One of VR’s Most Sucessful Studios is Building Two Brand New Games

Cloudhead Games is one of VR’s most senior and most successful studios. Having not launched a new game since Pistol Whip in 2019, the studio tells Road to VR that two brand new VR games are in development.

Cloudhead Games might be old-school as far as VR studios go, but it has always been forward-looking.

Back in the Oculus Rift DK1 and DK2 days (circa 2014), the studio was already thinking about how to design games for VR motion controllers, despite no headsets on the market shipping with motion controllers until 2016. The studio was also instrumental in establishing several VR locomotion mechanics which have evolved into industry standards.

After the launch of The Gallery – Episode 1: Call of the Starseed (2016) and Episode 2: Heart of the Emberstone (2017), Cloudhead was looking ahead to standalone VR headsets. Designing around the opportunities and limitations of the first Quest headset meant finding a careful balance of scope and fun, culminating in the launch of the VR rhythm-shooter Pistol Whip in 2019.

Though not quite the bar-setting success of Beat Saber (2018), Cloudhead’s Pistol Whip has endured as one of VR’s best rated and most popular games.

The title’s success allowed the studio to continuously update and improve the game with more maps, music, and modes. Compared to its original release, Pistol Whip today ships with significantly more content, all of which has been added completely free for existing owners.

Despite its success, the studio has been largely silent about its post-Pistol Whip plans. But at long last we’ve learned that Cloudhead is now building two brand new VR games.

“Part of our growth strategy [after Pistol Whip] was to split our team into two distinct lanes. This opened up the door to Cloudhead Labs, an incubator for internal pitches, prototypes, and the evaluation of new hardware. From there we set up additional internal support structures allowing Cloudhead to responsibly transition from Pistol Whip to two completely new games,” a spokesperson tells Road to VR. “We’re excited to announce that the last few years of prototyping in Labs has led the way to two new titles for our studio. The teams are now several months into production and will be sharing more details in the near future!”

So it sounds like we can expect a proper announcement in the “near future,” but what else do we know at this point? Well, for one, neither project is a Pistol Whip sequel. And considering the studio is “several months into production,” it’s unlikely that either title will be released before late 2024 at the earliest, with a real possibility of pushing well into 2025.

As a studio, Cloudhead has historically been very multi-platform—Pistol Whip is available on every major VR platform (and even some less popular ones). While that’s likely the case with these upcoming projects, the studio’s pedigree would put them on the short list for an exclusive publisher deal, but those have been very rare from major platforms in recent years.

Whatever the case, we’re looking forward to seeing what Cloudhead builds after everything it has learned about the success of Pistol Whip, and where the studio will place its next bets.

The post One of VR’s Most Sucessful Studios is Building Two Brand New Games appeared first on Road to VR.

Cloudhead Games CEO: Apple Vision Pro is an AR Headset Wearing VR Clothes

Cloudhead Games is one of the most successful and senior VR studios in the industry. In this Guest Article, studio head Denny Unger shares his thoughts on Apple’s entrance into the space.

Guest Article by Denny Unger

Denny Unger is CEO and CCO at Cloudhead Games. Based in British Columbia and founded in 2012 Cloudhead’s pioneering approach to VR gave rise to broadly adopted movement standards including Snap Turns and Teleportation. Working closely with Valve, Sony, and Meta, Cloudhead is best known for their title Pistol Whip and has shipped four popular VR titles (Pistol Whip, Valve’s Aperture Hand Labs, Call of the Starseed, and Heart of the Emberstone).

So let’s get the obvious over first; Apple Vision Pro is Apple’s first generation attempt at AR glasses using a Mixed Reality VR headset. AVP is a development platform also serving an enthusiast demographic. Make no mistake, this no compromise MR device appears to get many things right for AR at a premium cost. Will Cloudhead Games be buying one to better understand Apple’s approach? Heck yes. AVP will give developers a powerful foundation and ecosystem for which to develop AR apps for a future ‘glasses formfactor’ device in that mythical 5–10 year window. And to the victor, the spoils of a smartphone replacing device.

No doubt (and if rumors are true) there were many debates at Apple HQ about VR. Whether or not to open the device up to VR studios and successful titles. Whether or not to include controllers to support legacy VR titles. Whether to allow users to full-dive into Virtual Reality, freely move around, and be active in the medium. But in an effort to sharpen their messaging, and to command a dominating lead within the AR space, VR and its many benefits were expertly omitted on nearly every level. Do I understand the strategy to strike a different cord as an XR business owner? Absolutely. Does it frustrate me as a VR-centric studio owner? You bet it does.

Image courtesy Apple

I question why the AVP didn’t maximize its potential, leveraging almost a decade of know-how from the VR community working within this space. Why not set a vision for a future device that would accommodate both AR and VR as complimentary mediums? Apple could have embraced a dual launch strategy with a rich and proven catalog of best selling VR games, perfectly tuned to onboard a completely new audience to XR. Apple could have expanded into VR’s recent success, growth and competition within the current market. In their recent presentation VR is essentially reduced to a gimmick, the thing you lightly touch the edges of, instead of a complimentary and equally important medium. Unity engine support is promised but with no plans for motion control support, Apple has cut out any possibility of porting most of the existing or future VR catalog to its platform.

Hand-tracking is a logical affordance for AR based spatial computing and no doubt some experiences will work well with that design philosophy. However it is important to point out that most VR games built over the last 10 years (and many more in production) are not compatible with, nor will they ever be “portable” to hand-tracking only design. Inputs and Haptics are incredibly important to Virtual Reality as a major tenant in reinforcing immersion and tactile interaction with virtual objects. Buttons pushed, triggers pulled, vibrational feedback experienced, objects held, thrown or touched, alternative movement schemes supported. There is a comfort in understanding the topological landscape of a controller and a physical touchpoint within the virtual environments themselves. When introducing users to a radically different medium like VR, convention & feedback matters. And over the last 50 years in gaming, input has evolved to encourage a suite of highly refined game design standards, creating a particular kind of muscle memory in the gaming population. Say what you will about which genres remain popular in this 450 Billion dollar industry but it does strain belief to think we’ll all be playing with finger guns in the latest and greatest shooter.

I know what some are likely to say “ there will be new innovative standards and we’ll look back on controllers as a crutch”, but I would push back and say hand-tracked or not, moving away from future haptic devices and innovation is a backwards step in XR design. Even smartphone games utilize basic haptics, because touch is foundational to the human experience.

In the aftermath of the AVP launch some would argue that VR is not yet mainstream and that Apple did the right thing by ignoring it. I would argue that VR turned a significant mainstream corner when Quest 2 outsold Xbox, when Sony reentered the market with PSVR2, and when Google teamed up with Samsung to work on what’s next, and on it goes. Over its 10 year rebirth, the last 3 years of VR have experienced Hockey Stick levels of growth. OEM’s have increased investments, and significant indicators keep coming with more titles earning revenues north of $20 Million. Fully immersive VR is a legitimized medium not because I say it is but because people like it, and are willing to part with their hard earned money to experience it.

Image courtesy Apple

I hope Apple is more inclusive of VR over time but the Apple Vision Pro appears to be a VR headset pretending not to be a VR headset. Because of this strategy it represents a unique opportunity for Apple’s competitors to double-down on supporting Virtual Reality at a more affordable entry point. Sure, they can all wage the 5-10 year war for a smartphone replacement but why in the world would one ignore an equally compelling revenue stream within a blended MR ecosystem? Maybe, because it took too long to go mainstream? Sorry all, we had to learn a few things along the way but I’m happy to say that after 10 years, the trail ahead has never been this clear.

VR’s Favorite Rhythm Shooter ‘Pistol Whip’ Releases Level Modding Tool

Cloudhead Games released a modding tool for its hit rhythm shooter Pistol Whip, which lets you create your own scenes from the ground-up for some very John Wick-style combat.

Update (June 15th, 2023): Cloudhead has unleashed the full version of its PC tool that will let you create and share your own Pistol Whip levels, which are currently playable on Quest 2 and PC VR headsets.

You can start modding by heading over to the game’s mod guide, where you’ll find a step-by-step guide on how to make your own Pistol Whip levels via the updated Pistol Mix PC tool. The original article announcing the open beta follows below:

Original Article (May 26th, 2023): The tool, dubbed ‘Pistol Mix’, is only available for players on PC VR headsets at the moment, so Quest 2, PSVR 2, and Pico headset owners of the game will have to sit out during the open beta.

You can already dive in and make your own levels thanks to the open beta, although the studio says a full release is slated to arrive on June 14th. You can check out Pistol Mix in action below:

The studio says they aim to have modded content playable directly in select standalone headsets by that June 14th launch date however, which will ostensibly include Quest 2 and Pico headsets.

There’s no word on whether modded content will be available on PSVR 2. Like we saw with Beat Saber in the past, getting custom songs to work on console is a bit of a sticky wicket.

If you want to get modding, Pistol Mix is entirely free. Granted, you will need a copy of the game on PC (for now) to play. To get started, head over to the scene builder tutorial to get mixing.

Users will be able to share their levels online via mod.io, which lets you filter by level difficulty, song duration, and whether the level is complete or still a work-in-progress.

Pistol Whip Overdrive Season Releases New Scenes Each Month

Rhythm shooter Pistol Whip will release scenes monthly for its new Overdrive season.

We’ve been big fans of Pistol Whip since its 2019 release delivered comfortable and satisfying active gameplay that can be grasped in minutes and mastered over hours. In the years since release Canada-based studio Cloudhead Games pumped up the game’s content while avoiding paid DLCs. Cloudhead added multiple campaigns as well as new modifiers, weapons, challenges, and scoring. The studio also recently confirmed an official scene-building tool is planned for 2023.

The Overdrive season of Pistol Whip kicks off in May and looks to be one of the studio’s cleverest plan yet. While new modifiers and campaigns have brought players back to the game over the last few years, releasing new scenes episodically like a TV show might bring them back more reliably.

Cloudhead teases the season of new content in the announcement trailer embedded below, writing in an official announcement that Overdrive “forges an action-fueled cinematic mythos of its own. Songs by EDM behemoths Black Tiger Sex Machine, LeKtrique, and Apashe [with] new neon-drenched FPS showdowns, including cyborg gladiator rings, Escher-esque skyscrapers, high fantasy battlefields, and more.”

Pistol Whip is out today on PlayStation VR2 and Cloudhead says Overdrive will “be available on all supported platforms upon release”. The game is supported across Steam, PSVR, and Quest, and we’ll bring you the latest about Overdrive as soon as we have it.

The VR Job Hub: Pico Interactive, Cloudhead Games & Leia Inc.

Welcome to another VR Job Hub where every weekend gmw3 gathers together vacancies from across the virtual reality (VR), augmented reality (AR), mixed reality (MR) and now Web3 industries, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

LocationCompanyRoleLink
Mountain View, CAPico InteractiveGame Operation Manager, Pico StudiosClick Here to Apply
Seattle, WAPico InteractiveHead of Overseas Content Eco System, Pico StudiosClick Here to Apply
Mountain View, CAPico InteractiveDisplay Architect (MicroLEDs)Click Here to Apply
Mountain View, CAPico InteractiveHead of Consumer SalesClick Here to Apply
Mountain View, CAPico InteractiveOperation ManagerClick Here to Apply
Mountain View, CAPico InteractiveHead of VR Game Strategy – Pico StudiosClick Here to Apply
Mountain View, CAPico InteractiveUser Researcher VR – Pico StudiosClick Here to Apply
Mountain View, CAPico InteractiveOptical Design EngineerClick Here to Apply
Mountain View, CAPico InteractiveHead of Pico StudiosClick Here to Apply
Mountain View, CAPico InteractiveColor ScientistClick Here to Apply
Mountain View, CAPico InteractiveBusiness Development Manager – GamesClick Here to Apply
Mountain View, CAPico InteractiveTech Lead Manager, Product DesignClick Here to Apply
Mountain View, CAPico InteractiveEnterprise Marketing ManagerClick Here to Apply
Seattle, WAPico InteractiveHaptic UX PrototyperClick Here to Apply
Seattle, WAPico InteractiveHaptic Software EngineerClick Here to Apply
Seattle, WAPico InteractiveHaptic Hardware ScientistClick Here to Apply
Seattle, WAPico InteractiveHaptic Controls EngineerClick Here to Apply
Seattle, WAPico InteractiveHaptic Research Scientist (Perception & Interactions)Click Here to Apply
Mountain View, CAPico InteractiveImaging Display ArchitectClick Here to Apply
Mountain View, CAPico InteractiveOptical Design EngineerClick Here to Apply
Mountain View, CAPico InteractiveVision ScientistClick Here to Apply
Mountain View, CAPico InteractivePerceptual Imaging ArchitectClick Here to Apply
Vancouver, Canada/RemoteCloudhead GamesLead EngineerClick Here to Apply
Vancouver, Canada/RemoteCloudhead GamesGameplay EngineerClick Here to Apply
Menlo Park, CALeia Inc.Display Optical EngineerClick Here to Apply
Menlo Park, CALeia Inc.Display Optical Metrology EngineerClick Here to Apply
Menlo Park, CALeia Inc.Field Solution EngineerClick Here to Apply
Menlo Park, CA/RemoteLeia Inc.Principle Graphics EngineerClick Here to Apply
Menlo Park, CALeia Inc.Procurement TechnicianClick Here to Apply
Menlo Park, CALeia Inc.Senior Software Engineer – Unreal SDK & ToolsClick Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there are always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology-related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (community@gmw3.com).

We’ll see you next week on gmw3 at the usual time of 3PM (UK) for another selection of jobs from around the world.

Pistol Whip Mod Support Confirmed For The Future

Cloudhead Games confirmed its breakthrough shooter Pistol Whip will be getting community-driven mods.

The confirmation comes by way of a blog post from the Canada-based studio. Pistol Whip released in late 2019 simultaneously for PC and Quest with a limited number of songs paired with core gameplay that synced up shooting to a catchy soundtrack which instantly cemented it as an essential VR title. Over the last two years, Cloudhead brought the game to PSVR and dramatically expanded the experience with multiple campaigns and an overhaul of the built-in styles system for changing up the gameplay to suit various playing styles. Over that whole time, however, there’s been a consistent desire among players to open up the game to community-driven modification more and today Cloudhead confirmed that’s definitely still in the plans.

“We’ve heard you, loud and clear – and modding support for Pistol Whip is something our team wants as much as our players do,” the studio’s blog post explains. “Unlike many of the other action-rhythm games in the VR market, Pistol Whip and its scenes (levels) are fairly complex in nature. Whereas with some other games you can easily input your own beats, the experience, the environment remains largely the same. Pistol Whip levels are custom-crafted worlds from beginning to end and we’re building the tools to make that process more approachable.”

In addition to the modding tools the developers also confirmed Pistol Whip will be getting something they call “Contracts”, which are described as allowing “players to collect brag-worthy rewards by completing specific and time-critical missions.”

The Pistol Whip details come as the studio marks its nine-year anniversary and also confirms it is working on “next-gen” VR titles with “deeper scope and vision.”

We’ll bring you the details of the modding tools and new Pistol Whip features as soon as we have them.

Pistol Whip Dev Working On AAA, ‘Next-Gen’ VR Games

Pistol Whip developer Cloudhead Games is working on AAA, “next-gen VR” games with “deeper scope and vision” compared to what’s come before.

The studio confirmed as much in a blog post published on its official website today. “Thanks to our broader success, we Are excited to Announce thAt we’ve begun work on new next-gen VR titles with deeper scope and vision,” the post reads. Note the not-so-subtle formatting that confirms the studio considers these new titles to be AAA-tier, a term usually reserved for high-end titles.

No other information about these new projects was announced but Cloudhead did note that it will be growing out its team in the weeks and months to come. The team also promised it would continue to work on “mad experiments, innovative ideas, and [keep] an eye on the future of XR” through its Cloudhead Labs division. It also confirmed that Pistol Whip would be getting mod support at some point in the future

Pistol Whip has been a big success for Cloudhead, with years of continued support for the rhythm shooter. But before the game’s release, the studio also launched two episodes in an adventure series called The Gallery, with the second installment ending on a cliffhanger that’s still unresolved to this day. Could Cloudhead possibly return to its roots? The developer said in late 2020 that it would love to return to the series for a “next-gen experience“. We also have to wonder if the mention of “next-gen” in today’s blog post could mean the studio may bring its next titles to Sony’s PSVR 2 headset.

What titles are you hoping to see from Cloudhead Games in the future? Let us know in the comments below.

 

The VR Job Hub: Anagram MyndVR, Cloudhead & HP

Every weekend gmw3 gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industries, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

LocationCompanyRoleLink
Remote + Travel to London & Bristol, UKAnagramProducerClick Here to Apply
Remote + Travel to London & Bristol, UKAnagramCo-WriterClick Here to Apply
Remote + Travel to London & Bristol, UKAnagramArt DirectorClick Here to Apply
Vancouver, CanadaCloudhead GamesGame DirectorClick Here to Apply
Remote + On Location, USMyndVRSenior Sales Executive, Post Acute CareClick Here to Apply
Plano, TXMyndVRLead Senior Unity Software EngineerClick Here to Apply
RemoteMyndVRUnity DeveloperClick Here to Apply
RemoteMyndVRClient Development RepresentativeClick Here to Apply
Spring, TX/San Diego, CAHPIntegrated Marketing ManagerClick Here to Apply
UK, Germany or FranceHPVR Development Manager, EMEAClick Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

Time for an Encore in Pistol Whip’s Latest Update

Pistol Whip has been thoroughly entertaining virtual reality (VR) fans since its launch in 2019, tomorrow there’s even more to look forward to. Developer Cloudhead Games has announced the “Encore” update for the rhythm action shooter, adding new modes as well as encouraging you to jump back into the campaigns.

Pistol Whip Encore

The single-player videogame has always had a competitive element thanks to its global leaderboards but with Encore there’s a whole new local gameplay element. Party Mode! offers players the chance to compete against friends and family at home, creating personalised challenges to really tailor each session.

Why bother playing Monopoly on a Sunday when you can grab your VR headset and challenge guests to beat your scores. Use the exclusive Party Mode! keyboard to enter your name before handing the headset over to the next player.

Did you enjoy the 2089 and Smoke & Thunder campaigns? Well, two new scenes are being added based on them. The first is The Way Home, the song that featured in the credits of the 2089 campaign whilst heart-pounding track Fist Fight by Devora is Smoke & Thunder’s new entry.

Pistol Whip Encore

Alongside all of that, there are even more customisation options. Three new guns will be added to the roster as well as new liveries. Plus, the Styles system that was introduced in 2021 is getting three new modifiers. Activating No Beat means scores are determined entirely by the accuracy of your shots, Rhythmic does the opposite with scores determined entirely by shooting to the beat. Lastly, you’ve got Targets that swaps the enemies out for new abstract targets.

Quite the selection all in all. The Pistol Whip “Encore” update arrives tomorrow (24th February) as a freebie for Meta Quest, PC VR, and PlayStation VR headsets. For continued updates, keep reading gmw3.

‘Pistol Whip’ Update to Add New Levels, Modifiers, & Party Mode This Week

VR rhythm shooter Pistol Whip is getting another free update this week come Thursday. The ‘Encore’ update will add two new levels, a party mode for local pass-and-play, and new modifiers for even more ways to tweak each level to your liking.

Initially released in late 2019, Pistol Whip continues to go strong. Developer Cloudhead Games has given the game a series of updates over the years, including two major patches that added mini-‘campaign’ experiences: ‘2089‘ and ‘Smoke & Thunder‘.

The game’s latest update, ‘Encore’ isn’t quite as ambitious but will add some fresh content and new ways to play.

Set to launch on Thursday, the free update promises to add two new levels to the game—The Way Home by Magic Sword and Fist Fight by Devora—bringing the total level count to 30.

Both new levels are based on music that’s actually already in the game; each were heard in the credit sequences of the ‘2089’ and ‘Smoke & Thunder’ mini-campaigns, but didn’t actually have their own level until now.

In addition to the two new songs, Cloudhead is further expanding the ‘Styles’ system in Pistol Whip with new modifiers. Adding to the existing options, the ‘Encore’ update includes three new modifiers:

No Beat: Take the rhythm out of the equation with this modifier. When enabled, your scores are determined entirely by the accuracy of your shots – no musicality required!

Rhythmic: Lose yourself in the groove—scores are determined entirely by shooting to the beat with this modifier!

Targets: Is target-shooting more your style? Select this modifier to swap the enemies in any scene with new abstract Targets (Arcade and Party Modes only). Combine Targets with other modifiers to completely change the feel of the game. For example, try Targets plus Threatless and No Beat to change any level into a true shooting range experience!

Combined with the existing modifiers and the ability to pick weapon type and whether or not you want to dual-wield, the new choices mean Pistol Whip has more ways to play than ever before. What’s really cool is that your unique combination of options even gets its own leaderboard, allowing you to compete with others playing the same way. Cloudhead says that since the introduction of the ‘Styles’ system players have created over 100,000 unique leaderboards.

Speaking of competing with others, the Pistol Whip ‘Encore’ update is also adding a new party mode to make local pass-and-play more competitive.

With party mode you’ll be able to play through a level with your chosen modifiers and then input your name to be saved onto a local leaderboard. Then you can pass your headset to your friends to play the same song and post their own score to the board, making it easy to keep track of who is racking up the most points when you’re playing with a handful of players.

The Pistol Whip ‘Encore’ update will launch this Thursday, February 24th for free on all available platforms.

The post ‘Pistol Whip’ Update to Add New Levels, Modifiers, & Party Mode This Week appeared first on Road to VR.