Kategorie: PC

  • Weekend Deal – The Crew™ 2, 45% Off

    Weekend Deal – The Crew™ 2, 45% Off

    Reading Time: < 1 minute

    Save 45% on The Crew™ 2 as part of this week’s Weekend Deal*!

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

  • Pre-Purchase Now – Total War: WARHAMMER II – The Curse of the Vampire Coast, 10% off

    Pre-Purchase Now – Total War: WARHAMMER II – The Curse of the Vampire Coast, 10% off

    Reading Time: < 1 minute

    Total War: WARHAMMER II – The Curse of the Vampire Coast is Now Available for Pre-Purchase on Steam and is 10% off!*

    *Offer ends when the content is released.
    Website: LINK

  • Announcing Coolest Projects 2019

    Announcing Coolest Projects 2019

    Reading Time: 3 minutes

    Coolest Projects is the world’s leading technology fair for young people. It’s the science fair for the digital age, where thousands of young people showcase amazing projects that they’ve built using digital technologies. If you want to meet the innovators of the future, this is the place to be, so today we’re really excited to announce three Coolest Projects events in 2019.

    Will you be attending Coolest Projects 2019?

    Dates are now live for Coolest Projects 2019. Will you be joining us in the UK, Republic of Ireland, or North America?

    I’ll never forget my first Coolest Projects

    My first experience was in Dublin in 2016. I had been told Coolest Projects was impressive, but I was blown away by the creativity, innovation, and sheer effort that everyone had put in. Every bit as impressive as the technology was the sense of community, particularly among the young people. Girls and boys, with different backgrounds and levels of skill, travelled from all over the world to show off what they’d made and to be inspired by each other.

    Igniting imaginations

    Coolest Projects began in 2012, the work of CoderDojo volunteers Noel King and Ben Chapman. The first event was held in Dublin, and this city remains the location of the annual Coolest Projects International event. Since then, it has sparked off events all over the world, organised by the community and engaging thousands more young people.

    This year, the baton passed to the Raspberry Pi Foundation. We’ve just completed our first season managing the Coolest Projects events and brand, including the first-ever UK event, which took place in April, and a US event that we held at Discovery Cube in Orange County on 23 September. We’ve had a lot of fun!

    We’ve seen revolutionary ideas, including a robot guide dog for blind people and a bot detector that could disrupt the games industry. We’ve seen kids’ grit and determination in overcoming heinous obstacles such as their projects breaking in transit and having to rebuild everything from scratch on the morning of the event.

    We’ve also seen hundreds of young people who are levelling up, being inspired to learn more, and bringing more ambitious and challenging projects to every new event.

    Coolest Projects 2019

    We want to expand Coolest Projects and provide a space for even more young people to showcase their digital makes. Today we’re announcing the dates for three Coolest Projects events that are taking place in 2019:

    • Coolest Projects UK, Saturday 2 March, The Sharp Project, Manchester
    • Coolest Projects USA, Saturday 23 March, Discovery Cube Orange County, California
    • Coolest Projects International, Sunday 5 May, RDS, Dublin, Ireland

    These are the events that we’ll be running directly, and there will also be community-led events happening in Milan, the Netherlands, Belgium, and Bulgaria.

    Project registration for all three events we’re leading opens in January 2019, so you’ve got plenty of time to plan for your next big idea.

    If you need some inspiration, there are plenty of places to start. You could check out our How to make a project worksheets worksheets, or get try out one of our online projects before you plan your own.

    Head to coolestprojects.org to find out about the 2019 events and how you can get involved!

    Website: LINK

  • Orwell- Now Free on Steam for a Limited Time

    Orwell- Now Free on Steam for a Limited Time

    Reading Time: < 1 minute

    Add Orwell to your account and play for FREE starting now until October 5th at 10AM Pacific Time!
    Once you add the game it will remain in your account after the free period, so don’t miss out on this opportunity to play this thrilling, detective simulation!

    Website: LINK

  • Your face, 14 ft tall: image mapping with As We Are

    Your face, 14 ft tall: image mapping with As We Are

    Reading Time: 3 minutes

    While at World Maker Faire New York last weekend, I found myself chatting to a rather lovely gentleman by the name of Mac Pierce. During our conversation, Mac mentioned a project he’d worked on called As We Are, an interactive art installation located in the Greater Columbus Convention Center in Columbus, Ohio.

    as we are

    “So it’s this 14-foot head covered in LEDs…”, Mac began, and after his brief explanation, I found myself grabbing nearby makers to have him tell them about the project too. I was hooked! I hadn’t even seen photos of the sculpture, yet I was hooked. And true to his word, Mac had the press release for As We Are sitting in my inbox when I returned to Pi Towers.

    So here is it:

    The Greater Columbus Convention Center: “As We Are” – Creating the Ultimate Selfie Machine

    DCL, an award-winning fabricator of architectural specialties and custom experiential design elements, worked with artist Matthew Mohr to develop, engineer and fabricate this 14ft, 7,000lb, interactive digital sculpture. Featuring custom LED modules, an integrated 3D photobooth, 32 cameras, and a touch-screen display – this unique project combines technologies to present a seamless experience for visitors to display their own portrait on the sculpture.

    As We Are

    The brainchild of artist Matthew Mohr, As We Are was engineered and produced by DCL, an award-winning Boston-based fabricator whose greatest achievement to date, in my opinion at least, is hiring Mac Pierce.

    as we are

    YAY!

    DCL built the 14-foot structure using 24 layers of aluminium ‘ribs’ covered in custom Sansi LED modules. These modules add up to an astounding 850000 individual LEDs, allowing for crisp detail of images displayed by the build.

    as we are

    When a visitor to the Convention Center steps inside the interactive sculpture, they’re met with a wall of 32 Raspberry Pis plus Camera Modules. The Pis use facial recognition software to 3D scan the visitor’s face and flattened the image, and then map the face across the outer surface of the structure.

    Matthew Mohr was inspired to show off the diversity of Columbus, OH, while also creating a sense of oneness with As We Are. Combining technology and interaction, the sculpture has been called “the ultimate selfie machine”.

    If you’re in or near Columbus and able to visit the installation, we’d love to see your photos, so please share them with us on our social media platforms.

    Raspberry Pi facial mapping as we are

    You see now why I was dumbstruck when Mac told me about this project, yes?

    Always tell us

    Had it not been for a chance encounter with Mac at Maker Faire, we may never have heard of As We Are. While Matthew Mohr and DCL installed the sculpture in 2017, very little fuss was made about the use of Raspberry Pis within it, and it completely slipped under our radar. So if you are working on a project for your business, as a maker, or for any other reason, and you’re using a Raspberry Pi, please make sure to let us know by emailing [email protected].

    Website: LINK

  • Now Available on Steam – Assault Spy / アサルトスパイ

    Now Available on Steam – Assault Spy / アサルトスパイ

    Reading Time: < 1 minute

    Assault Spy / アサルトスパイ is Now Available on Steam!

    Dash, evade, and smash your way to the truth as the corporate spy, Asaru; or the reckless CIA agent, Amelia! Uncover the dark secrets of the Negabot mega corporation as you save the company from a hostile takeover. Assault Spy is a stylish, fast paced, pure-action game with a dash of comedy.
    Website: LINK

  • Midweek Madness – Northgard, 50% Off

    Midweek Madness – Northgard, 50% Off

    Reading Time: < 1 minute

    Save 50% on Northgard during this week’s Midweek Madness*!

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

  • Daily Deal – Dreamfall Chapters, 75% Off

    Daily Deal – Dreamfall Chapters, 75% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 75% on Dreamfall Chapters!*

    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

  • Now Available on Steam – Mega Man 11 / ロックマン11 運命の歯車!!

    Now Available on Steam – Mega Man 11 / ロックマン11 運命の歯車!!

    Reading Time: < 1 minute

    Mega Man 11 / ロックマン11 運命の歯車!! is Now Available on Steam!

    Mega Man is back! The newest entry in this iconic series blends classic, challenging 2D platforming action with a fresh new visual style. The new Double Gear system boosts Mega Man’s speed and power for a new twist to the satisfying gameplay the series is known for.
    Website: LINK

  • Explore the depths with the PiCam Marine

    Explore the depths with the PiCam Marine

    Reading Time: 3 minutes

    This article from The MagPi issue 74 highlights the use of the Raspberry Pi Zero to build a marine camera for coral exploration. Get your copy of The MagPi in stores now, or download it as a free PDF here.

    Raspberry Pi Picam Marine

    The crew took 20 000 photos in total during the cruise.

    Ecologists in Germany are deploying camera-equipped Pi Zero Ws off the coast of Norway to discover more about coral activity. Dr Autun Purser works in the Deep Sea Ecology and Technology group of the Alfred Wegener Institute. The group has a keen interest in cold-water corals, which are found in most European seas.

    Raspberry Pi Picam Marine

    Besides coral, they identified dozens of crabs.

    “In the last three decades, we’ve started to understand these can form reefs whenever conditions are suitable for growth,” explains Autun. “During our cruise in the Skagerrak, we intended to map corals and see when, and under what conditions, they did most feeding.”

    Feeding time

    Their aim was to continue the development of “cheap camera systems which can be used for a range of applications in the deep sea, down to depths of at least 6000 metres. We investigated the use of Pi Zero W computers and [Raspberry Pi Camera Modules] to record video snippets of both the seafloor and any scientific devices that we place underwater, and we found the small size of the computers to be of great benefit to us.”

    Raspberry Pi Picam Marine

    The PiCam Marines are sent underwater in the deployment basket of a submarine. The captain, crew, and scientists aboard RV Poseidon cruise POS526 were also essential for the initial deployments.

    The Pi Zero Ws and cameras are placed in strong, waterproof pressure containers, and powered by Li-ion batteries that can withstand the cold deep ocean conditions. “The WiFi connectivity allowed us to set up a router on deck to both initiate our cameras and, on retrieval from the sea-floor, download our collected images without having to reopen the pressure housings,” reveals Autun.

    He and two colleagues programmed the camera system using Python 3 to turn on an LED light and take a maximum resolution image, at set times. It has proven “capable of imaging individual corals from 2 m distance, allowing us to tell if the tentacles were actively extended or not.”

    Website: LINK

  • Masterworks: Journey Through History Provides A Transformative Educational VR Experience

    Masterworks: Journey Through History Provides A Transformative Educational VR Experience

    Reading Time: 3 minutes

    Masterworks: Journey Through History is an educational VR museum where users can explore four culturally significant sites in full roomscale aided by the power of photogrammetry.  Developed by FarBridge and published by CyArk, MasterWorks authentically transports users to places not easily accessible, and leverages actual archaeologists and historians to discuss the significance and meaning of these locations and their artifacts.

    John Ristevski, CEO of CyArk, talks about Masterworks and how their first VR experience ensures that these places continue to inspire wonder and curiosity for years to come.

    First off, tell us about MasterWorks and what users should expect when they try it out for the first time.

    MasterWorks is a journey to 4 incredible locations created using fully navigable 3D environments created from photogrammetry rather than simply 360 video or hand modeled environments.  The result is an experience the user can move through in real time, exploring every portion of these amazing historic sites.  The result is an experience unlike anything else, creating a real sense of place.  This incredible visual experience is made more interactive through audio hotspots where you can learn from the people who care for these sites about their history and the challenges they face today. 

    How did you come to pick the locations that you did, and what particular significance do they have? 

    The four locations in MasterWorks represent a diverse range of sites both geographically and temporally, spanning almost 3000 years of human history and 3 continents. Users can discover the fate of the ancient capital of Thailand, the mysteries of a pre-Incan temple in the Peruvian Andes, the astonishing Native American cliff dwellings of Colorado, and the monumental stone carvings of Mt Rushmore in South Dakota. These are also some of the most visually impressive sites in our archive with some especially interesting stories and I think users are going to have a great time exploring these places in VR.

    Processed with VSCO with a6 preset

    Tell us about Cyark’s greater mission, and how VR fits in that mission relative to other mediums.

    CyArk is a non-profit located in Oakland, California and we capture, share and archive the world’s cultural heritage. We have captured over 200 sites on all 7 continents. Our vision as an organization is to “ignite wonder, curiosity and a shared understanding of our past” and I see VR as a really important technology in helping us achieve that. When someone is truly immersed in these places it can convey that same sense of awe that you have when you visit it in person, and I think VR is unique in its capability to convey that.

    As MasterWorks is your first official VR title, what key challenges and learnings emerged from this experience?

    We have a lot of experience in capturing these places accurately in 3D but capturing the narrative and story associated the physical site is a new experience for us. We spent many hours interviewing archaeologists, conservators and site managers to extract these stories and it was quite the task to distill this down into bite size chunks that were both interesting and still conveyed the complex and rich historical story of these sites.

    Given the amazingly rich cultural context of Cyark’s existing content, what other stories do you think need to be told?

    We have many more sites in our archive and some with some fascinating and compelling stories. We just recently completed projects at Normandy in France, the Royal Exhibition Building in Melbourne and the team is currently documenting the Metropolitan Cathedral in Mexico City. All of which are fascinating sites with rich histories. 

    Will there be additions to the Masterworks VR title?  What’s next for Cyark and VR?

    It is definitely a possibility. We have received some great feedback about the application already and I believe VR is the perfect medium for the presentation of the data we collect so we would love to grow the library of available sites in the future.

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

    Website: LINK

  • Daily Deal – DRAGON BALL FighterZ, 50% Off

    Daily Deal – DRAGON BALL FighterZ, 50% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 50% on DRAGON BALL FighterZ!*

    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
    Website: LINK

  • Playing virtual hide and seek with The Take

    Playing virtual hide and seek with The Take

    Reading Time: 8 minutes

    Want to make a game? Think it takes an army of programmers, designers and artists? Well, it doesn’t have to – not even in VR. When a couple of guys studying Unity met in class, their interests eventually led to their own studio and their own game – The Takepublished here on Viveport.

    Curious about how they made their game and almost as much by their company name of Stuido Studios (sic!), Nathan Ortega chatted to Jose Zambrano (3D Art Lead) and Rob Canciello (Lead Producer) about how they got together and what The Take is all about.

    [youtube https://www.youtube.com/watch?v=wr_shOa-n3E?feature=oembed&wmode=opaque&w=730&h=411]

    Let’s start with the basics. What’s the origin of your team, and the studio – particularly the name?!

    Jose: Our studio started when Rob and I met at a ‘Learn Unity in 8 Weeks’ class (which we now teach) about 3 years ago. We both wanted to change our career paths and get into games, but since our resumes would not allow us to go a traditional route, we decided to open and run our own studio.

    With my background in business/finance and Rob’s in management the process was much more enjoyable. Although we initially built the company to boost our own portfolios and move forward in the industry, we are now sticking by the company to grow it into something much more than just a game studio.

    Originally, our name was Eos Interactive, but upon noticing that it was not great for SEO, we decided to switch our name. “Stuido” was already a running joke between us due to a typo (which I make many of) and we decided for the fun of it to call ourselves “Stuido Studios” after seeing no one had claimed the name online. We feel it accurately represents our culture in the studio of embracing mistakes and moving forward!

    Rob: I love these questions already. You had me at the interrobang! Anyways, I did meet Jose in Playcrafting’s course. Our instructor Kurt Bieg, who works at Simple Machine in NYC, encouraged us to not be afraid of code and made it easy to approach.

    I sat next to Jose one day and saw that he was making some cool looking stuff. We hit it off and after the class ended, we challenged ourselves to make a game to show at the next Playcrafting event which was about 4-5 weeks away. Though it was held together with some pretty scrappy code, Jose and I were able to divide up the tasks evenly and knock them out together. From there, we kept working on small projects and getting ourselves more involved with the local indie game scene in NYC.

    The Take

    How did your previous experience lead you to explore VR as a development opportunity?

    Jose: Aside from our lead developer John Corn who had VR development experience, both Rob and I had just completed our first ‘student’ project, Don’t Look Away, for mobile VR.

    Rob:  We’d been invited to work on Don’t Look Away by our friend Hessvacio Hassan, who was the lead programmer on the project. That was our first attempt at VR, and it sort of gave us the bug, so to speak.

    Jose: It was a great introduction to VR development and made us fall in love with the medium.

    The Take has a very distinct look and feel. Tell us how that look came to be.

    Rob: Oh man, the art style. It took a little bit of time, and went through three different iterations. At first, it was meant to be somewhat realistic, but then we realized how many games out there were like I Expect You to Die. About halfway through the project, we had a brainstorming meeting where it completely flipped.

    Jose: We tried to find something unique, yet inspired by reality, and combine those different inspirations. We aimed for “The Jetsons meets Roy Lichtenstein”, so very pop-art with lots of mid-century modern and atomic age designs.

    Rob: Our lead programmer John was obsessed with the idea, and I liked it too, but I wasn’t completely satisfied. When we played with it in Unity, there wasn’t a lot of visual clarity and it just wasn’t as eye catching as I thought it could be.

    That’s when I encouraged injecting more color into it, and Jose and I brainstormed for a little while to pull colors and references. We settled on a comic book style based on the Silver/Golden Ages of comics, and we studied the various ways they combined their colors for clarity.

    Once we created a palette and applied it to our assets, everything clicked, and that style informed everything else for our visual design: mid-century modern architecture and furniture, comic book effects, halftone patterns, and unbridled atomic-age spy fantasy.

    The Take

    The Take’s ‘escape the room’ style gameplay includes local multiplayer. How did you end up with that?

    Jose: As designers, we like to boil everything down to one mechanic and we always think of mechanics first. For The Take, we wanted to really explore the basic mechanic of grabbing and moving your body around in VR. The idea of hiding an object and seeking came naturally after that.

    We also love social and multiplayer interactions, which led to the game being local multiplayer as we tried to solve the issue of not many people having VR set ups.

    What challenges did the team encounter during the process of developing The Take?

    Jose: Our main challenge was getting the teleportation and grabbing to feel right. After that, our biggest challenge was prioritizing features and throwing many other features away due to time constraints. We were pushing to complete The Take in eight months, so choosing what to develop became a daily conversation within the team.

    Rob: The Take was our first full-fledged game as a team, so an early challenge was learning how to work with each other for hours on end in a confined space! We started to learn each other’s patterns and behaviors, and though there were a few growing pains, we started to get into a rhythm. Our various jobs and other responsibilities outside of the studio were also a little hard to balance, but we all got the work we needed done, and in the end, that’s what matters the most.

    As for VR, designing and testing in VR has challenges. There were many times I just wanted to test something out with a (non-VR) controller, or have the normal comfort of being able to control where the player is (at least most of the time) by using artificial boundaries in the game. Another weird design quirk we hadn’t considered until later was elevation. I love designing levels and environments that play with height. In VR, that’s something that needs to be designed with real care, to avoid motion sickness.

    The Take provides a unique take on 1v1 gameplay, as players lay traps and tricks to disrupt their opponent’s progress. Was it difficult balancing the spy v spy dynamic so that it felt frantic yet fair for both players?

    Rob: It took a little while to balance the Hider’s experience with that of the Seeker’s. We always knew the Seeker’s turn would be frantic, but bringing that same level of energy and urgency to the Hider required some modifications to the design.

    At first, we considered giving the Hider more time, but that felt lazy and made for an inconsistent design. Instead, we opted to have the traps, hidden compartments, and intel randomized so that the Hider was always ‘seeking’ the best traps and hiding spots.

    If they took the time to find them, they’d have less time to hide the intel, so that gave a sense of risk/reward which inevitably led to a sense of urgency.

    Jose: In the end, we knew all Seekers would share a similar persona, but the Hiders could have very different approaches, so tailoring the Hider experience was the most difficult for us.

    We wanted particular feelings for each player – to make them feel like an ‘evil genius’ or ‘trickster’, while still having that feeling of ‘frantic search’ – and that ultimately influenced our music choices.

    Rob: We worked closely with our composer Zac Zinger to make sure the tracks always went into a ‘critical’ mode for the last 30 seconds of a match. So even though the Hider’s theme is pretty relaxed and jazzy most of the time, those last 30 seconds will still get your blood pumping.

    The Take

    Were there any surprising design revelations you discovered when observing players of The Take? Did anything you saw change the overall experience?

    Rob: Since The Take was our first real dive into VR, we kept learning something new every time we playtested it with people outside of the office.

    For instance, if you’re going to make a Hide-and-Seek objects game that’s fun for the whole family, you can’t exactly give users the ability to hide an object super high up on a shelf where their little brother or sister can’t physically reach.

    Jose: The VR audience is growing from inexperienced users to adept VR users, and what was acceptable previously to everyone, isn’t always acceptable now. Our teleportation system has been a topic of discussion among avid users who want smooth locomotion. Now it’s becoming a standard to have a range of locomotion options in games, but sadly we did not prepare for that, as we had a goal for this to be an introductory game for VR.

    Rob: We learned that these days, anyone developing for VR needs to design a product that can be flexible enough to adjust to a new design scheme, usability trend, or hardware setup that may pop-up halfway through development.

    What’s next for Stuido Studios?

    Jose: We are doing a lot of work in the education sector in New York. We run several classes on Unity and VR and really love doing so. We are striving to create an environment where people can learn development, enter the market with ease and produce quality product – sort of building the dream company we wish was there when we decided to get into game development.

    Aside from that, our next project is a unique MR project, not quite a game but something still interactive. I wish I could share more, but under contract we aren’t allowed to say much more than that.

    Rob: I want to bolster our educational efforts while still improving our own skills in all aspects of design and working in Unity. We’re also excited to work with some of our previous students on their own projects, and help them grow as developers. That should help keep our game design gears ticking as we start to develop this MR project. We’ll still be working on games in the background, and when an idea feels right, we’ll pursue it.

    Jose, Rob – thank you for talking with us.


    The Take is available on Viveport.

    Website: LINK

  • Daily Deal – Darkwood, 50% Off

    Daily Deal – Darkwood, 50% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 50% on Darkwood!*

    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
    Website: LINK

  • Daily Deal – Overload, 25% Off

    Daily Deal – Overload, 25% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 25% on Overload!*

    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
    Website: LINK

  • HTC Esports supports Virtual Athletics League’s new global VR esports league

    HTC Esports supports Virtual Athletics League’s new global VR esports league

    Reading Time: 4 minutes

    This is a guest blog written by Ryan Burningham of Virtual Athletics League and Virtualities

    In a significant step for VR esports, a new global arcade league is forming. Co-hosted by Virtual Athletics League (VAL), arcade management platform SpingboardVR and mixed reality streaming software LIV, the pilot season is getting a major boost from corporate sponsors HP, Inc and HTC esports. This effort is also a collaboration with seven prominent VR game development studios. Official competitions will take place around the world in cities with VR arcades through the rest of 2018 and beyond.

    VR esports have long been the realm of science fiction, but the reality is that VR esports are happening today and gaining momentum. The introduction of the HTC Vive two years ago and sophisticated controllers represented a tectonic shift – it moved players from behind computer screens, into the center of their living rooms and VR arcades worldwide.    

    Ideal games for VR esports are easy to learn, but hard to master.  Any new player can walk into an arcade worldwide and within minutes shoot drones in Space Pirate Trainer. However, it takes hours and hours of practice to climb global leaderboards.  At the elite level players start to perform time bending moves, dodge lasers by sound alone, and land insane combos with dozens of drones shooting from all directions. People who a few short years ago had never heard of VR, are now competing in VR esports on a global scale.

    The Virtual Athletics League started two years ago as a concept from Virtualities, a VR arcade in Salt Lake City, Utah.  From the beginning, we saw the potential for VR esports to become a new major worldwide movement. We first noticed that VR athletes were a special demographic after looking at return rates following a local VR esports tournament. Normal customer return rates hovered at around 20%. For customers who attended our VR esports tournaments, that rate skyrocketed to over 50%.

    From there, we held a few regional cross arcade tournaments, then a national one for Blaster of the Universe alongside 10 arcades.  When the Beat Saber Arcade version was released, the Virtual Athletics League was selected as the official arcade tournament organizer. It was originally slated to take place at 50 locations, but for arcades, it was VR esports gold.  

    The competition took place at a record-breaking 168 locations globally, with several thousand players and hundreds of video-recorded high score submissions.  With Beat Saber, players really put the “Athletics” in Virtual Athletics League, with some player’s heart rates topping out at nearly 180 BPM. This physicality drives the same type of grit and competitivity that are seen in both traditional sports and esports.  

    Over the course of the tournament, thousands of participants dedicated hours toward achieving the global high score. Our co-host SpringboardVR reported that the number of minutes played in arcades for Beat Saber doubled that weekend over the previous weekend.  Our tournament winner took dedication to the next level. They drove many hours, slept in their car, and dominated the competition the next day, taking 1st place out of thousands of participants.

    The announcement of the league represents a new chapter in international VR esports.  For the first official title of the season, a global Space Pirate Trainer tournament is slated to take place September 27th-30th.  Following that, global tournaments will be held with double horror combo Arizona Sunshine and Island 359 for Halloween, then QuiVR in November as an archery multiplayer event.  The league is also placing a high priority on arcade vs. arcade gameplay, with a core group of elite VR arcades participating in more team-based titles that are VR esports ready.  These official launch titles include the giant mech multiplayer shooter Archangel: Hellfire, a jet-propelled shooter Skyfront, and a tactical sci-fi shooter After-H. More titles will be added later.

    [youtube https://www.youtube.com/watch?v=xfa9Jqm34b0]

    Arcade vs. arcade gameplay is on the cutting edge of esports.  For a long time, traditional sports have benefited from fans loyalty to geography. For us in Salt Lake, we love watching the University of Utah, and their new varsity esports team. While the global arcade tournaments are open to all VR arcades, we are also building a more exclusive core league.The concept behind the core league is that eventually, city-based play will take place on the same scale as professional sports franchises around the world. Our hope is for each arcade to eventually have things like jerseys, dedicated teams, professional casters and a Twitch fanbase.  With the sponsorship from HP, inc., HTC Esports and new developer tools like LIV, competitors and spectators alike can compete and engage with esports on a whole new level.

    VR esports is no longer science fiction  – it’s happening now and the team at Virtual Athletics League is thrilled to be along for the ride. Learn more about VAL and VR arcade esports: www.valvr.com

    Website: LINK

  • Daily Deal – Diluvion, 75% Off

    Daily Deal – Diluvion, 75% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 75% on Diluvion!*

    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
    Website: LINK

  • Picademy North America 2018: That’s a Wrap!

    Picademy North America 2018: That’s a Wrap!

    Reading Time: 3 minutes

    Hooray! We’re celebrating our third season leading educator training in North America. That’s 20 Picademy workshops in 11 cities with 791 happy teachers graduating as Raspberry Pi Certified Educators. This summer was particularly rich with successes, challenges, and lessons learned let’s take a closer look:

    Andrew Collins on Twitter

    That’s a wrap on #Picademy North America 2018! We welcomed over 300 educators in Denver, Jersey City, Atlanta and Seattle to the @Raspberry_Pi community. Congrats and go forth on your digital making journey! 😀🙌 https://t.co/aMyHr2KkuL

    Picademy North America

    Picademy is a free, two-day training program that helps educators jump start their digital making journey. On day one, educators explore digital making with the Raspberry Pi computer: blinking LEDs, taking pictures, making motors spin, sensing their environment, and composing music. On day two, they take what they’ve learned from these experiences and collaborate with a team to design and build their own real world project.

    Picademy at Liberty Science Center (June 18, 2018 – June 22, 2018)

    A total of 80 educators from all over the globe visited Liberty Science Center the week of June 18 – 22 to learn coding and technology skills as part of the Raspberry Pi Foundation’s Picademy program. The week of learning culminated in a programming design challenge where the participants created projects using their new skills via the Raspberry Pi computer.

    Big interest

    We received over 1400 applications for this year’s program, a 40% increase from last year. This enormous interest came from educators in North America and across the globe; we received applications from 49 different U.S. States and 20 countries. And it’s not just classroom teachers either. More than half of our applicants worked outside of a traditional classroom environment, as librarians, after-school providers, teacher trainers, museum educators, and technology coordinators. Out of this pool, we accepted 313 educators to our Picademy 2018 workshops in Denver, Jersey City, Atlanta, and Seattle.

    Big impact

    We want to make sure that the work we do is having the impact we we intend, so we ask educators who come to Picademy about their skills, experience, and confidence before they participate in the program and afterwards. Before Picademy, only 13% said they felt confident using using a Raspberry Pi computer. After attending, this number rose significantly, with 78% now confident using Raspberry Pi. This increase in confidence matched their sense of professional growth: the majority of educators said that learning new content and gaining new skills were the most memorable parts of their Picademy experience.

    Raspberry Pi Picademy North America 2018

    We also had 100% of attendees indicate that they would recommend Picademy to a colleague, and 70% report that they are very likely to share their learnings with fellow educators. This means an even greater number of educators, those who work alongside Raspberry Pi Certified Educators, will hopefully be impacted by Picademy workshop offerings.

    “Picademy was such an engaging and hands-on experience. Every workshop and project was practical, tangible and most importantly, fun” — Amanda Valledor, Boston, MA

    Next steps

    What do educators go on to accomplish after Picademy? We’re actively gathering this data as we follow up with our certified educators, but based on feedback surveys we know that 58% of this season’s attendees are interested in starting a Code Club or CoderDojo in their community. We also saw that over 70% of educators are interested in leading a Raspberry Pi event or training; this could mean a Raspberry Jam, an educator workshop, or a Raspberry Pi-themed summer camp. Our team will continue to support each and every Raspberry Pi Certified Educator as they continue on their digital making journey.

    Carrie Northcott on Twitter

    Thank you @Raspberry_Pi for allowing each of us to come and get “debugged”, rewrite our “code”, and “program” our future moves as educators! #picademy #raspberrypi #picademyseattle #edtech @iluvteaching72 @MrsNatto https://t.co/37jMYDZThF

    Special thanks to Dana and everyone else who helped to lead an awesome Picademy program this season. If you’d like to take a deeper dive, feel free to explore all of our data and findings in the Picademy North America 2018 Report.

    Website: LINK

  • 3D animation goes virtual with Tvori

    3D animation goes virtual with Tvori

    Reading Time: 7 minutes

    Virtual reality has allowed creative professionals to do incredible things, but as VR matures, so do the tools available to help people achieve their best results. With new updates just launched, we reached out to the team behind 3D animation tool Tvori to get an update.

    The answers below were provided by Viktor Komarovskikh, Dmitry Kurilchenko and Inga Petryaevskaya from Tvori. Questions by Nathan Ortega.

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

    Tell us a bit about the Tvori team.

    We’re a team of six people, and we also have a number of interns who work with us part-time. It’s quite a small team and there are lots of tasks, but there are advantages to having a small team. We try to work with maximum effectiveness; every team member is self-sufficient and works on a big piece of the pie. And this gives us a lot of inspiration and motivation, everyone is highly visible and influences the product development.

    We are very focused on the development of the core functionality of Tvori and polishing existing features. We pay a lot of attention to working with our early adopters, gathering feedback from our creators and figuring out/analyzing what they need most.

    We want Tvori to be intuitive and simple so that any person can start animating a story within several minutes after launching Tvori. We continuously revise our UI and study user experience—we see lots of ways how we can further polish and simplify our existing UI. We want to have a solid on-boarding process and tutorials to support our creators in their workflows.

    What sort of background, development wise, did the team have before creating Tvori?

    Viktor and Dmitry had both worked on VR prior to starting Tvori—creating games, products for agencies, winning at various competitions, and doing side-projects. Viktor [Komarovskikh—Founder, Product Development & Design] came from the 3D industry and has years of experience with creation tools—modeling, sculpting, and animation—which gives him an insight into what creators need. Dmitry [Kurilchenko—Founder, Product Development & Design] was developing products both in the position of designing and programming which gives him an insight into how to make the best experience using the technology at hand.

    The rest of the team have software development, engineering, and mathematics backgrounds and are experienced in business and product development. And all of us are great believers in VR and VR creativity tools.

    Tvori

    What inspired your team to create an immersive and powerful tool for crafting visual stories?

    Back in 2012 with the new wave of VR, it became clear that VR would bring new opportunities in terms of how people work, communicate, and consume content.

    Dmitry started experimenting with VR as soon as he got his hands on a VR headset—working on games and tinkering with ideas regarding collaboration, information visualization, and storytelling in VR; making prototypes and connecting with people from the emerging industry.

    Viktor spent a number of years as a power user of 3DS Max, Maya, and other 3D creation software. He got to know all the limitations in regard to speed and design of those classical 3D tools, especially when it came to creating VR content using that kind of software, from testing the idea to the final result—the process was slow and painful.

    Tvori

    With the insight on what future VR creators might need and the understanding on how to make the best experience for them, Tvori was begun in January of 2016.

    The dream was to create a very simple, clear but also powerful creation tool so that anyone of different ages and backgrounds could create a story in VR. Tvori should enable people to realize their fantasy and dreams in 3D, and allow them to share creations with friends, and followers.

    Developing a creation tool within innovative new technology such as VR provides exciting new possibilities, but also new challenges. Were there any particular hurdles you encountered when beginning to develop Tvori?

    We worked with one of the first Vive dev kits back in 2015 for a week and were super impressed by it. But while we started Tvori in 2016 we didn’t get our Vives until May, so before getting a real 6-DOF VR headset, we had to make our own using what we had at that time. We used Gear VR (mobile VR), paired through the network to a PC that had Razer Hydra 6-DOF controllers on—we used that setup for the first version of Tvori. Here’s a video where we use handmade mobile VR with 6-DOF controllers.

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

    After getting our Vive devkits we made an integration in a matter of a few days. Here’s the first video of Tvori running on Vive.

    [youtube https://www.youtube.com/watch?v=m71ZS8vJRzA]

    What are your thoughts regarding the role VR plays in the digital art community?

    We see a huge potential of VR tools in art creation. The community of artists who are trying VR is growing fast, we see more and more 2D artists jumping directly into VR. They have never used any 3D software packages before and start creating in VR. In Tvori we keep saying that we want to democratize storytelling and animation so that anyone can create a complete story all within VR, or express their first ideas in 3D in form of a storyboard or animatic.

    Tvori is in early access, with a projected development window of 3-4 years. How has Tvori changed over time?

    Tvori was initially designed to enable anyone to create stories and art in VR, with the first version of Tvori released in 2016, following with more major updates in 2017. With a high focus on the simplicity and speed of creation, we introduced an intuitive and friendly user interface, where users learn by doing. This simple and direct approach led Tvori to the forefront of real-time animation in VR, giving our users a fantastic way to bring characters to life and be highly involved in the performance behind the characters simultaneously.

    Though we will keep pushing to further improve our real-time animation mode, we strived to improve Tvori for multiple workflows, so in addition to real-time animation, we’ve introduced Keyframe Animation with 3D curve editing. This highly requested feature gave our more advanced users—digital artists, animators, and professional animation studios–more control over object and character motion, allowing for smooth and precise animation. You can now switch between the two modes to suit your personal workflow!

    To enable our users to create large 3D worlds quickly and easily, we’ve added import of objects and models and have an integration with Google Poly. It is now very straightforward to build scenes and it takes much less time.

    Right now we are working on the export of the animations to other software so that Tvori can be used in production pipelines by professional users and studios. But at the same time, we want to keep thinking of both user types—pro and amateur creators. So, it might happen that at some point we’ll distinguish between two versions, and this should allow us to keep the simplicity of the UX and not to overload Tvori with lots of advanced features.

    Tvori

    Tell us a bit about how the community helped shape the evolution of Tvori since it entered early access?

    Since we released our first beta back in 2016 we have been very open to feedback and comments from users. We do get lots of suggestions on functionality, bug reports, and just inspiring comments, and what is really amazing—our users are sharing their artworks! When we see a story, created in Tvori, we get lots of energy and appreciation. To give a concrete example, I would name the locker tool. We were conducting creators interviews and several users told us something like this—if you want to have a quick win, give us a locker tool so that we do not grab objects by accident. So, soon after those interviews, we pushed an update with a Locker tool. This was a 100% community driven feature.

    Are there any features your team implemented where the community response surprised you?

    Just recently we introduced a single hand workflow, i.e. you can do everything in Tvori with just one hand or one controller. One of our users was very happy as he had just broken his hand and thought he would have to wait for months until he could get back to creation in Tvori, but just a couple of days later we pushed that one hand mode. He made a post on Facebook that our update timing was perfect!

    What are some of your favorite works created with Tvori?

    We love each and every creation in Tvori. We’ve recently conducted the #TvoriTime contest to motivate people to share their works with the community. We have included works by #TvoriTime finalists into our Gallery at http://www.tvori.co/gallery

    And here is a trailer which combines pieces from our finalists’ submissions!

    [youtube https://www.youtube.com/watch?v=njsBf8hR_HM]

    What’s next for Tvori? Are there any exciting content updates on the horizon you’d like to share?

    Aside from importing of animations, among most demanded features is sharing of VR stories made in Tvori with other people.

    We want to dramatically improve the overall experience in Tvori—character customization, animation & scene creation process.

    Once your team has completed development for Tvori, are there any future projects on the horizon planned in the world of VR?

    We have a long-term roadmap for Tvori. It’s really a very ambitious plan and we hope to share it at some point. What is really important is to join the efforts in evangelizing VR and all the great opportunities this technology is bringing to the world. We decided that we want Tvori to be accessible for education and started a free license distribution program to educational institutions (schools, Universities, educational workshops about VR). So feel free to write at inga@tvori.com if you want to learn more about this program.

    We are very happy every time we hear from our users. That’s true for both positive feedback and ideas for improvement/bugs reports because it helps us to further improve the tool. We also try to support our users in their creation process, and are happy to demo some advanced functionality of Tvori or fix something quickly to assure smooth creation workflow.

    We’ve recently started our Tvori Support group on Facebook but anyone can also drop an email at hello@tvori.com. We usually respond quite quickly.

    Thanks for talking with us!


    Tvori is available now on Viveport and as part of Viveport Subscription.

    Website: LINK

  • Weekend Deal – South Park Franchise, Up to 75% Off

    Weekend Deal – South Park Franchise, Up to 75% Off

    Reading Time: < 1 minute

    Save up to 75% on South Park Franchise as part of this week’s Weekend Deal*!

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

  • Daily Deal – Sword Art Online: Fatal Bullet, 50% Off

    Daily Deal – Sword Art Online: Fatal Bullet, 50% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 50% on Sword Art Online: Fatal Bullet!*

    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 Saturday at 10AM Pacific Time
    Website: LINK

  • Weekend Deal – Total War Historic Titles – 10% to 90% Off!

    Weekend Deal – Total War Historic Titles – 10% to 90% Off!

    Reading Time: 2 minutes

    In celebration of the upcoming Total War: Three Kingdoms , save 10% to 90% off on the rest of the Total War Historic Titles as part of this week’s Weekend Deal*!

    *Offer ends Monday at 10AM Pacific Time









    Website: LINK