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Showing posts with label Vive. Show all posts
Showing posts with label Vive. Show all posts

Tuesday, 4 October 2016

Guest Blog: Hosting a VR Gamejam

Earlier this month, we hosted a 24hr Oculus Touch VR Hackathon at The Old Market Theatre in Hove, UK as part of their #TOMTech series of events that run over the course of the month-long September “Brighton Digital Festival”.

The lucky winners clutching their prizes, with judges from Unity & VR Focus

The purpose of holding the event was to allow access to unreleased technology that many indie developers interested in Virtual Reality hadn’t been able to get their hands on, as well as expanding knowledge and understanding of VR development as a whole, whilst promoting community and building relationships within the local area.

The overall winners

Attendees came from nearby or far away, with one flying over from Prague specifically for the event as Oculus Rift is not available there yet, let alone the Oculus Touch motion-tracked controllers. Over the course of a day, night and a bit of the following morning, two working minigames were created as a result and the winners judged by representatives of Unity and VR Focus.

We decided to include the two working mini-games into the vrLAB showcase (something we were also co-hosting at the theatre over the following few days) as a reward to the developers.

Runners-up with special recognition for fun factor

In a short period of time, we were able to reach out and gain support direct from Oculus through our existing relationship manager, via the provision of Oculus Rift VR headsets and Oculus Touch controllers for the teams to use. Sponsorship came in the form of last minute saviours AMD providing x5 VR-Ready PCs so that each team had a VR-capable machine to develop / test on.

Food and drink was provided by our other main sponsor Unity, who have a local office in Brighton and love to support the community. Promotion sponsorship was assisted by local organisations Wired Sussex and Brighton Digital Catapult Centre who are co-sponsors of the overall TOMTech events.

Whilst this was our first hackathon / gamejam that we had organised and it was successful overall, there were some key lessons we learned that will share with you now, ready for next time or if you want to host your own. We had reached out to a couple of seasoned gamejam and VR hackathon event organisers in the US, namely Eva Hoerth (@downtohoerth) who provided some excellent advice, which will be included below.

Lessons Learned

  1. Hold it on day/s / night/s that are easy for people to attend - due to scheduling of other events around the day we had available, our hackathon had to be held on a Thursday leading into Friday and only ran for 24hrs. Allow more time for more development, more sleep and hold it over a weekend when people are able to not have to juggle work commitments and attend.
  2. Charge a nominal fee - whilst free is always best and most attractive, charging a small fee for events organised on Eventbrite helps guarantee signed-up attendee actually appear on the day. Donate the money to a worthy related charity or towards the food / drinks if you do not want to appear to be profiteering.
  3. Make sure teams have appropriate hardware to develop on - whilst it is typical that gamejams require devs to bring their own dev hardware i.e. laptops usually, the nature of VR means that a minimum spec VR-Ready PC is needed for efficient development, prototyping and importantly, testing on. Whilst we initially planned on having one or two available for all teams to hop onto, AMD providing a PC for each team was a life-saver.
  4. Make sure there is adequate internet access, wired and wifi, so that teams are able to access asset stores, tutorials, necessary software patches and installers that they may not have setup prior to the event (NB. We provided a long list of required tools for the development environment with Unity, Oculus SDKs and links to tutorials etc in the event listing but still, prepare for the unprepared.)
  5. Run workshops prior to the main development event itself with experienced developers in the area/s related to the gamejam presenting talks and tutorials - developers of all ranges and abilities will be interested in attending and whilst you can pair novice with expert level devs, it’s best to provide a grounding in the design processes, methodologies and technical aspects of VR development so that everyone can start feeling confident and focused on the long hours ahead. We unfortunately could not arrange this in time but will do for the next one.
  6. Ensure that there is enough breakout space for teams to spread out and setup their own design and development area as they wish - we were lucky in that we had the whole main hall of a theatre to use so space wasn’t an issue for us with the number of attendees we had.
  7. Ensure that there is enough quiet space for developers to sleep and/or take a break - whilst our hackathon was only 24hrs, devs took off approx’ 5 hrs each on average away from coding to sleep with short breaks between to eat, drink, walk about and stretch their legs. With a longer event with higher number of attendees, this would have to be factored in but from experience, a sleeping bag under a desk or on a sofa is good enough for many. We were fortunate in that the theatre had a host of interconnected rooms for a variety of purposes, from the green room with long sofas and lazy boys, to dressing rooms, bar area, back stage and more. Sleeping in a dressing room made up to reflect The Guardian’s “6x9” 360º film solitary confinement experience was a little un-nerving however.
  8. In relation to point 7., as organisers be prepared to have a shift team rotating presence throughout the event or as with ours being 24hrs, be prepared to sleep at the venue too - this ensures that you see what’s going on, can monitor any issues that arise, troubleshoot technically and maintain a sense of connection to the developers working away.
  9. Ensure that your event is open to all, inclusive, encourages diversity and everyone of any ability - developers want to create experiences, no matter their background or interests, in a safe, unthreatening environment. Whilst personally haven’t witnessed any issues in this country, advice from abroad was to ensure all genders are made to feel welcome and valued, especially in an industry that typically tends to be male-dominated. Have clear guidelines as to outcomes of unacceptable behaviour.
  10. Have fun! Don’t forget the purpose is to create games or interactive experiences that whilst under pressure from the clock, stress around development and organisation can and should be reduced so that everyone has a good

Uniquely mostly for the event we ran in relation to the subsequent VR showcase, remember also that things created quickly aren’t going to be the most stable or bug-free finished products, nor are they necessarily going to be designed for repeated use by the general public at that state of development.

Whilst putting the resulting two finished mini-games into the vrLAB showcase was received very well by all who tried them, bugs and real-world usage resulted in more time than expected having to be spent running the installations and even a couple of Oculus Rifts getting broken. But they had fun, we had fun and we would totally do it all again (in fact we will be in December, watch this
space…)

By Sam Watts

Sam Watts has been involved in interactive, immersive content production for over 15 years, from learning development and simulation to AAA and casual games. Currently employed as Operations Lead for Make REAL and Game Producer for Tammeka, he keeps busy by evangelising the possibilities and real world benefits of immersive technologies like VR and AR to anyone who will listen. Tammeka’s first VR game ‘Radial-G : Racing Revolved’ launched alongside Oculus Rift in March and HTC Vive in April 2016. Make REAL are currently powering the McDonald’s “Follow Our Foodsteps” VR farming experiences at numerous agricultural and countryside shows around the
UK.

Wednesday, 1 June 2016

Guest Blog - Why My Mum Likes VR Better Than You Do

“How do I put this thing on,” she said, looking warily at the VIVE headset and controllers. Mum’s not a gamer; she’s never so much as dropped a quarter in an arcade machine, let alone picked up a console control. Hell, she struggles with her smartphone. “This is heavy,” she sighs, as I fit her with the headset, and guide her hands through the controller straps. “Ok,” I said, “I'm going to turn on a game called ‘Space Pirate Trainer’. It’s really easy, you have two guns, you pull the trigger on your controller (I showed her where they were), and you shoot the floating orbs that are trying to shoot you.  Don’t let them hit you.” As I started the game she gasped. “OH MY GOD, I'M IN SPACE! CAN YOU GUYS SEE THIS??” The last thing I said as I popped the headphones over her ears: “Use the gun in your right hand to shoot the box that says ‘Play’. Have fun.” And then I got the hell out of dodge.


My mother is 61 years old, somewhat arthritic, but still relatively spry. I watched, grinning, as she transformed from a prim and proper real estate agent into her own personal incarnation of Lara Croft. She ducked and weaved; she hurled strings of four-letter-words at the robots. I do believe she accidentally kicked the cat at one point (he hasn't forgiven her yet, poor kitty). And when she “died”, she wailed “NOOOOOOO”, immediately followed by, “I want a do-over.” Before I could say anything, she’d hit the Play button and was back in. Her only break was when we had to tear her away for Mother’s Day brunch, but all in all, she played SPT, Fantastic Contraption, and messed with the IKEA demo (“I wanted to rearrange the cabinets! This is a let-down…”) for roughly 3 hours. On the other hand, my twenty-something brother-in-law, who plays a lot of WoW and Call of Duty, etc, tried it out, and got bored after about 15 minutes. “That’s nice, I guess,” he said. “But I don’t think it’s worth the money, and I'm just in a room here by myself.”


This kind of engagement - for lifelong non-gamers to suddenly become avid enthusiasts – is practically unheard of in previous iterations of game evolution. Yet change is generally difficult for the established culture/mindset to adopt (hence the addage “you can’t teach an old dog new tricks”). So why is VR, this cutting edge technology, more attractive to older people?

My theory is twofold: First, that because the controls are still very crude, the games must be designed simply. The quality of a game becomes more reliant on storytelling, visuals, audio, and ease of navigation. My folks still go on dates to the movies 2-3 times per month. They watch whatever movie or show BBC America is running. They want to the entertained, but in a way that’s low effort/thinking on their part. Gaming, for them, is “too hard”. But VR is easy.


The second is that the GenX/Boomers came of age in a time where real life experiences were tantamount to electronics/media. VR is the first tech where games truly emulate real life. Finally, here is a technology tailor-made for the vast majority of older people who grew up wishing they’d done something different with their lives (because no one gets to maturity without some kind of regrets). Not because they don’t like what they have or what they have done, (read: anyone who can afford VR is probably doing well for themselves), but because they wonder what it would have been like to be a musician instead of a sales agent, or an artist as opposed to an engineer. Well, turns out it’s not too late; now you can live those imagined lives vicariously through… you. Wanted to try Alpine downhill skiing but didn't because it was “too dangerous”? Not any more. Decided against that summer of slumming it in Paris to save up for a “practical” home downpayment? You can still waste a few hours at an outdoor café (with a view of the Eiffel Tower!) catching tidbits of murmurs in French. VR lets you be someone else for a little while, gives you a mental escape. So why aren’t younger generations just as excited about all the opportunities VR offers?


Millenials, unlike previous generations, are exceptionally self-actualized. VR is a nice distraction, sure, but it’s still a game, albeit really cool. However, Millenials want more. They don’t want to just watch a 360º movie, they’d rather actually go to these places or do these things. Being “in the game”? That’s nice, but Millenials want to control the story and change the outcome. This is now the challenge for VR developers: How do you create an authentic, fulfilling experience? What will it take to make VR indistinguishable from the real thing? That’s a question we’ll be able to answer hopefully in the next few years.

The good news? A healthy market for which to create content already exists. Right now, folks like Mum (Boomers and Gen X) are quite satisfied with today’s tech. When she finally put the headset down, smiling, she wiped the sweat off her brow and quoted a phrase I'm very fond of using: “We really are living in the future.”

Sophie Wright is the Product and Brand Evangelist for Human Interact, currently working on an unannounced VR project. 15 years of experience in an engineering leadership role led to a passion for exploring and sharing the possibilities of VR. In this reality, she enjoys gin, tinkering with her Mini Cooper, meteor showers, and having meaningful experiences with people.