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Tuesday, 22 November 2016

Guest blog: Is Microsoft Hololens really a ‘Mixed Reality’ Device?



Over the past 5 years, consumers have had a lot of new terms to grapple with. ‘virtual reality’, ‘spherical video’, ‘cinematic VR’, ‘volumetric video’, ‘augmented reality’, ‘mixed reality’, ‘blended reality’ and I’ve even heard the name ‘transmogrified reality’ floating around. With so much debate among industry professionals over the true meaning of these terms, how on earth can we expect the general public to understand the differences?


Whilst these terms are typically coined in academic papers, technical terms are often bastardised by companies in an effort to carve out their own identity and differentiate themselves from competition. And this is understandable.

Most of us can recall the less-than-complimentary term for people wearing Google Glass. In the adverts for Glass, Google introduced consumers to ‘augmented reality’, a technology which would revolutionise every aspect of our experience. However in reality, Google Glass never lived up to expectations and the term ‘augmented reality’ suffered from stigma as a result.

Two years later, when the Microsoft Hololens announced their head mounted display, they needed a new term to differentiate their new product from Google Glass. They did this in two ways. Firstly, Microsoft revived the popular concept of ‘holograms’ for the type of content it displays.

Note that this bears little relation to the technical definition of holograms, where a three-dimensional image formed by the interference of light beams from a laser. For anybody interested in a deeper dive, VR developer & academic Oliver Kreylos has a great post on his blog about the differences between holograms & what the Hololens creates.


The second way Microsoft distanced themselves from Google Glass was by bringing another term into the public lexicon - ‘mixed reality’. Microsoft use this term to describe an overlay of synthetic content on the real world that is anchored to and interacts with the real world. However, the term ‘Mixed Reality’ was actually coined in 1994 by researcher Paul Milgram in an academic paper, which described MR as part of the ‘virtuality continuum’.


Whilst the concept of the ‘virtuality continuum’ can be hard to grapple with, broadly speaking, the ‘virtuality continuum’ describes AR & VR as being on a sliding scale, rather than as discrete, binary terms. On one side of the continuum, you have good old-fashioned reality. On the opposite end of the spectrum, you have full, immersive virtual reality. Along the continuum from reality to VR, there is also ‘augmented reality’ and ‘augmented virtuality’. For a better idea of the differences between the components in the ‘virtuality continuum’, creative technologist Vincent McCurley created this wonderful gif that illustrates the virtuality continuum perfectly:


From looking at Vincent’s gif, anybody who has tried the Hololens would say that actually, Hololens content most closely resembles ‘augmented reality’. However, by describing the Hololens as a mixed reality device, Microsoft seeds the idea that their device is capable of displaying any content along the virtuality continuum.

Dispute only arises when people treat terms like AR, VR or MR as absolute terms. By nature of being a ‘mixed reality’ headset, the Hololens is both an ‘augmented reality’ headset as well an ‘augmented virtuality’ headset. Anybody trying to assert that the Hololens is one or the other, hasn’t understood the definition of what a mixed reality headset is.

Thankfully, whichever term the public adopt will ultimately be driven by the product which most resonates with consumers. Industry ‘gurus’ will argue ad nauseum whether the widely popular ‘Pokemon Go’ is or is not ‘true’ augmented reality. However as far as consumers are concerned, if you can see a Pikachu on your camera feed, it’s AR. This is in stark contrast to Snapchat, one of the most popular mobile augmented reality apps, which doesn’t mention the terms AR or MR anywhere.

It’s clear that over the next decade, we are going to see a dramatic increase in augmented and virtual reality innovations, in both hardware and software. At Scape, we’re working on localisation technology that allows regular mobile devices to recognise exactly where they are for city-scale augmented reality. My hope is that as the AR market matures, innovations will be judged by their merits and not obfuscated by buzz-words and hyperbole.

Edward Miller

Edward will be speaking at Develop VR on Thursday 1st December, 2016.

Friday, 18 November 2016

Guest Blog: Immersion Doesn’t Have to Mean Isolation

At seeper we use creative technology for live events and installations and VR is an odd one for us. On the one hand clients are interested in the novelty and immersive experiences we can create with VR. On the other hand, once wearing a VR device the physical venue matters less if at all - and arguably undermines our client's business, which is to offer destinations that are worth travelling to - whether that be a visitor attraction like a theme park or museum, or an experiential event for a brand. At my Develop:VR talk I'll explore this in detail, and look at technical and creative solutions. For this post I wanted to flag up five of the challenges we face:

1.         Disconnecting your senses from the real world.. in public.

We’ve evolved to use our senses for matters of life and death. We may not be in danger of being mauled by a sabre tooth tiger while enjoying a VR experience in a natural history museum but we might just be in danger of having our handbag swiped! There is something disconcerting about surrendering our awareness of what is happening around us in a public space. We need to mitigate this…

2.         Bumping into things!

VR systems that allow you to move around present problems at home too, but in public spaces the additional fear of walking into walls or into total strangers is heightened. I recently had this experience at Bjork Digital, when pairs of guests wandered around in an enclosed space and we were all distracted wondering whether we were about to clatter into one another.



3.         Interacting with hosts

Pretty much any live VR experience requires some guidance from support staff, whether that be practical advice on adjusting focus or helping users navigate an interactive experience. This presents problems for both the user and the host in communicating and for the host in understanding what is going on.

4.         Interacting with products

We’ve looked a number of times at how a brand’s product, typically drink brands it seems, can be incorporated into a VR experience. The challenge is how to enable a VR user to pick something up, or even to place something in the hand without mishap.

5.         Interacting with other visitors

The destination experiences we create are for groups, and often families. Immersion in the virtual can mean disconnection from the shared experience. On a thrill ride, part of the fun is exchanging excited thoughts as the ride starts to move, or watching the reaction on a friend’s face.


Come by the talk at Develop VR where I’ll be sharing the solutions we’re developing at seeper.

Ed Daly is managing director seeper and is a speaker at Develop:VR. His session 'Immersion doesn't have to mean isolation' will take place at 16.45 in room 2.


Monday, 14 November 2016

Guest Blog: VR production and the evolution from storytelling to story-living

VR is a new medium with many emerging genres and complex production methods, so when briefs come into REWIND, the first thing we do is get clarity on what exactly is required. Is it as simple as linear 360 degree video or as complex as a VR Experience (VRE)?  Both are fantastic in their own way, but could not be further from each other in their creation.

Storytelling to story-living
The difference in user experience between these two bookends of content production can be described as ‘story-telling’ to ‘story-living'.  Storytelling applies to current film and also to 360 degree video, it’s a linear experience, the user is a passive observer. But with 360 video you get some level of immersion although it’s limited as you cannot fully interact with your environment. Story-living on the other hand applies to VRE where ‘presence’ - the real magic of VR -  is at it’s most powerful. The perception of being physically present in a non physical world is an incredibly powerful sensation. Within VRE you can fully interact with the environment you find yourself in, you can even walk around, you are fully immersed, you truly ‘live’ the story you find yourself in. Traditional film is a window into a story. In VR, you are the story.



VR requires an entirely new type of storytelling
VR requires new storytelling rules and everyone is still trying to figure them out! Unlike traditional film-making where the director has complete control over what the audience gets to see, VR allows viewers to make their own decisions about what they focus on in the scene. This is a potential problem that no one quite has the answer to yet: how do you keep the level of freedom and interaction that VR allows the viewer, while making sure they don’t miss any of the key elements of your piece? There are several options open to the director to ensure the audience’s attention can be focused when necessary; lighting and sound cues, changing the focal point of an object or character on-screen, or even verbal/action cues can be a powerful tool. In ‘Back To Dinosaur Island’ Crytek used a dragonfly moving around the player’s “head” to direct their attention and ensure that they get a good look at every part of the environment.

Creating ‘presence’ and considering the user
‘Presence’ refers to audience participation within VR, something which can be greater or smaller depending on the type of experience they’re viewing. Directors will need to decide what level of engagement they want, and ensure that the right balance is struck; if a scene is too intimate without acknowledging the viewer, it's likely users will feel uncomfortable and intrusive. Conversely, if your viewer feels like an outsider they can quickly become disengaged and disinterested.


Pushing the level of immersion

‘Home’, the epic spacewalk experience REWIND created with the BBC is a prime example of story-living. The 15 minute VRX was created in Unreal 4 for HTC’s Vive, and the content was in part inspired by NASA's training programme and the astonishing experiences of its astronauts. ‘Home’s ambition as a piece of VR is to combine a strong narrative and sense of drama with the incredible impact possible in an immersive experience to encourage and enhance the public’s interest in space. The level of immersion is heightened at live events by the integration of heart rate monitors that feed back into the experience, recreating the sound of the user’s own heartbeat in their headset. This is combined with an integrated live mic that is acoustically treated and delivered back into the experience, relaying the sound of their own breathing. The ambient sound is spatial and creates the claustrophobia of the astronaut’s helmet and the unnerving sounds of your own body and your space suit's life support system. A gaming chair is also used to provide haptic feedback to make the experience as real as possible. 

Solomon Rogers is founder of VR and creative digital agency, REWIND. His talk 'VR Production: From Story-telling to Story-living" will take place at 3.30pm, room two.

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, 18 October 2016

Guest Blog: Virtual reality isn’t just for gamers (or porn)

Virtual reality is often portrayed as a reclusive activity — you immerse yourself in an alternative world and shut out the ‘real’ one. But innovative applications of virtual reality are starting to show how effective it can be as a tool to enhance people’s lives rather than just escape from them.

Virtual reality for social good

Doctor Sonya Kim is a virtual reality entrepreneur who is exploring the possibilities of the technology for older people. She hopes that VR may help to relieve problems such as loneliness, chronic pain, and dementia.



“There are over 100 clinical research papers that are already published that show proven positive clinical outcomes using VR in managing chronic pain, anxiety and depression.” Dr Kim explains. However most virtual reality games involve complex puzzles, not to mention a wide range of physical movement. Many of Dr Kim’s clients are in wheelchairs, or are unable to move quickly around a virtual environment. So she came up with Aloha VR — it’s a simple, scenic environment which users can explore, with text prompts that are designed to make them feel welcome and comfortable, as well as offer reminders to do things such as take their medication, or get in touch with family and friends. Dr Kim’s use of virtual reality is less to do with entertainment and more to do with maintaining good mental and physical health, and she’s seeing positive results, as users respond to the prompts and use their virtual experience to help improve their real-world lives.
And it’s not just patients who are benefitting from the virtual reality experience — Embodied Labs has come up with a virtual reality programme called ‘We Are Alfred’, which allows young medical students to experience life as an elderly person with sight and hearing problems. Students play out a range of different scenarios which are ‘seen’ and ‘heard’ through Alfred’s senses — allowing them an insight into how their patients experience the world, and hopefully making it easier to work with them through treatment.

What can virtual reality do for your life?



Virtual reality technology is still in fairly early stages: if you want to experience virtual reality for yourself, decent hardware costs upwards of £1000. But as the technology comes down in price, expect to see more applications of virtual reality outside the gaming space. In the future, VR could help enhance other areas of your life — including your sex life.

When people think of VR and sex, the most obvious go-to answer is porn. And it’s true that many of the mainstream porn studios such as Kink.com are busy creating plenty of virtual reality content — often films which put you right in the picture, shooting from ‘your’ point of view to try and give a realistic impression that you’re the star of the show. But there are far more potential applications.
CamSoda is a company which has combined virtual reality with teledildonics: intelligent sex toys that connect to each other over long distances. On their platform, users will be able to connect their sex toy to another person’s (with their permission, of course), don a virtual reality headset, and have virtual sex over the internet.



In practice it may look quite strange to start with: a helmet covering their head and a sex toy covering their genitals. But the connection they are having will be a real, intimate exchange between two people. If it takes off, and again if the tech comes down in price, the sight of someone having sex with their partner over a long distance might not seem so strange after all.
Along similar lines, virtual reality could also take some of the risk out of anonymous encounters. Some people have speculated that VR could be used in future to ‘augment’ crowds — meaning those who can’t attend an event could instead be there virtually. This technique could be applied to dating too — to enable people to have realistic virtual ‘dates’ before they choose to meet in person, or even to facilitate anonymous virtual sex — without the associated dangers of meeting in real life.

Can sex help to drive innovation in VR?

There is a surprising amount of crossover between technology as it’s used in caring professions and sex: in both areas advances in technology can help put people in others’ shoes, and give them experiences that they may not be able to have in the ‘real’ world. ‘We Are Alfred’ gave medical students the opportunity to see the world through the eyes of their patients, and virtual reality could allow us to explore sex through different bodies — experiencing how other people have sex, and potentially giving us a valuable insight into other genders’ experiences.
As well as technology teaching us more about our sexuality, there are plenty of instances where sex drives tech innovation too. Sadly the often-told story about porn killing the beta-max tape is a myth, but as Eric Buchman points out in Digital Trends, porn has had a huge impact on other technological changes. For example developments in e-commerce, because people needed to pay for porn safely, as well as uptake of broadband and improvements in download speed.
So what can virtual reality bring to our lives? Well, alongside simple entertainment in the form of games and movies (both X-rated and family friendly), virtual reality can also bring us closer together. Whether that’s facilitating sexual encounters over a long distance, helping us to keep in contact with loved ones, or giving us the chance to walk in someone else’s shoes. And the great news is that the cost of virtual reality is coming down rapidly, meaning we’ll see more experiments and innovative uses of this tech in the next few years.
Are you ready to make the most of it?

Stephanie Alys
Co-Founder and Chief Pleasure Officer (CPO)MysteryVibe

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” 360ยบ 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.