Sony’s Stuart Whyte Discusses ‘Blood and Truth’ and Future of PlayStation VR Content

On the October 30th Sony London Studios announced at Paris Games Week (PGW) that it was working on Blood and Truth for the PlayStation VR. VRFocus wrote a preview piece and Nina Salomons also created a video preview of Blood and Truth if one would like a more in-depth understanding of the videogame. Based on one of the experiences in PlayStation VR Worlds named London Heist, players explored the love letter to Cockney gangsters,with Sony London Studios deciding to expand on it to create an ever bigger experience. VRFocus spoke to Stuart Whyte, Director of VR Product Development for Sony London Studios about Blood and Truth as well as how he sees the future development of PlayStation VR content. 

PlayStation VR Worlds had five different experiences that allowed Sony London Studios to get their hands dirty when it came to making virtual reality (VR) content. It enabled the developers and creators of the team to play with genre, control systems and gameplay interactions. The team have been working on content for the PlayStation VR from the very start. This not only gave them a great learning experience for what seemed to work for the PlayStation VR, but also allowed them to build a game engine from the ground up to support their vision of creating AAA videogames for the platform as well. Whyte explains that when they started no middleware engines were out there, which led the developers to really push the limits of what the PlayStation VR is capable of.

Blood and Truth is a VR title that has quickly become one of PlayStation VR’s most highly anticipate titles. A first-person shooter (FPS) that puts players into the role of Special Forces veteran, Ryan Marks, he’s on a mission to save his family from the criminal overlords that rule modern day London. It’s a love letter to the John Wick or James Bond action movies that leads a player to immerse themselves in the dark underbelly of the criminal’s penthouses, casinos and derelict buildings scattered across London.

As mentioned previously, the developer created their own engine from the ground up for Blood and Truth. Their previous experience in creating what is essentially five VR videogames in one, have allowed the developers to think of new ways to move within a VR experience. Unlike most VR videogames Blood and Truth has adopted a node mechanic which teleports players to pre-designated destinations, allowing a player to simultaneously move forward and dual wield weapons. While Blood and Truth locomotion is handled through button presses, players can still dodge, hide and stand up to make the best use of the cover system. Great for taking cover and shooting across a poker table in a casino.

PlayStation VR is doing extremely well in reaching customers, with holiday sales spurring consumers on and PlayStation VR taking Amazon’s top seller spot for Black Friday it’s safe to say that Sony Interactive Entertainment’s (SIE’s) bet has paid off. With over 100 videogames and the first year anniversary of the PlayStation VR now past, Whyte explains that SIE is focused on users interested in gaming. To find out more about what he hopes PlayStation VR and Blood and Truth will do for the VR gaming community, watch the video below.

Learn About the Latest Advances in VR and AR technology at Develop:VR

It’s been an incredible year for virtual reality (VR) with amazing experiences coming to headsets, discounts galore, new devices and technologies being revealed, and more events either featuring or being dedicated to immersive entertainment. But 2017 isn’t over yet, and for those keen on learning more about VR in all its forms Tandem Events will be holding its second Develop:VR event next month in London, UK.

If you’ve not been following VRFocus’ regular updates about Develop:VR it’s the sister event to Develop: Brighton, designed as a way for content creators – or really anyone interested in VR – to come together, share ideas, network and learn from one another.

Stuart whyte Headshot

Naturally there’s going to be a broad range of speakers and topics being discussed over the course of the one day conference, with Stuart Whyte, director of VR product development for Sony London Studios delivering a keynote presentation entitled, ‘Taking VR to the Next Level – A Case Study in AAA Games Development’. Also on the roster of speakers are: Andrew Willans, CCP Games; Faviana Vangelius, SVRVIVE; Anna Hollinrake, Climax Studios; Brynley Gibson, Kuju; Pete Daukintis, Microsoft; Martin de Ronde, Force Field VR; Dan Sheridan, nDreams, and many more.

Alongside the conference there will be several exhibitors demonstrating the latest VR technology, with Sony Interactive Entertainment (SIE), Hammerhead VR, Make Real, Focal Point VR and Beloudest, Paw Print Games, Psytec Games, Novatech and Zerolight all confirmed.

The expo will also feature an Indie Zone showcasing some of the latest titles. These will include The Circle by Manos Agianniotakis; Korix by StellarVR; Tin Hearts by Rogue Sun; Ctrl by Breaking Fourth and Pierhead Arcade by Mechabit to name a few.

Develop:VR will return on 9th November 2017, held at London’s Olympia. Tickets are still available at the standard rate of £294.00 GBP inc VAT, giving access to all the conference sessions and a free lunch. Or if you just want to go to the expo and networking events, passes are completely free to register for (no free lunch though).

As ever, keep reading VRFocus for the latest updates on both the Develop:VR and Develop: Brighton conferences from Tandem Events.

Today’s Your Last Chance to Grab Early Bird Tickets for Develop:VR

Develop:VR is returning for its second event next month in London, UK, and for anyone who’s not yet bagged themselves a ticket today’s the last day to save yourself some cash.

Currently Develop:VR early bird tickets are selling for £195 GBP + VAT but that offer ends today. So from tomorrow onward’s anyone wishing the go to the virtual reality (VR) focused conference will have to pay £245 + VAT.

If you’ve been thinking of going Develop:VR will feature a keynote presentation by Stuart Whyte, director of VR product development for Sony London Studios called ‘Taking VR to the Next Level – A Case Study in AAA Games Development’. Other speakers taking part include: Faviana Vangelius, SVRVIVE; Andrew Willans, CCP Games; Anna Hollinrake, Climax Studios and Anders Hakfelt, Ultrahaptics to name a few.

Alongside the conference there will be several exhibitors demonstrating the latest VR technology, with Sony Interactive Entertainment (SIE), Hammerhead VR, Make Real, Focal Point VR and Beloudest all confirmed.

And, if you’re a VRFocus reader we’ve got some additional good news, you can get an extra 10% off conference passes with this code: DEVR17VF.  It pays to follow VRFocus!

Develop:VR will return on 9th November 2017, held at London’s Olympia. For any further Develop:VR updates, keep reading VRFocus.

Sony London Studios to Deliver Develop:VR Keynote

As VRFocus reported a few months ago Tandem Events will be holding its second Develop:VR event this November in London, UK. Sony Interactive Entertainment (SIE) will be the headline sponsor so it’s no surprise that today the organiser has announced that Stuart Whyte, director of VR product development for Sony London Studios will deliver this year’s keynote. 

Whyte, has almost 30 years’ experience within the videogames industry, opening Develop:VR with his keynote entitled, ‘Taking VR to the Next Level – A Case Study in AAA Games Development’. He’ll be discussing the current state of the virtual reality (VR) industry, the challenges and opportunities of AAA VR development and suggest potential solutions to maximise success for any sized studio.

Stuart whyte Headshot

The studio created PlayStation VR launch title The London Heist, and raised a few eyebrows when redundancies were confirmed in September 2016.

In addition to the keynote, Tandem Events has revealed the some of the sessions taking place, with more to come:

Improve your brain – the real value of VR/AR gaming
Faviana Vangelius, SVRVIVE

Pioneers in the Sesert – The Reality of Developing for Virtual Reality
Andrew Willans, CCP Games

Love your Limitations: Defining Art for Mobile VR
Anna Hollinrake, Climax Studios

Collaborating with Brands to Create Magical VR
Brynley Gibson, Kuju

Serious VR, Making Real Money
Tanya Laird, Digital Jam

Drop Deadline – Delivering a Visually-Excellent, 60fps, Narrative Mobile Shooter to a Fixed Deadline with a Small Team
James Horn, Pixel Toys

Getting Up Close and Virtual with the Automotive Industry: Using VR for the Right Reasons
James Watson, Imagination

Haptics and VR – Touching Virtual Worlds
Anders Hakfelt, Ultrahaptics

Develop:VR will return on 9th November 2017, held at London’s Olympia. Delegate passes are still available at the Super Early Bird rate of £145 GBP + VAT until 20th September.

For any further Develop:VR updates, keep reading VRFocus.

Develop:VR Returning to London in November

A couple of weeks ago Tandem Events held its annual Develop: Brighton event seeing record numbers attend. While the conference does cover virtual reality (VR) and augmented reality (AR) technology the organisers also have a more focused one-day event called Develop:VR which had its debut event last November in London, UK. Now Tandem Events has announced the return of the conference, again being held in London in November.

As before, Develop:VR will be focused on the new commercial opportunities that VR and AR present for today’s videogame developers, with the 2017 expo seeing Sony Interactive Entertainment as the headline sponsor.

PlayStation VR Group shot

Michael Denny, SVP WorldWide Studios, Sony Interactive Entertainment Europe, said in a statement: “Following on from the success of last year’s event, Develop VR promises to be an essential addition to the industry events calendar. As our PSVR ecosystem pushes at the boundaries of VR, with award winning experiences like the Joshua Bell immersive video project and exciting new games like Farpoint, having an event like this is vital to spread ideas, knowledge and best practice to ensure that, across the creative industries, we can truly deliver on the exceptional promise of VR to our consumers.”

“We are delighted to announce the return of Develop:VR at its new home,” said Andy Lane, managing director of Tandem Events. “Every day we’re learning more about what is possible with VR and AR technology. This is a fast growing sector both inside and outside the games industry and we believe Develop:VR is a destination for developers to learn from and network with those who are making waves in the space. I’d also like to thank Sony Interactive Entertainment for their support of the event as a headline sponsor.”

Develop:VR will return on 9th November 2017, held at London’s Olympia. Speaker submissions for Develop:VR 2017 are now open and prospective speakers have until 23rd August to submit proposals.

This month’s Develop: Brighton saw 2,171 attendees over the three days, the most in its 12-year history, with a 7.5 per cent year on year increase, Tandem Events reported.

VRFocus will continue it’s coverage of Develop:VR and Develop: Brighton, reporting back with the latest updates.

Luke Thompson On VR Sickness, Sigtrap Games’ Future Plans & What VR Must Do In 2017

At the end of last year VRFocus was in attendance at the Develop:VR, an event at which we saw some of the most entertaining, thrilling and intriguing uses of virtual reality (VR). From it’s use in video games to film and entertainment to even learning how to test an electrical circuit box safely. We also found some of the ways you shouldn’t implement VR.

Amongst the more interesting talks was that of Sigtrap Games Co-Founder Luke Thompson, who in his discussion “Techniques for Comfortable Movement in VR” described the hows, whys and wherefores of player movement’s potential to cause discomfort in VR. As well as some of the methods developers can implement in order to reduce the possibility of sim-sickness and bolster comfort levels.

Sigtrap Games Luke Thompson

After his session we took Thompson aside to discuss these topics further and also see what he thought 2017 has in store for the VR industry.

VRFocus: You were talking about sickness today- motion-sickness in VR. Are we any closer to getting this problem solved once and for all?

Luke Thompson, Sigtrap Games: [laughs] Ultimately I don’t think so. I mean – until you either have something that gets injected straight into your brain to sort of trick your vestibular system, or you have, you know, home devices where you literally move in one of those Lawnmower Man things – there are always going to be issues with it. It is, like I said, a fundamental mismatch between the different stimuli that your brain’s getting. So unless you can fake one of them sufficiently, even if you can sort of improve things to 99%, there’s always going to be the 1% of people who react badly to any particular technique.

So it’s a difficult one to ever say you’ve fully solved. We can sort of get closer and what really I think we should be aiming towards is a conclusive set of best practices, where we really understand what’s going wrong – not necessarily with a view to saying ‘we can solve all these problems’, but if we can understand them all and know how best to circumvent them, then that’s probably a more realistic goal, at least in the short term.

VRFocus: Okay. In terms of ways of preventing or minimalising the effect, though, I mean, is there one that stands out above all the others at the moment; would you say that?

Thompson: I, well, uh – with the caveat that this is all with given our experience, and-

VRFocus: Yes.

Thompson: -and again, it’s not going to apply to all games all the time, but certainly something, like I said in the talk, the best bang for buck is this sort of tunnelling, vignetting effect – where you restrict peripheral vision, based on the motion that’s happening in the game. Your brain gets a lot of its motion cues from that peripheral vision, and more so than it does from the centre of your vision, so, by restricting the information that it’s getting in that area of the eye, you can really do a lot to minimalise the amount of motion that your brain is trying to interpret. So, in terms of it being simple to implement, widely effective, and computationally extremely cheap, [there really is, like] it should be the first thing on any list of measures to implement.

VRFocus: So, 2016. It’s been quite a year, in many, many ways – but especially for VR. Do you think 2016’s was ‘The Year of VR’ as everyone has been terming it since the beginning of-

Thompson: No.

VRFocus: -you don’t think it has?

Thompson: No, no. Um, because, I think VR is going to, a few years from now, dwarf this year. I think we are, you know, what we’re seeing this year is the beginning of something. There are so many more things that we can do with VR that we haven’t figured out yet. Like, this year may provide the kernel of a lot of that. But this isn’t The Year of VR. This is The Year That VR Began. Right? Five years from now, there’s going to be so much more. We’re going to understand so much more. We’re going to be doing such exciting things with it, that I really think to call THIS The Year of VR would be to undersell the potential of VR.

VRFocus: In terms of what’s been done this year – I mean, you say about, the future will dwarf, I would say that 2016 certainly has dwarfed 2015-

Thompson: Mmhmm.

VRFocus: -as to what we’ve seen – what’s the most creative thing you’ve seen in VR this year?

Thompson: Creative…?

VRFocus: I mean, it could be anything, I know, but-

Thompson: No, that’s – that’s interesting.

VRFocus: But [VR has] been taken in so many different ways already. Is there anything that sort of sticks out in your mind as seeing something and going “wow, I wish I’d thought of that” or…?

Thompson: That’s tricky, actually. I mean, there’s been so much. I mean, one of the things that, again, one of the reasons that I feel like this year hasn’t been The Year of VR is because we haven’t really – you know, one of the things is that we haven’t figured out that killer app yet. We haven’t figured out, what is it that VR does that nothing else does? And we know those answers are there, and we’re starting to find them.

But, to really point out something that says, you know – I would like to be able to point out something where I could say “that has defined VR”, right? And that’s not something we can say here. Because we haven’t found that foothold yet. We know that those answers are there. We know the potential is there. We don’t know what the answers are yet. So, there has been a hell of a lot of awesome stuff this year. But I would say that most of it, for better or worse, has been within the confines of how we already understand games, rather than necessarily taking something to a new medium.

VRFocus: We’ve just translated what we knew from then, to what we have now.

Thompson: Exactly. And we’re starting to branch out from that, which is really exciting. And there are experiments that people have done. Just generally, the sort of things like – okay, here’s an example: Budget Cuts. The idea of using portals to move through the world, is really cool. Those things that you can, because – you’re toying about with, experiencing non-Euclidean geometry in a way that makes sense with your 3D understanding of the world, and that’s something you can’t do any other way. So that’s really cool. You have other things – do you know Unseen Diplomacy?

VRFocus: Yes, and funnily enough, I asked this question of somebody earlier and they said, “Unseen Diplomacy.”

Thompson: Yeah. Unseen Diplomacy is a really cool thing, and we’re actually working on something ourselves. So, we were working on something – and we’re still working on it – when we hadn’t actually heard of Unseen Diplomacy; and we were interested in a lot of the same things they were, and they were like “oh, [they’ve] already made this” – so it’s interesting seeing what sort of similarities. I can’t say too much about it, but we’re really excited about it. But one of the core things there is that social aspect of VR, and the fact that VR by its nature is very isolating; but thinking of cool ways around that and ways to even leverage that, to say, “I’m going to control what this other person can see in an interesting way”, and change how people communicate, with a local multiplayer setting; there’s some really cool opportunities there. And Unseen Diplomacy does that well! So. I suppose, if you wanted a concrete answer, those are maybe the ones to go for.

VRFocus: So. 2017. You mentioned this ‘other’ project, but what else is happening with Sigtrap Games? We’ve obviously got Sublevel Zero

Thompson: Yep. So, Sublevel Zero – I can’t put a date on it yet, but it will be coming out early next year, and we’ll be targeting [Oculus] Rift and [HTC] Vive for that. We’re really excited to get that out.

Sublevel Zero

We’ve already got a beta version of that on Steam and on GOG – for people who already own the game on there, they can opt into a beta and sort of see what we’re doing. A lot of the stuff we’re doing just right at the moment, because we are such a small team, we’re concentrating on the 2D console versions of the game, which are going to come out very early next year. And a lot of the stuff we’re doing on there, the optimisations in particular, really play back into the VR stuff. But it has taken a little bit of our time away from that, unfortunately. But we’ve got a lot of great ideas on what we’re going to be doing with that for release next year. We’re also, like I say, we’re working on that project that I’ve hinted at. We’re working on something else as well which we’re extremely excited about, and again-

VRFocus: Is that VR or non-VR?

Thompson: They’re both VR. So we’re not – we don’t see ourselves as an exclusively VR studio but, at the moment, the gameplay ideas that we want to explore are in VR; and ultimately, the reason for that is, what I was saying about not knowing what it is yet that VR can do that other mediums can’t. And that’s what we want to do! We want to do things in VR that you can’t do otherwise, really use-

VRFocus: So it’s not having those rules, and the freedom of creativity is opening the doors for other things.

Thompson: Exactly.

VRFocus: Again – if we discussed about what the future will bring, what’s the one thing that VR needs to do, above all else, in 2017?

Thompson: Well the obvious answer is wireless. That’s kind of the clear and present thing, getting rid of those wires and untethering you from this big brick of computational power. That’s very tricky to get right, but, you know, next year we might see things that do that well.

VRFocus: Have you tried the Santa Cruz, or any of the HTC adapters?

Thompson: I haven’t tried the wireless ones, unfortunately. I think it’s more likely that it’s going to go the way of Santa Cruz rather than the wireless add-ons for HTC Vive and things like that. The main reason there is, my primary concern is latency – if they can solve the latency problem with wireless, then that’s great – again, I haven’t tried it, so I don’t know how far along they are.

VRFocus: With the Vive, there’s also multiple separate entities as well. It’s not HTC themselves.

Thompson: Exactly. So you’re talking about things where all the different hardware can kinda get in each other’s way and you’ve gotta really optimise those things for it to be a good experience. So I suspect you’re going to see more things like Santa Cruz that sort of do the inside-out tracking and have the computational power actually attached to your head to begin with. Obviously, that’s not necessarily the way to go in the medium term – if you can get rid of the wireless latency problem, then you can pump a lot more data out of a computer than you can out of essentially two mobile phones strapped to your head. But I think in the short term it’s gonna happen. So, I think in terms of making VR get out to a wider audience, in terms of hardware, wireless is that thing that it really needs.

Standalone VR Oculus - 2 (Santa Cruz)

But the more subtle answer, I think, is a killer app. We need something that shows what VR can do that nothing else can do. That’s what gonna drive people to get involved with VR and buy it and try it out, and evangelise their friends. At the moment, it’s a cool piece of tech. But that’s for geeks like us, right? We’re like, “AWW, that’s cool, that’s cool! I’ll try that and I’ll spend two hours setting this thing up!” Like, it’s really nice that PSVR has given slightly more mainstream players a chance-

VRFocus: Ready access.

Thompson: -exactly, a chance to- and because they don’t care about the numbers, you know? They don’t care that the resolution’s slightly lower. They care about actually being able to do this without having to turn out their entire living room. So, the way that you actually make that apply to the mainstream is, do something spectacular in VR that can’t be done any other way and make people want to experience that. So ultimately, what we’re waiting on more than tech is content, and the design strategies and the design language that we’re lacking currently, that we’re just inheriting from regular video games.

Brynley Gibson On 2016’s Impact, His Favourite Experience Of The Last Year And 2017 Plans

Last month VRFocus was in attendance at Develop:VR in London to take in the talks, the experiences – good and not so good – and also to talk to some of the attendees. One such discussion took place with Brynley Gibson, a former Executive Producer at SIE London Studios working on titles such as PlayStation VR Worlds and current Head of Studios at Curve Digital Entertainment. We took the opportunity to ask Gibson to take stock of 2016 and ask him what 2017 might hold in store for both him and the virtual reality (VR) industry.

Develop:VR / Develop VR

Kevin Eva, VRFocus: 2016. Do you think it has been the year of VR?

Brynley Gibson: I think it’s getting there. We’re almost at the end! No… it’s the beginning. It’s not just going to be a single year. If anyone was thinking it was gonna just sort of stop; we need to go through really the next decade with the way it’s going to grow. Based in terms of the user base, also the technology, and also our skills as developers. The people making the experiences. There’s so much happening right now in terms of talks, in content coming out, in things to look at and learning; that I guess the acceleration of learning – that’s the thing I’m finding really fascinating right now. So people are seeing stuff, learning from somebody else, implementing that and… I think we’ve got a good few years ahead of us of very rapid growth. In terms of how we make games- sorry, VR experiences- and what those experiences are. And then wanting to see how the actual marketplace grows inside that. That’s a separate question.

VRFocus: What would you say was the most exciting VR experience that you’ve come across this year? The one that’s actually made you stop and go “Ooh! That’s really good.”

Gibson: I know what this is actually. Because I was just really blown away by something I played at Develop in the Summer and it’s Triangular Pixels. Something called Unseen Diplomacy. Which is a room space VR experience where you essentially some sort of spy and you have to break your way into a secret facility and stop the bad guys. In essence. Now, what it does so brilliantly is using the room space to completely baffle you and forget you’re actually in a very small space. So it has you crawling around in circles, in spirals and crossing back over yourself. And as you’re crawling through vents or edging yourself along a very thin strut above some people walking below you, you do so sort of forget. And it’s a very stylised experience, but very believable. The sheer level is where it really comes into its own.

Unseen Diplomacy VR

VRFocus: So there was both a physicality and also a specific need for accuracy there with that?

Gibson: Yeah. I mean, I played it in front of loads of loads of people just wandering around, and you’re there with and you’re there with your shoes and socks off crawling around, like a crazy person. But it didn’t matter. I now guess that was the strength of the emotion that was there, because people got over very quickly how ridiculous they were being in reality.

VRFocus: Would you say that is one of VR’s biggest hurdles that it needs to get over still? The whole sense of… embarrassment almost, about VR?

Gibson: Yeah… I think it goes away actually, on a decent experience. I’ve not really had a problem- I mean I’ve done a lot of reviews where you’re kind of, maybe working with marketing teams or something so you bring a lot of people in, and everyone has a go and work through. And because that immersion can take people very quickly, it can be you know seconds really, before some… they’ve forgotten. They’ve got their headphones, on obviously they’ve got the headset on- they can’t see anything. They do forget and they very quickly are sort of natural, and it’s just them and the experience. And it’s only when they come out at the end they suddenly go “Oh! I’m surrounded by people.” So, I haven’t seen it as a problem. I think we’ll get used to it more and more as time goes on.

VRFocus: What’s the one thing you want to see happen in 2017 with VR – above all else?

Gibson: Well, I’d like to see lots of people buy VR headsets…!

VRFocus: Well, don’t we all(!)

Gibson: So, yeah, that. Defiantly that! Yes… In all seriousness with a bigger market it will raise the possibilities of what people make. Because essentially, the potential returns will increase and people can take greater risks on their ambitions and what they can do. I guess from a creative point of view I’d like to see some new genres being found, so whether that’s a new take on something that already exists in games or film. A twist on that. Or something that feels totally new to VR and can VR only be in VR. I mean, we’re just scratching the surface now, I think, of genre and what you can do in VR. It’s all out there. People just need to go for it and see what they can come up with in their imaginations.

DevelopVR - Virtual Umbrella Pic

VRFocus: Brilliant. So what does 2017 hold for you personally?

Gibson: Well, I’m very busy doing a mix of self-published titles that we’re doing for Curve [Digital]. So we’re sort of building some games we’re going to release – but they’re not VR based. Just for digital distribution through Curve. But we’re also working on a number of other projects and some of them are VR – I can’t really get into the details right now. But hopefully you’ll hear about it soon enough!

When the time is right VRFocus will certainly bring you updates on those projects. Did you agree with Brynley Gibson? Let us know in the comments.

VR vs. It’s Behind You!

December is finally here! A sprint to the end of the year, as we all scream in desperation at 2017 to save us all from 2016 before the illegitimate son of a calendar does anything else to us. At this point I’m reasonably certain it is capable of anything. It’s been, let’s face it, a parade of misery. Any year in which the idea that treating people equally and decently suddenly becomes THE ENEMY for awkwardly large chunks of the world isn’t one the rest of us are going to celebrate. And it still has over four weeks left to do something else terrible to us all.

Go away 2016.
Just…
Just go away.

Of course 2017 could turn out to be the mother, father, uncle, aunt, granny, granddad and extended family of all ghastly sequels. But let’s not tempt fate on that one. Moving along with today’s article though, we’ve now that we’ve crossed that golden line from November to December and everyone is in the mode of thinking about the end of the year. Discussions are being made about the best moments of the year, the best games, the best uses of new technology, etc, etc. Unusually owing to me attending a couple of events this month I’m actually pretty flush with topics to talk about. As such I’m putting the one I was going to discuss on ice for a little bit and just talk briefly about something that bothered me at an event the other day.

At relatively short notice I took a trip down to London last week to participate in Develop:VR. I’ve been trying to get to a Develop event for years, so it was particularly nice to get down and amongst one specifically to do with virtual reality (VR). You’ll come across a few things from me in the next couple of weeks in regards to this. There’s a couple of interviews I did coming your way for instance and, if the stars align, there’ll be some discussion about and more interviews from Insomnia 59 as well. But let’s start with Develop:VR which proved to be very interesting on the talks front. We had discussions on VR across the entire spectrum of industry from games to healthcare and some of the most interesting talks were those that got into the technical side of things. Something I honestly thought would not be the case going in.

DevelopVR - ArchiMemory Pic
Bertie from Virtual Umbrella holds court in this image from @ArchiMemory – I’m actually in this, try and spot me.

On that note, an quick tip of the hat to Dr Charles Nduka’s session ‘VR Analytics: Is Gaze Technology Enough?’ which, though suffering in attendee numbers due to going up against the day’s only session involving a panel was fascinating.

Outside of the panels I saw literally everyone in the VR industry who knew me (which is approximately three people) and it was particularly good to catch up and have a chat with them. As well as engage in the usual interactions with new faces. (“No I’m the other Kevin.” “…oh.”). Develop:VR was also an interesting time to get hands on with a variety of VR experiences, including practical tests, games, 360 degree entertainment and get to use different forms of movement and control. This quickly led me to two revelations:

– Controlling a game with one set of controllers (Vive) when the game shows you a different type of controller on the screen (Touch) is awkward as anything.

And

– Whoever came up with the ‘swing your arms = movement’ mechanic is an abject idiot.

Finding a good way to move about in VR is going to be a discussion for a while yet. Be it ‘blinking’, ‘teleporting’ or one of the half dozen other terms used to describe essentially the same thing, or something else. What I tried at Develop:VR though only taught me that whatever the answer is, swinging your arms back and forth to parody the action of walking is not it. There is after all a difference between imitating an action and pantomiming an action.

DevelopVR - Virtual Umbrella Pic
From being in front of the camera to being behind it. Virtual Umbrella themselves took this photo of the event floor . It’s also time to play ‘Where’s Wally?’ again as I’m also in this pic.

To imitate is “to take or follow as a model”, to mimic or pantomime is to “express or represent (something) by extravagant and exaggerated mime”. If you are moving around you don’t actually stroll along as if you are a happy-go-lucky character in a 1940’s-1950’s TV show, dutifully punching the air and shifting your shoulders to exaggerate every footstep. Presumably whistling “Forget your troubles, come on, get happy!” in an overly cheery manner. If you’re not sure what I mean, if you’ve played We Happy Few it is your walk when you are on your Joy. Exactly that in fact.

It’s false. It is by its very design an act. So in that manner it is also by design not just lacking in immersion it is anti-immersive. It is ‘ejective‘.

Whilst the experience I tried was early in development the whole thing succeeded in doing the one thing VR had yet to do to me. For the first time since I’ve started at VRFocus I felt overly self-conscious about being in VR; worse, I felt utterly embarrassed about whatever audience I may have had. Whatever direction VR movement controls go, whatever we use for movement it needs to feel natural otherwise you give up on immersion which is pretty much the entire point of VR.

The only pantomime I need is one involving a beanstalk, a pumpkin, a crocodile or a magic lamp.

Creators Behind ‘Monument Valley’, ‘Wallace and Gromit’, and More Share VR Insights Ahead of Develop:VR Conference in London

The first ever Develop:VR conference debuts in London tomorrow, December 1st. We preview the event by speaking with five speakers presenting at the show.

Produced by the same company responsible for the popular Develop:Brighton conference, Develop:VR is drawing top VR creatives from across the UK to share insights learned from the rapidly evolving virtual reality landscape. Tickets to Develop:VR are still available, including free access to the Expo and Networking events (but you must register!).

Road to VR London Correspondent Jon Tustain previews the conference with a series of five interviews from speakers presenting at tomorrow’s conference. Presented in audio format, the 30 minute episode can be listened below:

Speakers Interviewed (in order)

Dr. Charles Nduka – Co-founder, Emteq
Develop:VR Presentation: VR Analytics: Is Gaze Tracking Enough?

dr-charles-ndukaCharles Nduka is co-founder and Chief Scientific Officer of Emteq Ltd a company focussed on measuring facial expressions and emotions. His background is as a surgeon and internationally recognised facial muscle expert. This work led him to develop a patent pending technology for non-invasive facial expression monitoring using wearable technology.

Charles published the first review of virtual reality for surgical training in 1994 and has an extensive background in research and the evaluation of new technologies. He has won numerous research and development awards including from the Wellcome Trust, the National Institute for Health Research (NIHR), and Innovate UK. Emteq Ltd was founded in 2015 to improve lives through the development of facial sensing healthcare solutions and is applying its technology to VR.

Solomon Rogers – Founder, REWIND
Develop:VR Presentation: VR Production: From Story-telling to Story-living 

solomon-rogers-rewindSol founded REWIND, a VR and creative digital agency, in 2011 after growing demands for his professional work pulled him away from 15 years as a University Senior Lecturer in Digital Animation, Visual Effects & Emerging Technology.

Since then, Sol has grown Rewind into an industry award winning tribe of vibrant creative technologists and digital artists. Focused on harnessing immersive technologies to deliver groundbreaking VR, AR, Animation, DOOH, VFX and 360 degree video projects for some of the world’s largest brands including Sony, BBC, Red Bull, Microsoft and Lexus. The team has also been working closely as an approved content provider for Oculus (Rift), Valve (Vive), Samsung (Gear VR) and Fove, plus building release VR demos for Autodesk, AMD and The Foundry.

peter-pashley-ustwo-gamesPeter Pashley – Head of Development, Ustwo Games
Develop:VR Presentation: VR for Everyone: Lessons from Monument Valley in the Success of Land’s End

Peter is Head of Development at Ustwo Games. With a background in AAA console development, he has spent the last five years at Ustwo Games learning to make successful mobile games. He was tech lead on the BAFTA-award-winning Monument Valley (2014) and co-directed Gear VR hit Land’s End (2015).

Daniel Efergan – Group Creative Director of Digital, Aardman Animations
Develop:VR Presentation: Trying To Connect

daniel-efergan-aardman-animationsDaniel Efergan is the Group Creative Director of Digital at Aardman Animations. What this actually means is he gets to spend lots of time doing fun things like making games, forming playful communities, and messing around in the murky bits between storytelling and interactivity.

With story at the heart of everything Aardman makes they find themselves overly excited by new and interesting forms of storytelling… VR & 360 is no exception. To date Aardman have created the 360 story Special Delivery (2015) for Google Spotlight, and We Wait, an animated VR doc for the BBC.

Pete Short – CTO, Breaking Forth
Develop:VR Presentation: The Future of Stories in Virtual Reality

pete-short-breaking-forthPete is the CTO at Breaking Fourth, a company dedicated to telling incredible stories in virtual reality. While studying for a Masters of Digital Media at the University of New South Wales, he found a passion for creating emotional stories in mixed media. More recently he was the Director of Visualisations at Omnicom Media Group.

Breaking Fourth’s latest drama Ctrl has been incredibly well received by industry experts as the way forward for long form narrative VR. By focusing primarily on mobile VR, Breaking Fourth wants to make VR films accessible and easily distributable to a mainstream audience.


Road to VR is a proud media sponsor of Develop:VR 2016

The post Creators Behind ‘Monument Valley’, ‘Wallace and Gromit’, and More Share VR Insights Ahead of Develop:VR Conference in London appeared first on Road to VR.

Develop:VR Moves to New Date and Location

Over the past several months VRFocus has been reporting on the inaugural Develop:VR event being organised by the same people behind Develop: Brighton. Develop:VR was due to be held on 24th November, at The Old Truman Brewery, 91 Brick Lane, London. Organiser Tandem Events has now announced that there’s been a change to the date as well as location.

In a statement today Andy Lane, managing director on Tandem Events said: “Due to unforeseen circumstances, Develop:VR will now take place a week later and at a new venue, Conway Hall in central London. The conference programme and expo however are unaffected and we’re looking forward to hosting a great line-up of speakers and attendees.”

Candy Kingdom image 1

In September Tandem Events revealed the full conference programme for Develop:VR, and last month announced eight titles being showcased at the Indie Zone. The Indie Zone is an area within the expo at Develop:VR showcasing some of the most interesting indie virtual reality (VR) and augmented reality (AR) projects. Those chosen were: The Circle by Manos Agianniotakis, Korix by StellarVRTin Hearts by Rogue Sun, Ctrl by Breaking FourthPierhead Arcade by MechabitWindlands by Psytec GamesPaperLander VR by ThisWayUp Games and Candy Kingdom by GameplaystudioVR.

Develop:VR will now take place on 1st, December 2016 at Conway Hall, Holborn, London. Passes for the event are still available at the standard rate of £295 GBP plus VAT, and VRFocus readers should still be able to get a further 10 percent discount by entering code: DEVR16VF at the checkout.

As and when any further announcements are made, VRFocus will bring you the latest details for Develop:VR