers, lights, appliances, and even cars, as more and more are hybrid or electric. It follows some well-defined rules, which is what makes it so very useful.

    According to Wikipedia, electricity is ‘the set of physical phenomena associated with the presence and motion of electric charge’. And what’s electric charge? That’s the shortage or excess of electrons.

    Let’s go back (or forward, depending on where you are in life) to high school science and the atom. An atom is, at a very simplified level, a nucleus surrounded by a number of electrons. The nucleus is (again, viewing it simply) made up of neutrons and protons. Neutrons have no charge, but protons have a positive charge. Electrons have a negative charge. The negative charge on a single electron is the exact opposite of the positive charge on a single proton. The simplest atom, hydrogen, is made from a single proton and a single electron. The net charge of the atom is zero: the positive charge of the proton and the negative charge of the electron cancel – or balance – each other. An atom’s electrons aren’t just in an amorphous cloud around the nucleus: you can think of them as being arranged in layers around the nucleus…rather like an onion. Or perhaps an ogre. This is a very simplified visualisation of it, but it suffices for our purposes.

    A diagram of a copper atom and the text '29 Electrons'

    Figure 1: A very stylised representation of a copper atom with its electron shell

    In a more complex atom, say copper, there are more protons, neutrons, and electrons, and the electrons are in more layers. By default, a copper atom has 29 protons and 35 neutrons in its nucleus, which is surrounded by 29 electrons. The way the electrons are distributed in their layers leaves the copper atom with a single electron in the outermost layer. This is represented in Figure 1 (above). Without getting further into subatomic physics, let’s just say that having that single electron in the outermost layer makes it easier to manipulate. When we put a bunch of copper atoms together to make copper metal (e.g. a wire), it’s easy to move those outermost electrons around inside the metal. Those electrons moving around is electricity. The amount of electrons moving over a period of time is called ‘current’.

    A multimeter showing the figure 9.99 with a resistor connected via crocodile clips

    A single 10 kΩ resistor reads almost 10 000 ohms (no electrical component is perfect).

    We started by talking about electrons and charge. Look back at the Wikipedia definition: ‘presence and motion of electric charge’. Charge is measured in coulombs: 1 coulomb is approximately 6.242 × 1018 electrons. That’s 6 242 000 000 000 000 000 electrons. They’re very small. Actually, this would be -1 coulomb. +1 coulomb would be that many protons (or really, the net lack of that many electrons).

    That’s charge. Now let’s consider moving charge, which is far more useful in general (unless your goal is to stick balloons to the wall). Consider some amount of charge moving through a wire. The amount of charge that moves past a specific point (and thus through the wire) over a period of time is called ‘current’ (just like the current in a river) and is measured in amperes, generally just called amps. Specifically, 1 amp is equal to 1 coulomb flowing past a point in 1 second.

    Another common term is voltage. You can think of voltage like water pressure; it’s the pressure pushing the electrons (i.e. charge) through a material. The higher the voltage (measured in volts), the faster charge is pushed through, i.e. the higher the current.

    The final term is resistance, measured in ohms. Resistance is just what it sounds like. It’s a measure of how much a material resists the movement of electrons. We said that copper allows electrons to move freely. That’s what makes it so common for wires, PCB traces, etc. We say that it is a good conductor. Glass, on the other hand, locks its electrons in place, not letting them move. It’s an example of a good insulator. There are materials that are in between: they let electrons move, but not too freely. These are crucial to making electronics work.

    There’s an interesting (and useful) relationship between voltage, current, and resistance called Ohm’s Law (Georg Ohm was the fellow who explored and documented this relationship): the current (denoted I, in amps) flowing through a material is equal to the voltage across the material (denoted V, in volts) divided by the material’s resistance (denoted R, in ohms): I = V/R. This equation is foundational and, as such, very handy.

    Lighting up

    There aren’t many electronic devices that don’t have at least one LED on them somewhere, especially not gadgety ones. If you look at a simple Arduino Uno, it has LEDs for power, Tx, Rx, and pin 13. The first program using electronic components that most people try is one to blink an LED.

    A colour spectrum from red to purple

    Figure 2: The colour spectrum

    LED stands for light-emitting diode. We’ll come back to diodes in a later instalment; all we need to know right now is that a diode has to go the right way around. So that leaves ‘light-emitting’. That simply means that it gives off light: it lights up. Specifically, it lights up when enough current flows through it. Be careful, though. Put too much current through it and it’ll likely crack in two. Seriously, we’ve done it. Best case scenario, you’ll get a bright pulse of light as it burns out. How much current do they like? 20 milliamps (20mA) is typical. Because an LED is a diode, i.e. a semiconductor (we’ll look at these in more detail in a future instalment too), it defies Ohm’s Law. How? It always has the same voltage across it, regardless of the current flowing through it.

    An LED will have a specific Vf (f is for forward, as in ‘forward voltage’), which will be defined in its data sheet.

    The voltage varies with the colour of light that the LED emits, but usually between 1.8V and 3.3V. Vf for red LEDs will typically be 1.8V, and for blue LEDs 3V–3.3V. As a rule, LEDs with a higher frequency colour will have a larger Vf. Figure 2 (above) shows the colour spectrum. Colours on the right end are lower in frequency and LEDs emitting those colours will have a lower Vf, while those on the left end have a higher frequency and a higher Vf.

    A screenshot of resistor-calculator website

    Resistor colour bands show the resistance. Online calculators can help you learn the values.

    So an LED will have a fixed Vf, and a typical LED that we’ll use likes about 20mA of current. An LED won’t do anything to limit how much current is flowing through it. That’s what we meant when we said it defies Ohm’s Law.

    If we take a blue LED and hooked it to a 3.3V power supply, it will shine happily. Do the same thing with a red LED, and it will blink and burn out. So how do we deal with that? How do we use 3.3V or 5V to make an LED light up without burning out? We simply limit the current flowing through it. And for that, we need a resistor and Ohm’s Law.

    Getting protection

    Figure 3: An LED with a current-limiting resistor

    If we want to power a red LED from a 5V source, we know the following information: current has to be 20mA, Vcc will be 5V, and the voltage across the LED will be 1.8V. Consider the circuit in Figure 3. The voltage across the resistor will be Vcc – Vf, i.e. 5 – 1.8 = 3.2V. We said the current through the LED should be 20mA. Since there is only one path through the circuit that goes through the resistor as well as the LED, all current has to flow through both: whatever amount of current flows through the resistor has to flow through the LED, no more, no less. This is the crucial thing to realise. We can calculate the value of the resistance needed using Ohm’s Law: R = V/I = 3.2V/20mA = 3.2V/0.020A = 160 ohms.

    The resistor should have a value of 160 ohms to allow 20mA of current to flow through the LED. Knowing that the 20mA and 1.8V values are approximate and that resistors are not exact (+/- 5 or 10 percent are the most common), we chose a slightly higher-value resistor. Considering common resistor values, go with 180 ohm or 220ohm. A higher-value resistor will allow slightly less current through, which might result in a slightly dimmer light. Try it and see. For practical purposes, simply using a 220 ohm resistor usually works fine.

    Parallel lines

    In the previous section we connected a resistor and an LED end to end. That’s called a series circuit. If we connected them side by side, it would be a parallel circuit. Consider the circuits in Figure 4.

    Figure 4: A – series circuit; B – parallel circuit

    We’ll use 5V for Vcc. What is the total resistance between Vcc and GND in each circuit? How much current is flowing through each circuit? What is the voltage across each resistor?

    When resistors are connected in series, as in circuit A, the resistances are added. So the two 100 ohm resistors in series have a total resistance of 200 ohms.

    When resistors are connected in parallel, as in circuit B, it’s more complex. Each resistor provides a path for current to flow through. So we could use an indirect method to calculate the total resistance. Each resistor is 100 ohms, and has one end connected to 5V and the other to 0V (GND), so the voltage across each one is 5V. The current flowing through each one is 5V/100 ohms = 0.05A, or 50mA. That flows through each resistor, so the total current is 100mA, or 0.1A. The total resistance is then R = V/I = 5V/0.1A = 50 ohms. A more direct way is to use the equation 1/Rt = 1/R1 + 1/R2 + … + 1/Rn, where Rt is the total resistance, and R1, R2, etc. are the values of the individual resistors that are in parallel. Using this, 1/Rt = 1/100 + 1/100 = 2/100 = 1/50. So Rt = 50. This is a quicker way to do it, and only involves the resistor values.

    An image of a multimeter

    A multimeter can read voltage, ampage, and resistance

    Now for current. We know that the series circuit has a total resistance of 200 ohms, so the current will be I = V/R = 5V/200 ohm = 0.025A = 25mA. For one 100 ohm resistor the current is 5V/100 ohm = 0.05A = 50mA. This is expected: if the resistance is lower, there is less ‘resistance’ to current flowing, so with the same voltage, more current will flow. We already computed the current for the parallel circuit: 100mA. This is higher because we know that each resistor has 50mA flowing through it. In a parallel circuit, the currents are added.

    A multimeter showing the figure 19.88 with a resistor connected via crocodile clips

    Two 10kΩ (kiloohm) resistors in series read (almost) 20kΩ

    The final question is what voltage is across each resistor. Let’s look at the parallel circuit first. One end of each resistor is connected to 5V, and the other end of each is connected to 0V (GND). So clearly, the voltage across each one is 5V. In a series circuit it’s different. We can use Ohm’s Law because we’ve calculated the current flowing through each one (0.025A), and that current flows through both resistors. Each resistor is 100 ohm, so the voltage across each one will be V = I×R = 0.025A × 100 ohm = 2.5 V. This makes sense intuitively, since the resistors have the same value and the same current is flowing through both. It makes sense that the voltage across each would be equal, and half of the total. Remember that it’s unlikely to be exactly half, due to the slop in the resistor values.

    Let’s do this one more time with unequal resistors. See Figure 5.

    Figure 5: A – series circuit; B – parallel circuit

    For the series circuit, we simply add the resistances: 100ohm + 82ohm = 182ohm. The current is 5V / 182ohm = 0.0274725A = 27.4725 mA. Because resistors are inexact, it’s safe to call this 27.5mA. The voltages are 100ohm × 0.0275A = 2.75V across the 100 ohm resistor, and 82ohm × 0.275 = 2.25V across the 82 ohm one. The voltages always have to add up, accepting rounding errors. Relative to ground, the voltage at the point between the resistors is 2.75V. What will happen if we make the top resistor smaller (i.e. have a lower resistance)? The total resistance goes down, the current goes up, so the voltage across the 100ohm resistor goes up. This is what’s generally called a voltage divider.

    For the parallel circuit we can use 1/Rt = 1/100 + 1/82 = 82/8200 + 100/8200 = 182/8200 = 1/45, so Rt = 45ohm. The total current is 5V / 45ohm = 0.111A = 111mA. For the individual resistors, the currents are 5V / 100ohm = 50mA and 5V / 82ohm = 61mA. Add these up and we have the total current of 111mA. Parallel resistors act as a current divider.

    A multimeter showing the figure 4.96 with a resistor connected via crocodile clips

    Two 10kΩ resistors in parallel read (almost) 5kΩ.

    I encourage you to create these little circuits on a breadboard and measure the resistances, voltages, and currents for yourself.

    Resistors in series for a voltage divider, resisters in parallel for a current divider

    Consider what happens if we replace the resistor connected to Vcc in a series circuit with a variable resistor. The voltage between the resistors will vary as the value of the resistor does. As the resistance goes down, the voltage goes up. The reverse is true as well: as the resistance goes up, the voltage goes down. One use of this is to replace the variable resistor with a photoresistor. A photoresistor’s value depends on how much light is shining on it (i.e. how many photons are hitting it, to be precise). More light = lower resistance. Now the voltage divider can be used to measure the strength of light. All you need to do is connect the point between the resistors to an analogue input and read it.

    Figure 6 Combined parallel and series circuits

    We’ve had a brief look at the basic concepts of electricity: charge, current, voltage, and resistance. We’ve also had a closer look at resistors and ways of combining them. We finished with a practical example of a series resistor circuit being used to measure light.

    Website: LINK

  • Now Available on Steam – Unleash, 10% off!

    Now Available on Steam – Unleash, 10% off!

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    Unleash is Now Available on Steam and is 10% off!*

    Unleash is a Tower Wars game, set in a dystopian future, where gifted children known as Dreamers are exploited by ruthless fighters to unleash hordes of monsters into arenas filled with massive guns.

    *Offer ends October 23 at 10AM Pacific Time
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  • Now Available on Steam – WARRIORS OROCHI 4 – 無双OROCHI3, 10% off!

    Now Available on Steam – WARRIORS OROCHI 4 – 無双OROCHI3, 10% off!

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    WARRIORS OROCHI 4 – 無双OROCHI3 is Now Available on Steam and is 10% off!*

    WARRIORS OROCHI 4 stars heroes from the DYNASTY WARRIORS and SAMURAI WARRIORS series. 170 playable characters, new magic elements and an all new story enhance the latest entry in this exciting tactical action series.

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  • Daily Deal – Hand of Fate 2, 25% Off

    Daily Deal – Hand of Fate 2, 25% Off

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    Today’s Deal: Save 25% on Hand of Fate 2!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Wednesday at 10AM Pacific Time

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  • Halloween voice-changer using Raspberry Pi Zero

    Halloween voice-changer using Raspberry Pi Zero

    Reading Time: 2 minutes

    Olivier Ros has put together a short and sweet tutorial for creating your own voice-changing mask for Halloween.

    Voice changer with Raspberry Pi Zero for Halloween

    How to make a voice changer with Raspberry Pi Zero for Halloween Buy MIC+ sound card on Amazon : goo.gl/VDFzu7 tutorial here: https://www.instructables.com/id/Halloween-Voice-Changer-With-Raspberry-Pi/ https://www.raspiaudio.com/halloween

    Halloween: we love it!

    Grab your ghostly fairy lights, hollow out your pumpkins, and hunt down your box of spooky knick-knacks — it’s Halloween season! And with every year that passes, we see more and more uses of the Raspberry Pi in haunting costumes and decorations.

    Voice-changers

    At the top of the list is an increase in the number of voice changers. And Olivier Ros’s recent project is a great example of an easy-to-build piece costumimg that’s possible thanks to the small footprint of the Raspberry Pi Zero.

    An image of the Raspberry Pi Zero voice changer inside a scary mask

    Playdough: so many uses, yet all we wanted to do as kids was eat it.

    Oliver used a Pi Zero, though if you have the mask fit it into, you could use any 40-pin Pi and an audio DAC HAT such as this one. He also used Playdough to isolate the Zero and keep it in place, but some foam should do the trick too. Just see what you have lying around.

    When I said this is an easy project, I meant it: Olivier has provided the complete code for you to install on a newly setup SD card, or to download via the terminal on your existing Raspbian configuration.

    You can read through the entire build on his website, and see more of his projects over on his Instructables page.

    More Halloween inspiration

    If you’re looking to beef up your Halloween game this October, you should really include a Raspberry Pi in the mix. For example, our Halloween Pumpkin Light tutorial allows you to control the light show inside your carved fruit without the risk of fire. Yes, you read that correctly: a pumpkin is a fruit.

    Halloween Pumpkin Light Effect

    Use a Raspberry Pi and Pimoroni Blinkt! to create an realistic lighting effect for your Halloween Pumpkin.

    For more inspiration and instructions, check out John Park’s Haunted Portrait, some of our favourite tweeted spooky projects from last year, and our list of some of the best Halloween projects online.

    Website: LINK

  • Daily Deal – Age of Wonders III, 75% Off

    Daily Deal – Age of Wonders III, 75% Off

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    Today’s Deal: Save 75% on Age of Wonders III!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Tuesday at 10AM Pacific Time
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  • Daily Deal – Tales of Berseria™, 75% Off

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    Today’s Deal: Save 75% on Tales of Berseria™!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Monday at 10AM Pacific Time
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  • Battle X brings authentic military combat to VR

    Battle X brings authentic military combat to VR

    Reading Time: 6 minutes

    Battle X: Birth of The Alliance brings high fidelity and accurate military combat and tactics to the world of VR. With a cinematic story campaign and a deep and evolving multiplayer component, developer Naviworks utilized their background working in military training software to make the jump into crafting immersive digital entertainment experiences. We sat down with them to find out all the juicy details on the making of Battle X.

    Interview by Nathan Ortega, Vive Staff

    [youtube https://www.youtube.com/watch?v=8PcB0hTrYzQ?feature=oembed&wmode=opaque&w=730&h=411]

    For those unfamiliar, tell us a bit about the Battle X Team at Naviworks?

    Our team is an incredibly diverse and talented group of individuals who all came together in some extraordinary ways. The idea of Battle X came about through the military training simulations we’d previously developed. After putting together a very early prototype, we discovered we needed to expand our team in order to navigate the unique world of digital entertainment. We contracted with Sam Immersive who helped us develop all the different aspects of the game. Our team members include Steve Won, CEO, Angela Park, Global Head of Marketing, Louisa Spring, Founder of Sam Immersive and Tim Shiner, Head of Innovation at Sam Immersive.

    Battle X provides an authentic action combat experience based on real-life military training and equipment. Can you speak a bit about what influenced this creative direction?

    As we had started as a military training contractor, we’re continuing to work within that field. While developing software and technology for those applications, we found that many of our developers were also gamers and knew how to design engaging, replayable experiences.

    We’ve worked with the military closely and respect them so much we have even included StackUp.org as our official North America and European charity in which we will donate $1.00 from every US sale to them. StackUp helps veterans by supplying them with games, equipment, technical help and cultural assistance. It is this charitable vision that helped us craft Battle X.

    The foundation of our company is tied to our work with the military, so we will always be devoted to them, but we have also found that we have the talent to develop amazing entertainment experiences. With the help of Louisa Spring and Tim Shiner at Sam Immersive, we were able to break into the US and European market and connect with StackUp.org. Sam Immersive bridged the cultural differences between South Korea and the US/Europe.  

    What kind of research did your team do during the development of Battle X?

    Through our military contracts, we have extensive technical research at our fingertips! Battle X: The Birth of the Alliance relies on game mechanics and strategies based on our military training work. But, unlike other first person shooters, you are limited by your ammunition, similarly in the real world. You are put in situations where you must be creative and think strategically while under fire.

    Sam Immersive helped with our cultural research and were invaluable in helping us bring Battle X to a global audience. By working with game testers and evaluating other first person shooters, we were able to make modifications and improve elements for a superior player experience.

    Battle X stretched our skills developing military training software into entertainment, which was not always easy. VR being a rapidly evolving gaming platform means we’ve had to be flexible and responsive to what is now becoming a more standardized VR user experience.

    Creating a satisfying multiplayer shooter is always difficult, doubly so when working with cutting edge technology like VR. Were there any particular challenges you encountered during development that you hadn’t expected?

    As we mentioned, the entertainment field is not where we started, so working with our expanded team of talented individuals who have a long and distinguished entertainment background helped us over some of the more difficult hurdles. As I am sure it is the same with the American military—it is a large bureaucracy, so change takes time—we’ve had to learn how to be nimble and quick on our feet to meet some of the challenges that are now required for on boarding the game to various outlets. It is a work in progress and we look forward to continuing to learn and grow along with our new audience.

    Battle X features a cinematic campaign written by by award-winning writer Susan O’Connor of Gears of War and BioShock and starring action film legend Casper Van Dien. Tell us a bit about how that collaboration came to be and what the process was like crafting a compelling narrative in an immersive VR action experience?

    It was our US counterparts that helped secure both Susan and Casper! Tim Shiner worked with Susan on story and directed Casper in the audio booth and Louisa Spring negotiated all the intricate deals allowing us to work with these amazingly talented individuals. The level of professionalism, creativity and sheer passion for their work made for an exciting and rewarding experience.

    Having Casper join us at GDC 2018 was an exceptional honor. He brought his enthusiasm for the game and the military along with his unwavering love of his fans and engaged at a level that we could not have anticipated.  We are honored that this was his first voice over for a game and are looking forward to hearing more from him!

    [youtube https://www.youtube.com/watch?v=I85Ql2ue-yY?feature=oembed&wmode=opaque&w=730&h=411]

    Now that Battle X is out in player’s hands, have you been surprised by any of the feedback you’ve received so far?

    One of our most surprising and best bits of feedback came in the form a live stream from VR Power Hour by Machinima against a Viveport team and some of our developers—where they had initially thought that our sprinting forward in 3rd person sounded “interesting”—but were completely surprised and actually very excited by it after they got in the game.

    VR is notorious for issues regarding motion sickness—and our unique mechanic of 3rd person sprinting seems to have quelled at least part of the issue with quicker movements in VR.

    How long did Battle X take to develop and how many people were on the team throughout the process?

    We have been working on it for awhile now, but have seriously been putting a lot of effort in for the past year. We have taken some of our developers off of our military projects to help support Battle X when needed. We are far from being complete as it is an ever advancing, changing and challenging game.

    Were there any weapons/locations/scenarios you wanted to work into the game but couldn’t make it happen?

    We wanted to start off with real-world weapons, since we deal with military training—and wanted to give a wide range to the player. During the development, we were working on the story which could now allow for further exploration with additional entries, allowing us to be as creative going forward as well as delving into the past. So, basically, no—we haven’t left anything out yet, but we are excited to see where we go next!

    Are there any exciting additions on the way you’d like to share with players?

    Firstly, Battle X is a cross platform game, and as we have also noticed—gamers love to jump into a large arena and test their gaming prowess— so in early 2019 we will be releasing a major update, a Battle Royale with one large map where 80 players will battle it out! We have already been compared to another VERY popular PVP game and cannot wait to share our Battle Royale mode with players! We have also integrated an amazing wearable haptics system by bHaptics, one of the most consumer friendly systems out there. It allows you to further immerse yourself in the world of Battle X!

    What’s next for Naviworks? Any plans to further explore possibilities in the world of VR?

    Developing content for VR has been amazing so far – so that would be a resounding YES to us exploring new potential in the world of virtual reality. We are currently looking at various properties that we feel have amazing potential for us to create engaging and immersive VR experiences that reach bigger and more diverse audiences than ever before. Virtual Reality provides the ability to bring the world’s most iconic stories and turn them into groundbreaking immersive experiences. It is the dawning of a new age of storytelling, and Naviworks intends to lead the charge!

    Thank you for taking time to chat with us!


    Battle X: Birth of The Alliance is now available on Viveport and via Viveport Subscription

    Website: LINK

  • Daily Deal – Sudden Strike 4, 75% Off

    Daily Deal – Sudden Strike 4, 75% Off

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    Today’s Deal: Save 75% on Sudden Strike 4!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Sunday at 10AM Pacific Time
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  • Vive Studios Celebrated for Immersive Storytelling at Raindance Film Festival

    Vive Studios Celebrated for Immersive Storytelling at Raindance Film Festival

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    VIVE Studios is pushing the boundaries of immersive storytelling, taking on the challenge of elevating the medium and using the latest technology to tell engaging stories in VR. Last week, VIVE Studios was recognized for its contribution to this new medium as two of the content publisher’s upcoming cinematic titles were shown at the Raindance Film Festival in London. By the end of the week, the newly announced 7 Miracles won the ‘Spirit of Raindance: VR Film of The Festival’ award while Start VR’s Awake: Episode One received a ‘Special Jury Mention in Best Interactive Narrative!

    Raindance marked the first public viewing of 7 Miracles, VIVE Studios’ 7-part episodic film based on the story of the seven miracles of Jesus Christ. Donning VIVE headsets, festival attendees experienced this well-known story for the first time in virtual reality with some scenes completely captured using photogrammetry for a fully immersive experience.

    “In the nearly thirty years I’ve been running Raindance I have seldom witnessed a project that combined inspiration and innovation in the way 7 Miracles has,” said Elliot Grove, Founder of Raindance Film Festival. “In the flattie world of Raindance I was instantly floored by Pulp Fiction (1994) then Blair Witch Project (1999) and then memento (2001). 7 Miracles is doing to VR what those three seminal films did for flatties. Sublime.”

    The team behind the film, Rodrigo Cerqueira, Marco Spagnoli (Hollywood Invasion, Hollywood on Tiber, Walt Disney and Italy – A Love Story), Enzo Sisti (Aquaman, Wonder Woman, Avengers: Age of Ultron, Passion of the Christ) and VIVE Studios’ Joel Breton (Pirates of the Caribbean, Unreal, Anno 1602, Terrarria) gave a panel discussion at the event giving a behind-the-scenes look into producing a feature-length VR film. The conversation included insights on the unique equipment used in production to how acting in a 360 degree captured video is similar to the theater.

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

    Part of the VIVE Studios’ portfolio, Start VR’s Awake: Episode One also participated at Raindance this year competing in the Best Interactive Narrative category. Awake: Episode One is an ambitious cinematic experience that fuses interaction with immersive storytelling and advanced production techniques. Awake is a character-driven interactive cinematic VR series that blurs the line between dream and reality, as you are drawn into the perplexities surrounding space, time and the human psyche in its most vulnerable state. Start VR announced the November 15 launch date of Awake: Episode One for the VIVE and VIVE Pro on Viveport,  HTC’s VR platform.

    [youtube https://www.youtube.com/watch?v=7QIqclFVHVk]

    Website: LINK

  • SelfieBot: taking and printing photos with a smile

    SelfieBot: taking and printing photos with a smile

    Reading Time: 3 minutes

    Does your camera giggle and smile as it takes your photo? Does your camera spit out your image from a thermal printer? No? Well, Sophy Wong’s SelfieBot does!

    Raspberry Pi SelfieBot: Selfie Camera with a Personality

    SelfieBot is a project Kim and I originally made for our booth at Seattle Mini Maker Faire 2017. Now, you can build your own! A full tutorial for SelfieBot is up on the Adafruit Learning System at https://learn.adafruit.com/raspberry-pi-selfie-bot/ This was our first Raspberry Pi project, and is an experiment in DIY AI.

    Pasties, projects, and plans

    Last year, I built a Raspberry Pi photobooth for a friend’s wedding, complete with a thermal printer for instant printouts, and a Twitter feed to keep those unable to attend the event in the loop. I called the project PastyCam, because I built it into the paper mache body of a Cornish pasty, and I planned on creating a tutorial blog post for the build. But I obviously haven’t. And I think it’s time, a year later, to admit defeat.

    A photo of the Cornish Pasty photo booth Alex created for a wedding in Cornwall - SelfieBot Raspberry Pi Camera

    The wedding was in Cornwall, so the Cornish pasty totally makes sense, alright?

    But lucky for us, Sophy Wong has gifted us all with SelfieBot.

    Sophy Wong

    If you subscribe to HackSpace magazine, you’ll recognise Sophy from issue 4, where she adorned the cover, complete with glowing fingernails. And if you’re like me, you instantly wanted to be her as soon as you saw that image.

    SelfieBot Raspberry Pi Camera

    Makers should also know Sophy from her impressive contributions to the maker community, including her tutorials for Adafruit, her YouTube channel, and most recently her work with Mythbusters Jr.

    sophy wong on Twitter

    Filming for #MythbustersJr is wrapped, and I’m heading home to Seattle. What an incredible summer filled with amazing people. I’m so inspired by every single person, crew and cast, on this show, and I’ll miss you all until our paths cross again someday 😊

    SelfieBot at MakerFaire

    I saw SelfieBot in passing at Maker Faire Bay Area earlier this year. Yet somehow I managed to not introduce myself to Sophy and have a play with her Pi-powered creation. So a few weeks back at World Maker Faire New York, I accosted Sophy as soon as I could, and we bonded by swapping business cards and Pimoroni pins.

    Creating SelfieBot

    SelfieBot is more than just a printing photo booth. It giggles, it talks, it reacts to movement. It’s the robot version of that friend of yours who’s always taking photos. Always. All the time, Amy. It’s all the time! *ahem*

    SelfieBot Raspberry Pi Camera

    SelfieBot consists of a Raspberry Pi 2, a Pi Camera Module, a 5″ screen, an accelerometer, a mini thermal printer, and more, including 3D-printed and laser-cut parts.

    sophy wong on Twitter

    Getting SelfieBot ready for Maker Faire Bay Area next weekend! Super excited to be talking on Sunday with @kpimmel – come see us and meet SelfieBot!

    If you want to build your own SelfieBot — and obviously you do — then you can find a complete breakdown of the build process, including info on all parts you’ll need, files for 3D printing, and so, so many wonderfully informative photographs, on the Adafruit Learning System!

    Website: LINK

  • Weekend Deal – Overcooked! 2, 20% Off

    Weekend Deal – Overcooked! 2, 20% Off

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    Save 20% on Overcooked! 2 as part of this week’s Weekend Deal*!

    *Offer ends Monday at 10AM Pacific Time
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  • Playing along with Hotel Transylvania Popstic VR

    Playing along with Hotel Transylvania Popstic VR

    Reading Time: 7 minutes

    There’s something undeniably compelling about mixing music, movement and virtual reality, and Popstic VR – with a little help from Hotel Transylvania – is trying to do something different with the formula. We chatted with Ryan Pulliam and Morris May from Specular Theory about how some pieces of PVC pipe became a VR game.

    [youtube https://www.youtube.com/watch?v=r8S6fapmDoE]

    Tell us a little bit about yourself and the team at Specular Theory.

    Ryan Pulliam: Morris and I met a few years ago and he taught me how to kiteboard. We have completely different backgrounds; Morris worked in Hollywood for 25+ years as a CG/VFX supervisor and I spent 15+ years in marketing. But we’ve always shared a passion for storytelling and technology. When I first tried VR at his house, I was completely blown away. I quit my job the next day and we started our company, Specular Theory, in 2013.

    We are one of the few companies that was built from the ground up for VR. All of our technology and tools are custom-built for VR, and we have a team of native immersive creators. Building our tools and team from scratch has given us the freedom to create content for a new medium in an authentic way, and to push the boundaries both creatively and technically. This is something we strive for in everything we do, regardless of category; entertainment, training, e-commerce or gaming.  No matter what type of experience we are creating, our goal is always the same – to create and deliver engaging immersive experiences that you can’t achieve through any other medium.

    Popstic VR is your first foray into game development. So to start with, what is Popstic?

    Ryan Pulliam: Popstic is a brand, a platform, and a gaming accessory!  It’s sort of like the Nintendo Wii of VR, in that we are creating fun games for mainstream audiences, and we have built a prototype accessory (the ‘Popstic’ or ‘Stic’)  that easily pops on and off a Vive controller.

    The Popstic is great because it eliminates the need to hold a controller or press any buttons. It offers a new way to play VR games, and benefits everyone from complete novices to experienced gamers. And we are creating a whole new series of ‘Stic-based’ VR games for music, dance, fitness and sports.

    We have had a ton of fun working on this, and so far the response has been amazing. Almost everyone who has a Popstic prefers it to their standard controllers, including users in China, Russia, Korea, Canada, and the US. Right now it’s just a prototype made out of PVC parts, but we are working on manufacturing a real consumer product very soon.

    Hotel Transylvania Popstic VR

    How did the Popstic come about?

    Ryan Pulliam: The idea for Popstic was really a culmination of different ideas that Morris and I had been batting around. Morris actually had the idea to create a rhythm game after watching videos about how pro surfers train. They were using different-colored balls in the ocean to improve things like reflex and coordination. I have always been excited about using VR for fitness, so I loved this idea.

    I had no idea what Morris was thinking in terms of the creative, but I had been thinking about controllers and how much I hated using them. In VR, whenever I have to think about what to press, what combo of buttons to use, and/or when to release the trigger, it disconnects me from the experience. I also started thinking about poi and fire spinning. A few days later, Morris comes into the office with a Nerf noodle wrapped around a broomstick,  and he tells me he’s got an idea. Fast-forward to now, and here we are!

    So to answer your question…. Popstic is a VR gaming platform that’s creating a new category of “Stic-based” games, using our proprietary gaming mechanic and custom peripheral attachment to create endless amounts of gameplay across music, dance, fitness, training, and sports. The games are inspired by EDM, poi dance, martial arts, fire spinning, and flow arts.

    Hotel Transylvania is a beloved animated film series. Tell us a bit about how this partnership came to be and what it was like working with Sony Pictures to bring Drac and the gang to VR.

    Ryan Pulliam: We are really excited to partner with the team at Sony Pictures Virtual Reality on this game, and they have been an amazing studio to work with.  Most of the successful VR titles have been generated by small indie studios, and we feel this partnership between marks a new shift in the industry, with major studios tapping indie producers to create truly immersive and entertaining content for studio IPs.

    When you watch the Hotel Transylvania films, there are always fun music and dance scenes. We extended that to our VR environment. In our game, the characters become DJs, and players can interact with them in a whole new way.  It’s fun to think about integrating movies into VR and creating something new and authentic, rather than just recreating scenes from the film. I love seeing the DJs’ personalities – each brings their own style of music and flair.

    Hotel Transylvania Popstic VR started as an arcade experience. Were there any particular challenges your team experienced bringing the title to homes?

    Ryan Pulliam: Fortunately we had a pretty smooth launch in the home market. One initial challenge was regarding the Popstic, i.e. how to bring it to the home market. Since the device is a prototype, we wanted to be able to offer it to players but not require it. We solved this by optimizing the gameplay for Wands mode, which uses two standard controllers, but also offering a Popstic mode. This makes the Popstic more of a cool added bonus, and something to make gameplay more fun. Since we are a small indie studio and this is our first hardware product, we also had to figure out shipping and fulfilment. Fortunately we had some things figured out from when we launched the game for arcades.

    Right now the item is backordered, which is a good challenge to have, but it’s something we are working to improve. It’s great to see that so many people interested in playing with it!

    Hotel Transylvania Popstic VR

    Now that Hotel Transylvania Popstic VR is out, both at home and in arcades, have there been any user responses that surprised you?

    Morris May: Honestly, not really….  we tested it quite a bit and are happy. We were surprised by how many people were holding the Popstic incorrectly at first, but we were able to quickly fix this in our outreach. Since it’s also a really fun workout that gets your heartrate up, we are surprised that we haven’t seen more workout comments. But we just launched, so maybe we will see that soon.

    How many people worked on Hotel Transylvania Popstic VR and how long was the development process?

    Morris May: We have a small full-time team (less than 5). We started developing Popstic as an in-house passion project about a year and half ago, but had to put it on hold while we focused on other pieces. When the opportunity came up to partner with Sony and make a Hotel Transylvania themed version of the game, we were able to  integrate the assets and complete development on a pretty fast timeline.

    Are there any updates planned for Hotel Transylvania Popstic VR that you can share with us?

    Morris May: We frequently make updates based on the feedback we receive from the community. The latest updates have included minor tweaks, like being able to see the song title during gameplay, up to major ones like adding whole new levels: Extreme Mode and Death Mode. We also have some big updates that we will be announcing soon… be sure to follow us on social media @popsticvr on Twitter, Instagram and Facebook to stay up to date on upcoming news and fun giveaways! Sony sent us a ton of Hotel Transylvania swag which has been another awesome benefit to partnering with a major studio/IP.

    Where can people get one of those awesome Popstics? I’m very tempted to build one out of a broom stick after seeing your prototype!

    Ryan Pulliam: Haha, yes it’s exciting to see how far we’ve come! You can purchase a Popstic prototype on our website at www.popsticvr.com (note, it currently only works with the HTC Vive controller). Or if you are feeling extra creative, we encourage anyone to make their own Popstic and share their creations with the community! Tag us @popsticvr or use the hashtag #popsticvr to share on social.

    Hotel Transylvania Popstic VR

    What’s next for Specular Theory?

    Morris May: We are working on a series of new games and Popstic titles, some with big IP and some original titles. We also have an exciting multiplayer game we are working on.

    Thanks for talking with us, guys!


    Hotel Transylvania Popstic VR is available on Viveport, and as part of Viveport Subscription.

    Website: LINK