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Thursday, 10 November 2016

Guest Blog: The Future of Stories in Virtual Reality


At Develop:VR this year, Pete Short from Breaking Fourth is going to be speaking about The Future of Stories in Virtual Reality. This topic is something which the London based VR studio is incredibly passionate about, particularly while there are still no hard and fast rules for VR storytelling.

Breaking Fourth released Ctrl this year, the world’s first scripted long-form VR drama designed specifically for mobile VR. This production has seen great success, being showcased around the world at events like Oculus Connect 3 and Toronto International Film Festival and being nominated for multiple innovation and VR awards. Ctrl is currently the only piece of it’s kind available in virtual reality, using a combination of CGI and live action footage to tell a dark, challenging story about the life of a teenage boy. The audience is dropped directly inside a video game (an impossible challenge for any other medium) and the drama in his outside world is shown via the clever use of webcam screens into his home. Full review available here.


So what should you expect to find out in this talk? Well, the future of stories in virtual reality is a vast topic which could touch on many different areas. During the production of Ctrl, we learned through trial and error what does and doesn’t work in this new medium. Taking techniques from the theatre and combining them with influences from games + cinema, we explored a multitude of different narrative techniques, culminating in a dark, emotional piece which splits audiences. Virtual Reality, by it’s nature, confronts the viewer with the content - forces you to watch and listen, and often results in increased emotional connection with the story and self-reflection on the situation. We sum up our thoughts on what was successful from our research and what are our new VR storytelling techniques that we now can’t live without.

Aside from narrative + storytelling techniques, in this talk Pete will explore whether this kind of content is what audiences want. Who are the current VR audiences and how do we cater to their needs while pushing boundaries with content that is available? Do VR audiences even know what it is that they are hungry for? What will audiences want in the future?


What does this all mean for the future of stories in virtual reality according to Breaking Fourth? Content is always quoted as the driving factor for VR.  This is and isn’t the case - High-quality, transformational, challenging and interesting content is the driving factor for VR. As John Carmack mentioned in his keynote speech at OC3 this year, it’s time for VR to stop being a gimmick and to start pushing boundaries. Pete hopes to share some insight on how content creators can enter this space and be creating content that will rival stories told through TV and film.

A short demo of Ctrl will also be available in the IndieZone at DevelopVR.

Friday, 4 November 2016

Guest Blog: Demoing VR is still key to audience engagement

When it comes to marketing a product, in regards to any product not just virtual reality content,  showcasing the product to your audience is important. With VR, it allows us to help work towards building the future audiences. You’ll hear influencers and speakers talk about “when VR headsets are adopted by the mainstream audience or general public” – there are necessary hoops we must go through until this becomes true for all major headsets that are now available to purchase. 

VR is no longer the rare product that appears in the corners of major game or tech events. It is now a key attraction, gathering extensive crowds and queues. In fact, event organisers and floor planners are working it into their strategy, having to take special measures for VR kit such as; dividers to ensure VR setups don’t interfere with each other, additional space for safety and ensuring room for larger than average queues.


Conference organisers have begun creating VR tracks, panels and talking with the major headset providers such as HTC, Sony & Oculus, pitching for them to take demo space on the main floors to try and satisfy demand.

Encouraging consumer adoption is important for developers and content creators as they don’t want the games and experiences they have spent months (even years) creating to flop, after all studios and publishers need to make enough money to ensure they afford their next production. Demoing headsets and content is an important part of this process, not only to promote their game but the whole medium of virtual reality.

Breaking Fourth's David Kaskel about to demo virtual reality to a customer at VRUK (Feb, 2016)
VR production studio Breaking Fourth, took the demo concept one step further. In July 2016, they held a theatre run for their debut production ‘Ctrl’. This involved placing 20 people at a time in their VR creation, providing viewers with a first-hand look at both the technology and the storytelling skills of the studio. Being held in a theatre, this approach also took the VR demo concept and transformed it into the premise for an exciting night out. It was met with rave reviews from CityAm, Wired and VRFocus.

Seeing is believing is crucial for this industry. A lot people need to try out technology before they want to use it. You go to the apple store to try out the newest apple watch before you buy it. The same applies to VR, it is an investment for the future. VR will be a big part of our home life in years to come. But like every larger purchase, you must give it a go before you make that investment.

By Bertie Mills, co-founder and MD of Virtual Umbrella 

Friday, 28 October 2016

Guest Blog - Notes from a Virtual Island.

The observant amongst you will have noticed that I have spent a fair chunk of my recent independent status travelling. The last 3 months have had at least one long haul trip per month plus a few local ones too. Aside from the jetlag and suitcase living, this has given me the opportunity to look beyond the confines of UK (and even European) dev scene to see the burgeoning industry of VR development. I have been to a number of international events, from EDEF, a new digital festival and part of the Edinburgh fringe to CEDEC, and Japanese game developers conference with a number of western and international speakers. And not forgetting the up and coming Develop VR in our very own London town. I have seen a number of trends over the last few months so I thought I would take this opportunity to relate a few here.

  • There is definitely a UK VR development scene. Two or three years ago, you would find myself, Patrick (nDreams) and a handful of other VR evangelists doing all we could to promote the idea of VR being a new medium. We would be met by enthusiastic amateurs & self-assured skeptics in equal measure. But this has changed. Last week at an in silicon valley I met with a number of global VR developers and there is definitely a UK VR dev scene. More than a handful of eccentric enthusiasts, these are real companies with anything up to 50 employees making significant sized VR games & content. And the skeptics have changed their tune slightly from “if” to “when”. Seeing Mark Zuckerberg handling the recent oculus social demos himself is a clear sign that smart money and smart thinking believe VR not just to be a new entertainment platform, but a new medium for interacting with computers and with other people.

  • As well as the developers mentioned above, I have seen a clear trend of media content companies emerging. These are smart people from established industries from music, TV, movies and education. A week does not go by without someone contacting me to “help” a new company hire a team to build their creative vision. Although this is great for freelance developers, there is a significant risk here: most of these new formed companies have a great understanding of content and audience, but lack the technical chops to pull it off. Believing, as most do outside traditional development, that lots of features they have experienced in demos, come for free. In short, they lack a CTO and a clear technological strategy. While we await the growth of the VR install base, this is a great opportunity for developers to earn some cash.

  • This leads to the big question: when will VR adoption become mainstream and what are the financial rewards. As yet, there are a few indies who have made back their dev costs quickly and are enjoying decent profit. To be honest, these are relatively few. Perhaps by choosing a cheap indie art style and being one of the early few “hits”. This does reinforce my opinion that VR warrants the chance for new IP to take on the big traditional games with experiences designed for VR. The recent release of Playstation VR is the first big test of consumer adoption with the google daydream following close behind.
  • Most recently, I have seen signs of the second wave of content. The first wave is cool, interesting games like unseen diplomacy, job simulator and universe sandbox squared. Although definitely engaging, these are pretty much one mechanic games appealing to the early adopters. I am sure we will see evolutions of these early games, but the second wave have deeper more complex mechanics. Take the recently announced Robo Recall, teleporting is becoming an established and comfortable form of navigation. In Robo Recall, this is designed into the game. You navigate by choosing a different Robot to take over. It’s a compelling game with a number of mechanics working together. Similarly, Lone Echo uses your arms to pull you around in space as a relatively new navigation mechanic.

That is all for now, I think the next big moment to take stock will be after the holiday season. We will be able see just how much demand there is for VR, what games people are really enjoying and how long they wish to play them for. I will keep on the look out and report back. In the meantime, good luck to all those launch titles for PSVR and google daydream.

Dave Ranyard

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.

Tuesday, 27 September 2016

Why is marketing still a blind spot for indies?

What early lessons can VR devs take from the indie scene, where the marketplace is already mature and getting crowded? We asked indie game marketer Hannah Flynn to write a follow-up to her Develop 2016 talk about this indie blind spot.

I work within a medium-sized team, covering all aspects of comms with my marketing manager. Our meta-job is to ask questions, raise flags, and encourage the right amount of thought about how the rest of the world will perceive our games. Sometimes that results in changes to the games! But marketing monsters with ridiculous demands are a thing of myth (or possibly just of AAA, I can’t be sure - I haven’t worked in AAA).


The videos of sessions from Develop 2016 have just been released to ticket-holders, meaning you can go back and pick up sessions you missed.

I spent probably three or four days working on my session, You Need to Hire a Marketer, to which about 10 people came, most of whom I knew by name.

Other than making a clear attempt to tug your heartstrings and get you to watch my video, I want to ask: why didn’t people come? Why do so many indie studios still treat marketing as a hindrance?

I’ve got a few hypotheses:

Marketing is evil. Or so the popular narrative goes: marketers are suits who interfere with game designers’ craft. Pushing poor decisions based on what will sell and blaming devs when games fail.


Marketers are expensive. Some of us are. But these days there are different ways to pay people, options for flexible working, and more graduates than ever wanting to get into games. There are ways to afford marketing support which don’t break the bank.

Marketers are scammers. As soon as you’re on Steam Greenlight you’ll probably be approached by marketing firms offering you services. Some of these make sense but others will sound like they’re promising the world, meaning they couldn’t possibly deliver it.


I can do it myself. Anything looks easier from the outside. I’m sensible enough of my abilities to know that I couldn’t make a game, and I’d invite you to consider that marketing is a career path in itself which requires its own skills. Some people are excellent self-promoters, bloggers, tweeters - this is wonderful. Hire someone who can help you with the rest of the marketing mix.

Marketing is scary if you have no experience of it, but releasing is scary without marketing. It’s far better to investigate getting marketing support early than to bury your head - your money, time, life - in a game, in the hope that people will just find out about it because it’s good. That can’t happen for all of us.

Hire a marketer. Give the responsibility to someone who likes doing it. Spend more time on your game. Be happier. Sell more games. Make another game. Survive.

If you can’t watch the video, you can view my presentation here. I hope you’ll have a read and tweet to me @h4nchan with your thoughts!

Hannah Flynn is Communications Director for Failbetter Games, makers of Fallen London and Sunless Sea. She has previously worked for Penguin Books, Tate and the NSPCC.

Thursday, 15 September 2016

Guest Blog: Developing for VR - Lessons from the Leaders

In this article I’ve interviewed seven leading VR/AR developers to better understand their motivations, challenges, and hopes for the future of the platform. I’ve summarised their answers below.

The people interviewed were:
Patrick O’Luanaigh of nDreams (VR only)
James Marsden of Futurlab (traditional and VR games)
Martin de Ronde of Force Field (VR/AR)
Dave Ranyard - independent VR developer (VR only)
Jason Kingsley of Rebellion (traditional and VR games)
Sam Watts of Tammeka Games (VR only)
Mark Knowles-Lee of Fracture Games (AR only)

Q1. What motivates you to develop for VR?
New challenges - the unknown.
New experiences – possible through new interactions.
Innovation – new possibilities for creativity.
New opportunities - cutting through the noise of other games.

Q2. How do you decide which platforms to target?
Target them all. Many of the studios stated that they’re device agnostic.
Target platforms with unique differentiators. i.e. if a specific device has a differentiating feature, how can you make best use of that.
Go where the audience is. E.g nDreams only develop for devices which they think will sell over one million units.)
The game concept dictates the platform.
Make use of existing partnerships. E.g Futurelab have a fruitful relationship with Sony so it was natural for them to begin working on PlayStation VR.


Q3. What are the specific development issues you face?
People’s variation in sensitivity makes it difficult to design for. Several studios comment about always needing ‘fresh’ players who have not yet built up a tolerance to VR.
Risk. Studios commented that they weren’t sure how big the market will be for some platforms. E.g. Sony have a huge advantage in this area due to its large install base and lower cost of the VR headset.
The lack of a VR IDE. In particular judgements made on scale, lighting and legibility makes development a clunky iterative process (guess, build, test).
Difficulty in accessing hardware.
Need to prototype even the smallest feature. Some things you think will work just don’t. Don’t assume anything or rely on your past experience.

Q4. How do you design for VR?
Test everything – assume nothing.
Comfort is king so be prepared to throw things away - if a feature reduces player comfort for any reason, it has to go.
Change your thinking. Whereas in traditional game dev you want to turn everything up to 11, be more reserved for VR.
Is your experience unique to VR? Could your game only exist in VR? If not, then perhaps it’s not really a VR game, but rather a VR ‘version’ of a traditional game.


Q5. How do you evaluate the VR experience?
User test with as many people as possible due to player variation.
Aim for player comfort first, then emotion.
Is it compelling? The experience should be unlike anything else players have experience before.
Get platform owner feedback.

Q6. What are the key lessons you’ve learned so far?
Player comfort is king. A variety of issues emerged from the studios, however above all is player comfort and making sure your tech and design choices are in line with delivering it.
Experiment. Some things you think will work don’t, and some things which shouldn’t work do.
Technical aspects underlying VR are hugely important. It doesn’t matter how great your game idea is, no one will enjoy it if the tech can’t support it.
Poor design leads to motion sickness, not just frustration.

Q7. What kinds of new games / genres / interactions does VR allow?
It may be go beyond games, into experiences
A greater range of input, such as whole body interaction.
Increased presence - the potential for a greater social experience than ever before.
Design specifically for VR. Don’t ‘port’ your game from the traditional screen into VR.

Q8. Do you have any concerns?
Health and safety.
Market adoption.
Business models.
‘Bad’ VR games may put many people off. There are already some awful VR experiences out there getting high profile exposure, and these may put people off for a long time.


Q9. Will VR be a Success?
VR will be a success.  Our experts are  certain that VR will be a success, however that may take longer to happen than expected.
VR will not replace ‘traditional’ games, it’s just another way to experience them.
AR is likely to eclipse VR for non-entertainment applications.

Summary - Developing for VR Top Lessons Learned
Bear in mind that I only spoke to studios who had already invested in VR development, so this is not a representative sample of developers. So, taking the most popular responses from these developers, here’s the top lessons learned:
Player comfort is key.
Test your assumptions.
There is an opportunity here, but it is a risk.
Is your game unique and compelling for VR?
VR will not replace traditional games, it’s an alternative.
VR will be a success, but it might take some time.

Graham McAllister, Director, Player Research
Graham is the Director of Player Research, an award-winning games user research and playtesting studio based in Brighton, UK.