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t e c h
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m a g a z i n e
w w w. v r w o r l d t e c h . c o m
Exclusive announcements, press releases and thought leadership articles focused on entertainment
Are you not entertained? If you own a VR headset, you will be Vertigo Games
A VR enthusiast and devotee
T H E
B U S I N E S S
Inside COVID19 The power of VR as a storytelling medium
O F
M A N U FA C T U R E D
HitMotion: Reloaded Innovation at play
R E A L I T I E S
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m a g a z i n e Published by: Premeditated Media Group Ltd 71-75 Shelton Street Covent Garden London WC2H 9JQ
w w w. v r w o r l d t e c h . c o m
Editor
Exclusive announcements, press releases and thought leadership articles focused on entertainment
Mark Dugdale editor@vrworldtech.com
Publisher
Are you not entertained?
Jonathan Savage jonsavage@vrworldtech.com
If you own a VR headset, you will be Vertigo Games
Editorial board
A VR enthusiast and devotee
T H E
Jan Pflueger, advisXR
B U S I N E S S
Inside COVID19
HitMotion: Reloaded
The power of VR as a storytelling medium
O F
Innovation at play
M A N U FA C T U R E D
R E A L I T I E S
Sophia Moshasha
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© 2021 Premeditated Media Group Ltd. All rights in and relating to this publication are expressly reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means without written permission from the publisher. The views expressed in VRWorldTech Magazine are not necessarily those of the publisher. While the publisher has taken every care in compiling this publication to ensure accuracy at the time of going to press, it does not accept liability or responsibility for errors or omissions therein, however caused.
w w w. v r w o r l d t e c h . c o m
November 2021
3
Editor’s Note
Are you not entertained? If you own a VR headset, you will be
A
nd here it is, the 10th issue of VRWorldTech Magazine.
The team at VRWorldTech is thrilled to be able to deliver this issue to intrays and inboxes, not least after a global pandemic, what I will carefully call supply chain issues here in the UK and, of course, everyone getting down to business as almost-usual. When we launched VRWorldTech and this magazine, we aimed to highlight the benefits of immersive technology, namely augmented and virtual reality (AR and VR), to the enterprise market as hardware and software developers make strides toward the emergence of immersive technology in the mainstream.
4
November 2021
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Editor’s Note
We continue to accomplish this aim,
We speak to major VR game studio
story, one that could come to define
with stories on Bank of America and
and publisher Vertigo Games, and
a generation.
Accenture attracting huge numbers
learn that even though this company
of readers to our website recently
is a part of a much larger entity, it
In this issue’s The Reality Wire, there
but, more importantly, contributing
remains a VR enthusiast and devotee,
is a big focus on live events and
to the conversation. One that goes:
dedicated to the medium, all of its
production, with insight into how
look, unsure Fortune 500 company
potential, and much of its innovation.
immersive technologies can and are
struggling to attract talent amid the
being utilised to boost collaboration,
‘Great Resignation’, here is a game
On the opposite end of the
lower carbon footprints, and much
changer. Gift your new employees an
spectrum, we also speak to New
more. Thank you to each and every
innovative platform for professional
Technology Walkers, a network of
contributor, whose support is vital.
development and enjoy the results,
professionals that work on projects
because there are many.
mixing creativity and technology,
For the 10th time, that is all from me
based in Turin, Italy.
for now. We will have news about
VR for training is just one area where
2022 plans very soon (not to mention
we have shone a light and, with the
They provide B2B consulting
one more issue in 2021, focusing
influx of new hardware coming this
services but are also developing a
on manufacturing!). Given the
year and next from HTC Vive, Varjo,
mixed reality fitness game for VR,
rapidly evolving nature of immersive
Oculus and more, VRWorldTech
because, like Vertigo, it is a passion
technology, we think it best to
stands ready to continue diligently
of theirs.
react quickly. It is what makes this
carrying out this task.
industry so exciting to cover. Both of these articles reveal a
Where VRWorldTech Magazine turns
growing business acumen mixed
in this issue, entertainment, we only
with an inventiveness among VR
scratch the surface of what is possible.
game developers and publishers that bodes well for the future of
Here, we focus on VR for
the technology as an entertainment
entertainment, specifically gaming,
medium. Check them out, because
fitness and film, because there is
there are some fascinating insights.
just so much to consider. It was also our pleasure to speak to
Mark has been a business-to-business
This area, we feel, is particularly
Gary Yost, producer and director of
journalist for a decade. He has edited and
pertinent right now with the new
award winning 2020 documentary
written for websites within financial services
Vive Flow targeting personal and
Inside COVID19 and founder of
and law. He graduated from the University of
professional relaxation, entertainment
the WisdomVR Project. He and
Leeds with a BA in creative writing.
and communication, and, of course,
his team created a fascinating
Facebook/Meta making strides
film that pushes the boundaries of
towards a metaverse where we can
stereoscopic 360° video and VR,
all socialise, play and work.
and tells an incredibly important
Mark Dugdale Editor VRWorldTech
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5
Contents
In this issue 10
Exclusive announcements, press releases and thought leadership articles focused on entertainment. Featuring AR-VR & UX-UI Enterprises, Make Real, Matterport, Technicolor Creative Studios and Zanni
A show like no other: Zanni launches XR device for live entertainment
Virtual production: The future of flexible, sustainable and creative production Isabelle du Plessis, Technicolor Creative Studios
Bringing immersion to the world of fashion James Morris-Manuel, Matterport
Chaos by name, operational stability by nature: Creating a new AR karting experience Sam Watts, Make Real
How VR and AR can bring live entertainmentto life Dominica Jamir, AR-VR & UX-UI Enterprises
November 2021
Vertigo Games From the outset to today, Vertigo Games remains a VR enthusiast
Sophia Moshasha, Zanni
6
40
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and devotee, dedicated to the medium, all of its potential, and much of its innovation
Contents
24
New Technology Walkers / HitMotion: Reloaded There is innovation at play at New Technology Walkers that, combined with a keen business sense, is capable of pushing the boundaries of what VR can achieve
32
WisdomVR / Inside COVID19 We all lived through the height of the pandemic last year, but to relive it through the award winning Inside COVID19, particularly another part as yet unseen, so up close and personal, demonstrates the power of immersive technology as a storytelling medium
Studio 301 48
Being multi-platform like Studio 301’s Leave No One Behind, rather than solely dedicated to VR, could be a winning formula
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VRWorldTech is a must-read resource if you want to stay up-to-date on progress within immersive technology for enterprise. Our content sits between the technology’s creators and developers and the business leaders who can benefit from its use and application. We cover the stories that make immersive technology a reality.
TRW A show like no other: Zanni launches XR device for live entertainment
Sophia Moshasha Zanni
A
s a response to
Zanni encompasses a
the rising need
unique blend of extensive
for technical
theatre production
innovation for
experience along
live performances and
with technical vir tual
events, Zanni has officially
production skills.
launched to provide a new way for producers,
The team brings a vast
directors, and artists
network of partners in
to create memorable
immersive technologies
experiences through
in order to create the
immersive virtual and
most robust solutions
augmented reality (VR and
for producers in theatre,
AR) technology.
sports and entertainment.
TRW
The pandemic brought about
“This is an exciting time for live
be debuting its suite of virtual
a mass disruption in the live
entertainers to really reach beyond
production services in an array of
production industry, and Zanni
the traditional limitations of live
cabaret shows as part of the live
aims to help creative industry
production design,” says David
entertainment showcased at the
professionals find ways to innovate
Rodriiguez, chief executive officer
LDI Show, a catalyst in helping
in audience engagement and bring
and founder of Zanni.
entertainers master storytelling via
them back to live in-person events
the use of cutting-edge technology.
and shows. “We are proud to partner with Along with the launch of its service offerings, the company has announced the upcoming release of O vees, the proprietary handheld mixed reality viewer, which enables extended reality (XR)-enhanced performances, placing AR content in the context of a live performance or show. This device is also one of the very few that can achieve both AR and VR, giving a producer the ability
We are bringing creators the capabilities and tools to think out of the box and outside of the physical limitations of reality to create incredible, memorable and engaging experiences.
Zanni to showcase new innovations in live entertainment and introduce new ways to engage live and virtual audiences in a time that is most needed in this industry,” states Jessi Cybulski, show director for live design at LDI. The show will consist of live acting combined with real-time animation, live motion capture and in-camera visual effects. Zanni will also be showcasing the
to take the audience in and out of
pre-release build of the new Ovees
completely occluded virtual spaces.
MR viewer expected to release “We are bringing creators the
mid-2022.
Producers will also be able to
capabilities and tools to think
use this product to conduct
out of the box and outside of the
For more information on Zanni’s
virtual staging prior to investing
physical limitations of reality to
services and the Ovees XR device,
in physical buildout, minimizing
create incredible, memorable and
feel free to contact me via sophia@
wasted costs and time.
engaging experiences.” Zanni will
zannixr.com.
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TRW
Virtual production: The future of flexible, sustainable and creative production Isabelle du Plessis Global director of PR and communications, advertising and brand experience, at Technicolor Creative Studios
N
ecessity drives innovation—
virtual production; the use of real-
on-set. These may be final-pixel
and the global pandemic
time gaming technology and LED
quality visuals, displayed on LED
provided just that—a wave
screens to produce content in a fast,
screens and shot in-camera, or
of challenges that faced the
efficient and collaborative way.
rough CGI visualisations displayed
content creation and entertainment
through augmented reality (AR) for
industries, and a massive adoption
Virtual production covers a range
creative reference.
of new, burgeoning technology to
of technology and disciplines but
accommodate this.
ultimately refers to a filmmaking
The benefits to content creators are
method that uses real-time and
huge, with large-scale productions
Over the past 18 months, we’ve
game engine tools in production
such as The Mandalorian leading the
seen an escalation in the adoption
and visualisation.
charge and bringing this production
of technologies that may have taken
process into the mainstream.
longer to catch on, as we embrace
The use of game engines, which
the ‘virtual’ world we’re now living
render visuals live on-the-fly, have
Virtual production is a method that
in. Virtual concerts, virtual worlds,
become increasingly popular in
removes the barriers between live
virtual working—but what has
filmmaking as they can add visuals
action and visual effects so they can
really taken hold in the advertising
that previously would have taken
occur simultaneously. It facilitates
and entertainment industries is
weeks or even months to see, live
the creation of virtual environments,
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interactive characters and CGI
lift in post-production (the creation
live and play with camera angles.
assets, and enables filmmakers to
of CGI characters, environments
They can be physically standing in
physically shoot and direct them in
and assets) is now developed at
the room or beamed in remotely. It
real-time.
the forefront of the production,
helps deliver what the client wants
pre-shoot, meaning VFX artists
quicker and eliminates feedback
Here are the major benefits of
work much more closely with the
and surprises.
adopting this technology from
filmmakers to direct and realise the
a content creation and creative
final vision.
Creative possibilities
Secondly, the live nature of real-time
For creatives and filmmakers,
visual effects and instant rendering
virtual production opens up infinite
gives creatives the flexibility to
creative possibilities, by giving
Virtual production enables
experiment and incorporate live
them the freedom to iterate, re-
collaboration between creatives
feedback on-set.
imagine and experiment on-the-fly
perspective.
Collaboration on a new level
on a new level, and the heightened
with ultimate creative flexibility. By
involvement of visual effects artists
Clients can come into the process
using the traditional post production
in the creative process from the on-
earlier and stay longer. They are
and filmmaking process, decisions
set. Firstly, what was once a heavy
able to look at an object, direct it
regarding CGI can be timely and
w w w. v r w o r l d t e c h . c o m
November 2021
13
TRW finite—however by using gameengines and integrating these visuals live on set, filmmakers can play around with what looks good and feels right, with a team of visual effects artists with them on-set, iterating their creative vision live. The speed at which creatives are able to see final, or near-finalquality images enable them to be more creative and flexible and build on the story during production with fewer constraints. The Mill, a creative technology studio specialising in visual effects and emerging technologies,
making on a large scale could
accomodation, production energy,
developed an AR, virtual production
play a crucial role in tackling the
vehicle transpor t, a generator,
visualisation app (pictured, above)
climate crisis.
taxis, road travel, accommodation,
to help directors make decisions
and food and drink to a more
featuring their CGI assets easier on-
By using LED screens featuring
sustainable solution featuring a
set. Using a phone, tablet, or screen
virtual environments and real-time
CGI solve.
of any kind, everyone on set can see
CGI assets such as cars, characters
the CGI character in-situ, realistic
or even landmarks, the need for
The results were an 83% emission
in size and lighting. This may enable
multiple locations or travel at all is
reduction, 33% speed reduction
them to adjust the shot, adjust
negated. Filmmakers can capture
and 30% cost saving.
their lighting, decide to incorporate
several ‘locations’ or ‘scenes’ on
additional imagery, etc.
one LED stage or set, requiring
It’s still fairly early days in terms
minimal to no travel and only one
of the mass adoption of this
film crew.
technology, as we work with game
Sustainable production
engine software providers to Large-scale productions across the
Post-production studio The
enhance their visual capabilities
film, advertising and entertainment
Moving Picture Company (MPC),
and work with filmmakers and
industries often require multiple
which specialises in CGI, recently
brand clients to educate them on
locations, air travel, vehicle transport,
teamed up with sustainable remote
the benefits of this production
hundreds of bodies and in-turn, emit
production company Travlrr to
method, however, the pandemic
a huge level of carbon emissions.
put this theor y to the test. They
has definitely provided a
compared the emissions of a
springboard for this technology,
I believe the adoption of vir tual
traditional shoot in Iceland for a
and I think we’ll see it grow
production and real-time film
car commercial featuring air travel,
exponentially in the future.
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November 2021
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Deadline: 2 6 / 1 1 / 2 0 2 1 Public a tion da te: 2 0 / 1 2 / 2 0 2 1
Manufacturing Issue Designers are at the forefront of virtual reality, creating and refining ever impressive products, machines and buildings, without having to leave their studio and on much grander scales, while augmented reality is being utilised to redefine traditional spaces and bring 3D models alive, in the real world.
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
TRW
Bringing immersion to the world of fashion
James Morris-Manuel
Managing Director of Europe at Matterport
A
fter a long wait during the
Fashion retail is an extremely
This is where immersive
pandemic, fashion shows are
competitive industry with hundreds
technologies come in. Immersive
finally being held in person
of fashion houses displaying their
experiences allow for greater
again. Making the retail
pieces. This means that being
conversation to be had as it is still
experience as gripping and exciting
innovative and a step ahead of
such a new aspect of fashion shows.
as possible is key to elevating fashion
everyone else is crucial to success.
Consumers are much more likely to
shows and encouraging people back
Standing out is half the battle for
be engaged by new ideas that spark
to the street.
success so making the shows more
their imagination and leave them
immersive can captivate an audience
wanting more.
The likes of London Fashion
and bring the much-needed
Week and others need immersive
spectators for fashion houses. Retail
experiences to take their shows to
is a very fast-moving industry so
the next level to help bring more
new and exciting experiences are
Technology can help elevate a
people to their locations.
always welcome.
fashion show and make it a much
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Digital twins
TRW more immersive experience. One
a digital twin of its showroom,
is all about innovation and exciting
way of achieving this is through
to debut its menswear collection
consumers, so they don’t fully turn
digital twins. A digital twin is a
(pictured, p16, and view it here:
to ecommerce. Retailers need to
highly photorealistic virtual replica
https://my.matterport.com/
change and improve their physical
of a physical space, which makes
show/?m=uFcdiu9wGGV). During
shops to continue to stay up to date
it a perfect device for showcasing.
the pandemic this meant that the
with consumers' shopping wishes
In short, they are digital copies
collection could still be viewed
and demands.
of the built world. AI-powered 3D
without any restrictions holding
technology is used to scan a space,
Prada back. Real-life fashion shows
The best way to do this is to create a
no matter the size, to build a virtual
can be experienced virtually by
blend of the best of physical shops
twin of the space. They can even be
those across the globe, allowing the
and ecommerce to produce an
used by consumers to try on clothes
excitement of fashion to continue
immersive world for consumers to get
virtually, in virtual stores. Because
despite the pandemic.
stuck into. It is innovation like this that
of their usability, digital twins are
will make retailers stand out from the
fast and easy to produce and have a
Using Matterport, Prada was
crowd and allow them to compete in
multitude of benefits for the retailer,
able to expertly demonstrate its
the industry more effectively.
fashion designer and consumer alike.
collection, with stunning backdrops to the fashion as well as the all-
Consumers want more than just to
This is exciting because digital twins
important photorealistic collection.
scroll through a two-dimensional
merge the best of the online world
An accompanying soundtrack gave
site, which is where the benefits of
with the best of the physical world.
this fashion show a fully immersive
digital twins really show themselves.
Retailers that use digital twins will
experience for Prada’s audience.
Digital twins mean that consumers
stand out from their competition as
Digital twins are both extremely
can visit a shop virtually before the
their consumers will be provided
useful during social distancing
physical space has even opened
with an immersive experience they
and can also create an immersive
or try on clothes virtually before
will remember. Fashion and retail
experience that advances fashion
they visit the shop. Consumers can
move extremely fast, and those that
shows to make them more exciting
browse products and get a real
fail to use immersive experiences
for their audience.
understanding of the product before
to innovate risk consumers going elsewhere—and extinction. Digital
they even touch it in real life. The
Immersive retail
possibilities are extensive.
twins make fashion shows much more accessible. Those from all over the
Along with fashion shows, digital
Consumers are always looking
world can view collections even if
twins can also make retail a more
for the next exciting innovation to
they can’t make the in-person shows.
immersive experience. Retail has
pique their interest and immersive
The audience can be transported to
struggled in recent years to maintain
experiences can do just that. Digital
wherever they need to be using digital
footfall levels, with the pandemic
twins are not technology of the
twins and can fully interpret fashion
only making things worse. Data
future but a reality that must be
collections wherever they are.
from Springboard showed that
taken advantage of, to thrill and awe
shopping trips fell by 18.6% from
your audience, whether that be in
In last year’s Milan Fashion Week,
August 2019 to August 2021. For
brick-and-mortar stores or on the
Prada used Matterport to create
those retailers that remain, surviving
catwalk.
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November 2021
17
Chaos by name, operational stability by nature: Creating a new AR karting experience
Sam Watts Immersive partnerships director at Make Real
C
haos Karts is a physical
The premise is simple: strap into your
deliver a devastating EMP that takes
installation in London,
go-kart, brightly lit with numerous
out the whole track!
UK, that blends electric
LEDs, confirm your username taken
vehicles, projection
from your online booking, get set,
From a technical perspective, there’s
mapping and location-tracking
ready and go with the green light!
a number of parts to create the
to provide a gamified go-karting experience like no other.
experience. Firstly, the space is a Racers are encouraged to pick
large empty area, where the electric
up gems along the track, which
go-karts drive within. The go-karts
Little Lion / Ents worked with Make
determine the winner rather than final
are position-tracked within the space,
Real’s immersive content studio and
race track position, while collecting
feeding their location back into
other hardware partners to create
weapon power-ups and looking out
the system. This creates data for a
a highly rated, enjoyable arcade
for shortcuts. Weapons include all
number of purposes, mainly safety
racing game, with a hugely complex
the classics: shoot rockets at your
(no head-on collisions) but also to
technical stack underneath driving
opponents, drop bombs behind
enable a fair play experience for all
the experience.
you, gain a temporary shield or even
(slowing them down if the racer cuts a
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November 2021
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TRW
virtual, projected corner). The tracking
spot instances based upon racer
incorporates the gameplay aspects of
behaviour. This first installation has
the experience, from knowing when
space-, beach- and western-themed
a racer has gone over a projected
tracks to race on, each offering their
item pick-up and when they fire their
own unique features, shortcuts and
weapon, projecting it on the track
play styles.
and knowing when it’s hit, or missed, another racer’s go-kart. Finally,
Up to eight racers can be on-track
it wouldn’t be an arcade racing
at once but the venue is designed to
experience without speed boost
have on- and off-boarding activities
pads and because the go-karts are
for racers to partake in. Of course,
electric and their speed is controlled
with racing and go-karts being the
by the system, they can be sped up
purpose of the venue, there’s no bar
temporarily to give racers the edge
selling alcohol. This also enables the
when they drive over one.
safety aspect where although the gokarts compared to traditional models
The projection system and empty
are set to be a lower-speed, with the
space enables the experience to
collision detection system in place,
provide a number of race tracks,
racers do not have to wear helmets.
in terms of styles and layouts, a big advantage over the traditional
Chaos Karts completed its temporary
physical go-kart tracks. It also
run located in Shoreditch, London,
allows some fun SFX, like drawing
UK, at the end of October, but will
the track in from a wireframe at the
be returning to multiple venues in the
start of the race, enabling shortcuts
near future! Be sure to follow them
to appear and disappear and other
online for news of the new locations.
w w w. v r w o r l d t e c h . c o m
November 2021
19
How VR and AR can bring live entertainment to life Dominica Jamir Creative director at AR-VR & UX-UI Enterprises
W
hen I learned London’s
to normalcy to anyone afflicted by
take the turn of events in stride and
West End reopened in
pandemic-fatigue and cabin fever. It
were left relatively unfazed. We kept
May, and that New York’s
is also heartening news to those who
ourselves busy and engaged through
Broadway was reopening
make a living in the entertainment
online projects, computer games,
industry and us, their patrons.
3D movies, immersive entertainment
this September, I was thrilled! I had to get my ticket, support and be
and an assortment of content, while
a physical part of the momentous
Most of us subjected to lockdowns
reopening of Disney’s musical, The
and business meetings via matchbox-
Lion King.
sized visual online media portals are
According to Forbes, post-
looking forward to human personal
pandemic media consumption via
The revival of New York’s world
interfacing to improve interpersonal
online streaming accelerated a new
famous live musical theater, once
skills and uplift our human spirit.
content experience. The pandemic,
under wraps for about 18 months, can
Fortunately for those who identify as
reportedly, pushed streaming
be viewed as a harbinger of a return
introverts like me, we managed to
subscriptions to exceed one billion
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November 2021
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others, presumably, learned to adapt.
TRW
globally in 2020. Unsurprisingly,
experiences for consumers are likely
could be enhanced as an immersive
consumers confined at home were a
to accelerate and go mainstream.
VR educational experience and
captive entertainment audience.
It seems obvious to me that we are
accessed remotely. It was thrilling to
already headed in that direction.
observe that the progressive idea of
Stephen Spielberg’s mesmerising
Mobile phones too were once rare,
VR-enhanced education is gaining
2018 film Ready Player One, by
outlandishly bulky and unaffordable!
traction in a US university, which I
today’s standards, a not-so-futuristic
believe is quite promising.
story, is one perfect example of
Serendipitously in early 2020, at the
humans co-existing in immersive
onset of the unprecedented global
Enhanced education is possible, and
virtual reality (VR), a core storyline I
pandemic, I, a user experience/
lessons can be accessed through
found entirely plausible.
interface (UX/UI) developer,
any web-based device with reliable
Once VR technology and related
pioneered a web-based prototype
internet from anywhere, providing
peripherals such as headsets
platform establishing that a
a sensible solution to anyone
become affordable and accessible,
traditional biochemistry lesson
questioning the true quality of
w w w. v r w o r l d t e c h . c o m
November 2021
21
TRW education nowadays that is delivered
set designs, and AR, for promotional
remotely through other means.
uses. By using developers and VR technology, producers and art
"
AR technology, for experiences that showcase and promote brands or products, empower users to immerse themselves, experience, imagine and buy.
Having established that VR enhanced
directors of upscale productions will
education is possible and useful,
be afforded the necessary flexibility
my focus now is on taking live
during the ideation stages to change
entertainment, production and
and evolve digitally, potentially saving
promotions to another level.
themselves a bundle.
VR and augmented reality (AR)
Inspired by the recently sunset billion-
technology, in my opinion, are
dollar Las Vegas theatrical water
indispensable due to their flexibility,
show Le Rev, I saw an opportunity
allowing for the fluidity necessary
to create a VR digital prototype of a
during ideation, planning, and
reimagined stage set establishing that
promotional stages of entertainment
virtual sets are possible and could
production. Producers of any quality
be valuable to producers and art
effort looking to manage time and
directors of live entertainment.
resources efficiently, would, once they understand the options, be
My creation included flowing water
inclined to agree.
fountains, portable theatrical performers, creative ceiling lighting
It encourages me to believe that
and special effects (as pictured,
the billion-dollar live entertainment
created in Tilt Brush). It is my belief
industry will see the benefits of
that once VR is incorporated as a
collaborating with extraordinary
tool to create and design sets, it
VR and AR developers on endless
has the potential to improve cost
opportunities to improve and
efficiencies before creative decisions
deliver exciting efficiencies and
are finalised. Furthermore, immersive
improvements, in addition to just the
digital VR design prototypes can
use of 3D cameras and projections.
be securely shared online with the show’s global stakeholders.
Some patrons may recall experiencing
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November 2021
holographic projections of a
Using Facebook’s innovative platform,
performer, similar to Cirque du
Spark AR Studio, which developers
Soleil’s Michael Jackson One show
use for the creation and sharing of AR
in Las Vegas, or Netflix’s Black Mirror
experiences through the Facebook
episode entitled, Rachel, Jack and
family of apps and devices, I created
Ashley Too, which depicted ‘live’
a number of Spark AR face filters.
performances. I prefer to explore
I was particularly inspired by the
ways in which VR can be utilised to
colourful, Africa-themed Lion King
create and improve pre-production
musical, so I created exciting face
w w w. v r w o r l d t e c h . c o m
TRW filters to commemorate the roaring back of New York’s Broadway. Inspired by the trains of Starlight Express, a West End musical from more than two decades ago, I created a metallic AR face filter with a smoking chimney—a subtle nudge for producers to consider bringing this show back for a West End revival for a new generation (to view the Facebook and Instagram face filters, follow this link: https://www.ar-vr-ux-uienterprises.com/portfolio). When producers direct their advertising and PR firms to incorporate and share face filter AR experiences on social media such as Facebook and Instagram, they involve consumers who often spread the word to a wider audience. AR technology, for experiences that showcase and promote brands or products, empower users to immerse themselves, experience, imagine and buy. Producers, art directors and PR executives who strategically incorporate VR and AR from the preproduction development stages to post-production and promotion, stand to gain. After all, in the end, extraordinarily engaging and interactive VR or AR experiences that captivate the minds and emotions of an audience help them feel included and part of experiences that will be etched in their memories. A satisfied customer is a repeat customer who gladly spreads the word!
Entertainment / HitMotion: Reloaded
All work and play There is innovation at play at New Technology Walkers that, combined with a keen business sense, is capable of pushing the boundaries of what VR can achieve
N
ew Technology Walkers, a
technologies, particularly VR and
network of professionals
augmented reality.
that work on projects mixing creativity and
HitMotion: Reloaded is a game
technology, based in Turin, Italy,
that its makers are particularly
is in the process of building a
passionate about. Originally one
mixed reality (MR) fitness game,
of the launch titles of HTC Vive
HitMotion: Reloaded.
Focus Plus, developed with the support of HTC China, the game is
Developing this game, for virtual
now available worldwide on Vive
reality (VR) but capable of MR by
Business AppStore as a free demo
virtue of utilising the front cameras
and is compatible with Vive Focus
of its launch headset to let the
3. Its makers are targeting this
user see their surroundings so that
headset with the enterprise market
they can play safely, represents an
in mind, positioning the game as a
opportunity for New Technology
means to help workers stay active.
Walkers, which also provides B2B consulting services, to embrace its
Not content with that, HitMotion:
passion and experiment with new
Reloaded is also available on
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Entertainment / HitMotion: Reloaded
Massimiliano Ariani, designer (l), and Antony ‘Skarredghost’ Vitillo, lead developer (r)
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25
Entertainment / HitMotion: Reloaded
“
Oculus Quest 2, via SideQuest
that, combined with a keen
and App Lab, and New Technology
business sense, is capable of
Walkers has even developed
pushing the boundaries of what
an experimental edition for this
VR can achieve. It was also the
headset that utilises its passthrough
reason why VRWorldTech Magazine
capability to deliver feedback to
interviewed Antony ‘Skarredghost’
users overlaid on the grey video
Vitillo, the game’s lead developer,
when they step outside of their play
and Massimiliano Ariani, its
area boundary.
designer, via email to find out more. This interview was edited for style
This is a sign of the innovation at play at New Technology Walkers
Fitness has proven to be the best use case of VR for consumers after entertainment, but there is a potential value in the enterprise market, too
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and clarity. VRWTM: Congratulations on the launch of HitMotion: Reloaded on Vive Focus 3—targeting the enterprise market with a VR fitness game is a master stroke. What's the potential of this market for you as VR developers? Antony Vitillo (Tony): Let’s say that we are testing the waters. HTC has been the partner with which we developed HitMotion: Reloaded as one of the launch titles of Vive Focus Plus, so it felt natural
Entertainment / HitMotion: Reloaded
for us to continue this
customers or its employees
partnership by releasing it
can play our game to stay fit.
for Vive Focus 3.
This could be an interesting trend for our future.
Fitness has proven to be the best use case of
VRWTM: You’re aiming
VR for consumers after
to be cross-platform with
entertainment, but there
HitMotion: Reloaded—
is a potential value in the
how important is that for
enterprise market, too. Our
VR developers? And how
game could be used by
are VR headsets rising/
gyms, for instance, or also
improving to deliver the
by employees of companies
kinds of experiences you
who stay seated all day and
want to develop?
need something that makes them move to stay more fit
Tony: We believe in open
and healthy.
ecosystems, and we want
Massimiliano Ariani (Max): VR fitness is
our game to reach the biggest audience possible.
a growing market, with
This is why we have always
always new opportunities.
aimed to develop a cross-
A possibility is to offer
platform game. Our game
a branded version of
has the mission to make
HitMotion: Reloaded for
people stay fit, to stay
a company so that its
healthy and we think it’s
HitMotion: Reloaded is available as a free demo on Oculus Quest 2 and Vive Focus 3. The demo features seven levels: two for training new players and five for static workouts. When a user has finished all of the levels, they can replay them by adding force and time modifiers. The levels are very short (three minutes maximum) because the training they offer is very intense. Oculus App Lab: https://www.oculus. com/experiences/ quest/4461611240539140/?utm_ source=applabdb.com Vive Business AppStore: https://business.vive.com/ appstore/detail/01673abd-6a9847a8-ae8c-20c39224795a
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27
Entertainment / HitMotion: Reloaded good if this is a possibility that everyone can exploit. It’s interesting to notice that developing a cross-platform experience is becoming easier. Game engines now offer libraries that implement cross-platform interactions (eg, in Unity there is the XR interaction toolkit) and soon OpenXR will let everyone develop an application once and deploy it everywhere. I can’t wait for this democratisation of VR to happen. Max: We don’t want to be an exclusive title for a single device. Many headsets will be released in the upcoming years, and they will always be better, with everyone bringing their particular improvements to the market. Our strategy will be exploiting every piece of hardware at its best, and making sure that every player that has our game on a device can also find it on a new headset of another brand they have just bought. This way, they can bring their progress (earned with a lot of effort) with them and keep playing the game on the device they find themselves most comfortable with. VRWTM: On VR for fitness, is this the ideal use case for the immersive technology? What are your plans for HitMotion: Reloaded and delivering on this potential? Tony: I wouldn’t say it is “ideal”, because it has lots of problems. For
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Entertainment / HitMotion: Reloaded
instance, sweating in a headset
become one of the best fitness XR
tracking to enable users to train
is not pleasant at all. I would say
experiences on the market.
without controllers, and enable
that it is effective. VR requires the
everyone to train online with their
player to move physically, and this
Max : The plan is to immerse
matches perfectly with the need for
the player in a familiar virtual
fitness applications to make people
environment and create an
VRWTM: As VR developers and
move the most that they can.
experience that entices them to
users, what more do you want to
own friends from all over the world!
train every day, with the possibility
see from your peers in pushing VR
Our future plans are to make
of analysing their statistics in a
as a medium for entertainment and
HitMotion: Reloaded, which
very detailed way. For instance,
social activities?
currently is a free demo, a complete
the user could analyse the speed
boxing training experience,
of their punches, the time they are
Tony: I just hope for two things:
by adding more levels, more
training every day, or the calories
•
detailed boxing lessons, and more
they have burnt.
That developers like us always try to push the boundaries of
gamification mechanics so that
what is possible. Max and I
the user will feel enticed to return
Other ideas we have for the future
have worked already on full-
and play every day. We want it to
are to exploit the potential of hand
body VR and mixed reality, for
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November 2021
29
Entertainment / HitMotion: Reloaded
instance. We have always been at the cutting edge. This is how we can push the technology, in going further all together, and by trying crazy, innovative things; and •
That users make all their peers try VR. It is a technology that you can’t understand if you haven’t tried it, so if we want VR to become mainstream, we should make other people try it, we should make more demos. I know, with COVID-19, this is not easy, but there are strategies to sanitise headsets effectively.
Let’s all work together to make VR grow! Max: I hope to see more
It is important that we find ways to
and find creative solutions to the
make the biggest number possible
current problems of VR.
of people try VR because it is a
experiences developed with users
technology that must be tried to
For instance, we should still
in mind who are entering VR for the
be understood. And we must make
look for new ways to make user
first time. It is important that these
sure that when they try it, they
interfaces more intuitive.
people do not have a negative
find it simple and intuitive, so that
experience, or they will avoid the
they start using it, and then slowly
Of course, it will be also important
technology in the future. They
understand the big potential it has
that the visuals seen inside a
should have a positive and pleasant
and how it can be useful for them.
headset (from both hardware and
experience, and to reach this
software standpoints) can gradually
result, the VR experience has to be
I also hope that the VR developers
improve, until one day they reach
developed with particular care.
start thinking in an alternative way,
full photorealism.
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T h i s
i s
a n
i m m e r s i v e
w o r l d
The Reality Wire tracks the latest press releases from across immersive technology. If you have a new product, an important update, vital funding or plans to partner, we want to hear from you.
H a v e
a
s t o r y
t o
t e l l ?
S u b m i t
i t
n o w :
e d i t o r @ v r w o r l d t e c h . c o m
Entertainment / Inside COVID19
Some stories are meant to be experienced We all lived through the height of the pandemic last year, but to relive it through the award winning Inside COVID19, particularly another part as yet unseen, so up close and personal, demonstrates the power of immersive technology as a storytelling medium 32
November 2021
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Entertainment / Inside COVID19
T
he stories emerging from the
stereoscopic 360° video and virtual
virus himself and what follows
COVID-19 pandemic—stories
reality (VR) to tell one story, that of
is an immersive retelling of his
that are still being told—
Dr Josiah Child.
experiences and those of his family.
the younger members of a family
The award winning 2020
Imparting wisdom
worrying about their elders, unable
documentary Inside COVID19,
to visit them in their residential
produced and co-directed by Gary
Yost says it was the doctor’s
homes, to the highest echelons of
Yost and the WisdomVR Project,
personal philosophical perspectives
political power and whether leaders
the Oculus-funded creators of
on what he went through as both a
throughout the world did or are
a library of immersive cinematic
patient and physician that drew him
doing enough to combat this virus
experiences and an open source,
to Dr Child and his story.
and its impacts on society.
global educational platform, follows
are myriad, ranging from
Dr Child, an emergency department
The purpose of the not-for-profit
While there are too many to
director and physician, as he
WisdomVR Project is to use the
recount here, two filmmakers took
prepares staff in five hospitals for
modern medium of immersive
it upon themselves in the spring
the arrival of COVID-19 cases.
technology to capture and impart
of 2020 to utilise the mediums of
The doctor then contracts the
the ‘wisdom’ of older people
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Entertainment / Inside COVID19 to younger generations. Previous phases saw Yost and his team focus on survivors of the Holocaust in World War Two, Indigenous artists and even the philosophy of a kinetic wave sculptor. Dr Child was a similar source of wisdom, according to Yost, who speaks to VRWorldTech Magazine as Inside COVID19 debuts in British Columbia, Canada, at Vancouver International Film Festival’s (VIFF) showcase of the power of extended reality (XR) technology as a dynamic vehicle for storytelling. VIFF Immersed adds Best in Documentary
About Inside COVID19 Synopsis: Inside COVID19 chronicles an American doctor’s fight on the front lines of the pandemic, as the virus attacks his body and his family. Dive deep into the microscopic story of how it hijacks your cells, and cut through the confusion and chaos of 2020 as you experience the personal, global and scientific complexities of the pandemic. The team behind its creation: Gary Yost (producer and director); Adam Loften (director and editor); Andy Murdock (3D animation); James Jackson (music and sound design); Howard Rose (story consultant); Whitney Lai (CT scan animations); David Lawrence (360 postproduction); Charles Verron (spatial audio tools); and Cheryl Jagoda (media outreach). Produced in partnership with the Oculus team at Facebook Reality Labs and the Chaos Group, with support from Surgical Theater.
2021 to Inside COVID19’s impressive collection of awards, which includes a 2021 Emmy nomination for Outstanding Interactive Program. Yost says: “When we met Dr Child, it was immediately obvious that he was someone unique who held multiple perspectives during the pandemic, as both a physician and a patient who became very sick. There was just something unique about being able to tell this giant global story from a very personal point of view.” This personal story combined well with the WisdomVR project’s approach to storytelling, but also the techniques that it employs. Through stereoscopic 360° video and VR computer graphics imagery, Yost and his team have developed techniques that are unique in the field of immersive storytelling and create direct, one-to-one contact between the storyteller and the viewer, using locations in a way that helps to provide “exactly the right kind of context to
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Entertainment / Inside COVID19
“
One of the hallmarks of our work is that we get very close to the subject being filmed, which just wasn’t possible before we started working with the V1
Adam Loften, director and editor (l), and Gary Yost, producer and director (r) Inside Covid19
the scene that we are shooting” and
he admits to a fear of hospitals.
more affordable but limited edition
that ‘wisdom’ to be imparted.
We share in his isolation and
version of the V1 Pro used on the
claustrophobia, all made possible by
International Space Station by
This is what unfolds in Inside
the techniques employed that place
Felix and Paul Studios for Space
COVID19 as Dr Child attempts to
us in the room with him, his family,
Explorers: The ISS Experience).
prepare his staff for something
and in hospital as he is treated.
nobody has ever experienced. We as the viewer follow him around
Less fly on the wall, more fly in the soup
Yost describes this camera as “our enabling technology”, explaining: “One of the hallmarks
the emergency department as
of our work is that we get very
he and his staff source and wear
There are two primary technological
close to the subject being filmed,
personal protective equipment, and
advances at play in Inside COVID19
which just wasn’t possible before
treat the first patients.
that really do the immersive
we started working with the V1
experience justice. The first is
because of its closely-packed
Dr Child then contracts the virus
stereoscopic 360° video, shot on
radial array of 10 cameras.”
and we follow him home, where
the Z-CAM V1 Cinematic camera (a
(see Dr Child at nurses station,
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35
Entertainment / Inside COVID19 showing both the 10 ZCAM V1 lenses and final equirectangular stitch, at bottom of p37). The second is VR and the various visualisation techniques and platforms that Yost and his team used to bring the SARS-CoV-2 virus alive in the film. Inside COVID19 blends stereoscopic 360° video and VR CGI in a way that elevates the former and brings it forward as a medium, invoking the realism that the latter can sometimes lack. We see the SARS‐CoV‐2 virions enter the body, replicate and then leave, either via the airway to spread to other hosts or into the patient’s bloodstream. It is a chilling reconstruction of the process, uninterrupted by a narrator explaining what is happening, partly because this would detract from the experience but also because it reflects what experts knew about COVID-19 at the time, which was very little. Yost’s background is in visualisation software, having led the team that invented Autodesk 3ds Max. He turned to this solution for Inside COVID19 after reading about the US Centers for Disease Control and Prevention using the software he invented to visualise the famous grey and red image of the virus in spring of 2020 (pictured, left). This kind of visualisation work is not as simple as one platform, however. It took a
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Entertainment / Inside COVID19 hastily assembled team of experts—“one of my superpowers is bringing small teams of creative people together very quickly and efficiently”, Yost says—lent computing power and borrowed technology to create a compelling representation of being infected by SARS-CoV-2 (see invaginated SARS-CoV-2 virion (after endocytosis) replicating in an epithelial cell (ribosome translating proteins to form new virions), middle, right). XR visualisation company Surgical Theater also supported the film, by rendering volumetric reproductions of Dr Child’s actual CT scan data (see Dr Child’s CT scan visualisation showing multiple pulmonary emboli (yellow), right, top). This is presented to us by his friend and colleague, radiologist Dr Steven Abedon, who gives an impactful overview of the damage caused by the virus. The final result is an immersive film that drops us into a world we would not otherwise get
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Entertainment / Inside COVID19
“
The virus itself is abstract, it’s invisible to the naked eye. So we aimed to take all of these abstractions and make them real to experience—unless we contracted
very concrete and real. A lot of the
fields of medicine and science, to
COVID-19 or treated those who
reaction to the film has been viewers
create a kind of time capsule for
had. We visit temporary wards built
wishing to be able to put a headset
future generations to learn from.
to isolate COVID-19 patients from
on other people and show them just
the rest of the hospital, tiny rooms
how the virus spreads and what it
That is the final message of Inside
where masked staff hold troubling
does to the body. That’s the bottom
COVID19 and what its makers hope
conversations, contrasted against
line: we used this technology to make
viewers take away, that one of
sprawling New Mexico landscapes and
the subject matter viscerally real.”
our highest purposes is to better
busy San Francisco streets.
prepare others for what might come Next up for the WisdomVR Project is
in the future.
We all experienced the height of
a plan to take immersive storytelling
the pandemic last year, but to relive
to the next level. Inside COVID19 is
Using advances in WebXR and
it, particularly another part as yet
a passive experience, without any
mixed reality, Yost hopes to be able
unseen, so up close and personal,
interactivity. Yost hopes to address
to build in a level of interactivity that
demonstrates the power of immersive
that next, as he did with stereoscopic
engages audiences kinesthetically
technology as a storytelling medium.
360° locations and VR animation here
with a subject that changed the
Yost points to the VR elements
and previous phases of work.
world. That is a noble aim and a
of their film: “The virus itself is
challenging but achievable task
abstract, it’s invisible to the naked
Yost cannot say too much about the
for immersive technologies that
eye. So we aimed to take all of
next project, although it will continue
are already capable of telling such
these abstractions and make them
to look at the pandemic and related
important stories.
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Issue 8 Miss the latest issue of VRWorldTech Magazine? We've got you covered Issue 8 focuses on architecture, engineering and construction Featuring Numena, Holo-Light, Make Real, VRdirect, Arkio, From The Future and more
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
Entertainment / Vertigo Games
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Entertainment / Vertigo Games
Game changer From the outset to today, Vertigo Games remains a VR enthusiast and devotee, dedicated to the medium, all of its potential, and much of its innovation
I
t has been heartening to see
But those editorials spoke too
dance and fitness smash hit,
virtual reality (VR) gaming pick up
soon. In February, Facebook
surpassed the $100 million revenue
over the last 12 to 18 months.
revealed that more than 60 Oculus
mark. And of course, although its
Quest titles were generating
biggest, Quest is only one platform
There are regular editorials
revenue in the millions, “nearly
for VR gaming. The collective
questioning the point of the
twice as many as a few months
sales of Playstation VR, SteamVR,
immersive technology if not for
ago”. Six were even earning more
Viveport and others are hopefully
play, at a time when this magazine
than $10 million.
matching its trajectory, if not its
has been pointing out there are in fact quite a few.
numbers. Unfortunately, these are More recently, Beat Saber, the
rarely reported.
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41
Entertainment / Vertigo Games
An almost-as-good indicator is
is a sign of the times. VR gaming is
But, from the outset to today, it
Valve, operator of PC gaming
growing. The question we should be
remains a VR enthusiast and devotee,
platform Steam.
posing is, how can it continue?
dedicated to the medium, all of its
It collects and reports statistics on
Learn the rules, then break
user hardware and software trends,
them
potential, and much of its innovation.
including which headsets are being
Kimara Rouwit, director of publishing, says: “'All of us at Vertigo Games
used to access SteamVR content,
An answer to this question can be
have a passion for VR, and we intend
and VR gaming news and features
found in the example of Vertigo
to keep doing this for a long time
site Road to VR analyses the results,
Games, a multi-platform VR
to come. What Koch Media offered
while accounting for a lack of clarity
entertainment company with offices
was a place in this bigger network of
in the data.
in Rotterdam and Amsterdam, the
publishing and gaming companies,
Netherlands, and Los Angeles,
allowing us to achieve our ambitions
California, USA.
and objectives without having to
In April and, according to Road to VR, for the third month running,
reinvent the wheel.”
the number of VR headsets on
In 2020, the VR game publisher, studio
Steam reached a new record high of
and location-based entertainment
In business since 2008, Vertigo
approximately 2.9 million, or 2.3% of
specialist became a part of Koch
rode the wave of the Oculus launch
Steam users. Oculus Quest dominates,
Media, taking it to the next level in
on Kickstarter in the early 2010s,
showing the popularity of Facebook’s
terms of support, resources and
beginning with a VR-enabled game
flagship standalone headsets, but it
expertise on hand.
that earned little in revenue but was
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Entertainment / Vertigo Games
well today, present on all major VR
the development of studio VR gaming
platforms (pictured, p41).
and pushing the medium forward.
It has even spun out to arcades
Its first third-party publishing project
through a business of Vertigo,
came in 2019 with InnerspaceVR’s
which focuses on location-based
puzzle and escape game, A
entertainment providers. A room-scale
Fisherman’s Tale, which won Game of
version with added features such as
the Year at the VR Awards, a “great”
quick play is available for arcades
accolade for both developer and
that want to turn over customers with
publisher (pictured, p45).
minimal fuss, right up to a free-roam edition that enables four players to
It is games such as A Fisherman’s Tale
come together and collaborate in the
that appeal to Rouwit, a publishing
same physical playspace.
executive with more than a decade of experience spent at both boutiques
This is a clear indication of Vertigo’s
and bigger companies including Koch
trajectory as a VR-only company:
Media, who was “itching” to work in
two of its core businesses, the studio
VR before joining Vertigo: “There is
and arcades, coming together and
so much out there, so much variety
no less rich an experience because
transforming a pure VR game into
in terms of scope and angle. It is
of it. Rouwit says: “We like to say we
something that both its at-home
often the smallest teams that take the
didn’t get paid in money; we made
audience continues to love and arcade
biggest innovative leaps."
lots of connections and developed
customers can enjoy, while pushing the
our knowledge.”
boundaries of the what the medium
"They are able to make these bigger
can accomplish.
changes, because they are focused
This game put Vertigo on the radar
on driving a specific experience
of major VR platforms, including
“We were pushing the boundaries
well and can afford to tailor this to a
Valve, Oculus and Sony/Playstation,
with what our partners could do, what
narrower target audience.”
a crucial moment for the company
our games could do in general, and
because it could stay informed about
even how we were building a brand
hardware updates and releases and
for Arizona Sunshine, using all of
“develop for those before they came
these channels,” Rouwit says. “That
Today, VR gaming is growing, even if
to the market”.
made other developers look at us and
its share of the wider market’s sales
wonder why our game was shown
remain relatively low at 0.4% of $130.6
“Of course, Arizona Sunshine really
everywhere, and how they could do
billion revenue, according to The
changed the game for us. It really put
the same.”
Washington Post, quoting figures from
us on the map as a VR developer/
Big game hunting
market research firm SuperData.
studio,” Rouwit says. The zombie
It was at this point that Vertigo turned
survival first-person shooter (FPS)
to its other core business, third-party
Last year saw VR gaming take off once
launched in 2016 and is still alive and
publishing, and committed to aiding
more, in part due to the pandemic
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43
Entertainment / Vertigo Games
“
There were huge numbers of people at home waiting for something to entertain them, and then there was this piece of hardware that makes VR accessible and easier to use.
Kimara Rouwit Director of publishing at Vertigo Games
and COVID-19 restrictions being implemented around the world, forcing lots of people to stay at home. Oculus Quest 2 also came out in late 2020.
These trends pushed VR gaming
a new version of Arizona Sunshine
The mobile, all-in-one or ‘standalone’
beyond immersive technology
for the new headset. Over time, at
VR headset comes with everything a
enthusiasts toward a bigger
least 5 to 10% of that increase has
user needs to get started in the medium,
demographic of gamers: “They
stuck around.
right out of the box. An expensive PC is
really went hand-in-hand for VR
not required to run the headset, unlike
development and how the market
But Rouwit adds: “The graph
Quest’s PC VR sibling, Oculus Rift, and
has grown.”
is skewed by VR growing so
it retails for just $300.
exponentially as a whole. And in turn Vertigo saw an increase in sales at
that is driven by COVID-19 in part as
Rouwit says: “There were huge
this point in 2020, with Rouwit putting
well, so it is hard to discern what is
numbers of people at home waiting for
the “initial lift” at around 35%, which
fuelling growth strongest.”
something to entertain them, and then
lasted for a few months.
there was this piece of hardware that
At the same time, Vertigo has felt
makes VR accessible and easier to use
Oculus Quest 2 played a role in that
the location-based entertainment
than it was before.”
sales lift as Vertigo had just released
market’s difficulties as a result of
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Entertainment / Vertigo Games
COVID-19. With restrictions in place
SpringboardVR service, across 40+
provider of content for arcades getting
across much of the world last year,
countries. At the time of writing, at
back to business in their hundreds.
the company’s arcade customers
least 400 are now open and running,
were all but closed. The company
according to Rouwit, after local
A question often asked of VR gaming
did not see that lasting, however,
restrictions in many jurisdictions
is what kind of game it will take for
and in 2020 acquired VR content
eased: “We have witnessed a huge
the market to push on. Is it a AAA
marketplace SpringboardVR, a big
surge from 2020’s figures.”
title, something more niche such as
provider of games to location-based
upcoming VR music game Unplugged
entertainment providers around the
With at-home and out-of-home VR
from Anotherway where the user
world, confident that this area of VR
gaming either growing or bouncing
‘plays’ an air guitar using only their
gaming would bounce back sooner
back, Vertigo is poised to leverage
fingers, or a combination?
rather than later.
its reputation as a studio capable of developing hits such as Arizona
Rouwit says it is a mix: “On the
And bounce back it did. More than
Sunshine, a publisher willing to take a
one hand, you have the really large
700 customers are signed up to the
chance on third-party projects, and a
projects, potentially based on
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Entertainment / Vertigo Games
established gaming IP. They do draw
Rouwit adds: “AAA projects continue
the hardware as an opportunity to
new audiences to the medium. They
to play a big role in the development
build experiences that feel new to
are what we call ‘system sellers’."
of VR as a market. Where they
gamers. Rouwit says: “It is not about
take VR’s proven benchmarks to
taking an established franchise and
"What we can see from our own
create VR’s biggest production
putting it into VR, which is also very
sales is that when a game like that
value projects for a wide audience,
interesting and important. But it’s
hits, more hardware passes over the
there is an entirely different role for
about looking at the hardware and
counters. As a result, we see our own
smaller studios to play. One of driving
designing brands and projects that fit
sales move. Not immediately, but just
innovation in VR through focused
it perfectly.”
slightly afterwards.”
projects that can afford to cater to a subset of the audience.”
Vertigo strongly felt this effect a few
Unplugged is a good example (pictured, above and on p47), because
years ago after the release of Valve’s
Attention is turning to smaller studios
the game uses the hand tracking
Half-Life Alyx. “We really saw a big
such as Anotherway, developer of
feature of Oculus Quest 2 to make a
result because of that.”
Unplugged, and their focus on using
unique hand-guitar playing experience:
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Entertainment / Vertigo Games people are able to experience some of the game in the headset?” “There is an audience out there that is interested in VR but doesn’t own a headset yet and there is an audience that has not had a headset. Both of these require a different branding and marketing exercise,” Rouwit explains. “And then of course there is a completely different hardware market. Traditional gaming has a range: PC, console, and standalone in terms of “That would never have happened
when it comes to specific VR design
outside of VR.”
principles, so that they do not need to reinvent the wheel.”
Nintendo Switch." "But VR as a hardware market is much
Rouwit adds: “You see a lot of
more diverse: from super high-end
innovation in smaller scope projects.
Vertigo also has, thanks to the
PCs with the most powerful chips, all
Of course, there is a certain amount
development of its upcoming
the way down to standalone headsets
of risk if you go for innovation, so it
multiplayer VR action FPS, After the
where everything is processed in the
needs to be balanced.”
Fall (pictured, on p42, and one of five
headset itself.”
games the company is partnering with This is where Vertigo can help smaller
Oculus on as part of a new five-title
“To increase your chances of
studios. As the VR gaming market
deal), created a “very expansive”
commercial success, you need
grows, so do the average scope and
toolset based on the Unity engine for
to examine all of those headsets
budgets that go into the products that
delivering multiplayer, multi-platform
and see which one will fit with the
want to make an impact.
VR experiences.
product. That may have implications for your game."
Vertigo de-risks these projects and
The company is looking actively at
provides a level of certainty. Rouwit
how future projects can leverage the
"So we share that knowledge as
explains: “From the moment we get
investment in this toolset for third-
well and make sure that studios,
involved, we leverage the knowledge
party publishing.
especially those that are entering VR
that we have built over the years to let studios get on with the project."
for the first time, are aware of these Before any work begins, Vertigo
challenges. For example, looking at
appraises a potential project: “VR is
where you sell your game is slightly
"For example, we are very careful
just a very different beast compared
different to the traditional market
to leave the creative work to the
to traditional gaming. It starts
and we love to leverage what is out
developers, but we are able to look
with how do you share an in-VR
there and add commercial potential
at game design and point out pitfalls
experience on a flat screen? Or do
to a project, including location-based
and identify room for improvement just
you want to be able to ensure that
entertainment.”
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47
Entertainment / Studio 301
Studio 301
Being multi-platform like Studio 301’s Leave No One Behind, rather than solely dedicated to VR, could be a winning formula
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Entertainment / Studio 301
M
eet Studio 301,
This interview was conducted via
we have been steadily growing
a small virtual
email and was edited for style and
and, as of right now, we consist of
reality (VR) startup
clarity.
about 20 developers working on
based in the Czech
three big projects.
Republic that is taking an interesting
VRWT: Tell us about Studio 301—
approach to developing a game
how did the studio get started, what
One focuses on ecommerce, the
focused on the Vietnam War.
have you worked on in the past, and
other on architectural design, and
why are you moving into VR games?
the third is our game, called Leave
Two versions, one for PC and the
No One Behind.
other for VR, place the player in
Studio 301: We started in late 2018
a recreation of the conflict as a
as a small VR startup in Prague,
VRWT: In your opinion, is VR an
general, managing battles. But the
Czech Republic. At the beginning
important medium for gaming? What
immersive iteration focuses on the
we were just three game developers
makes it so?
point of view of the soldiers on the
who wanted to make stuff with this
ground, where their decisions are
new, exciting thing called VR.
realised. Being multi-platform in this
Studio 301: VR is a new frontier for gaming. Just like mobile gaming
way, rather than solely dedicated to
After breaking the ice with our first
brought many great experiences
VR, could be a winning formula.
noteworthy commission in 2019,
that would not work on previously
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49
Entertainment / Studio 301
“
The experience of proper VR content is just somewhere else entirely. We are quite satisfied with what we have experienced in VR so far and we cannot wait to see what else is ahead of us.
existing PCs and consoles, VR has opened the door for many more great experiences that just would not work any other way. The experience of proper VR content is just somewhere else entirely. We are quite satisfied with what we have experienced in VR so far and we cannot wait to see what else is ahead of us. VRWT: Tell us about Leave No One Behind—how does the game make most of VR as a medium? Studio 301: Leave No One Behind: la Drang is a real time strategy (RTS) game about the Vietnam War. In our game you can experience a somewhat realistic take on what it actually means to lead your troops through key engagements in this conflict. In our opinion, it is a unique take on VR experience. We are making
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Entertainment / Studio 301
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Entertainment / Studio 301
a game that exists in two forms:
The VR version will follow a few
Working as a business and not as
desktop PC and VR. It offers two
months after that.
enthusiasts is something that we
different experiences based on your platform.
had to learn along the way. VRWT: What can you tell us about getting started as a gaming studio?
It is a whole new world of both
On PC, it is a complex strategy with
Are the right investors and partners
responsibilities and opportunities.
managerial elements of controlling
important?
It is very important to have the
the battle and saving your troops. In
right partner who can deal or help
VR, it is more about experiencing a
Studio 301: It is a tough business.
with that.
battle unfolding all around you. The
All people involved need to have
content and the premise are mostly
a lot of passion for the game you
VRWT: Finally, how can parties
the same, but the gameplay and the
want to make. It took us (and others
interested in working with you get in
experience are tailored to make the
like us) a lot of time and work to
touch?
best use of its platform.
break the ice and gain momentum. Apart from that, having the right
Check out our game on Steam:
VRWT: What stage are you at and
partners seems to be the key to
https://store.steampowered.com/
when can we expect to play?
success. I think we got lucky several
app/1635350/Leave_No_One_
times with our partners and luck is
Behind_la_Drang/
Studio 301: We have had to move
unfortunately not an experience that
the launch before but now the
I can properly share here.
PC version of the game is near
Or visit our website at https:// studio301.cz/, or you can
completion and you can expect it to
VRWT: What about marketing and
contact us directly at info@
come out by early December 2021.
the business side?
studio301.cz.
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