The VR Job Hub: Magnopus, Tesseract & Flight School Studio

VR Job Hub

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

Location Company Role Link
Los Angeles, CA Magnopus Product Manager Click Here to Apply
Los Angeles, CA Magnopus Build Engineer – Game Development Click Here to Apply
Los Angeles, CA Magnopus Director of Technology Click Here to Apply
Los Angeles, CA Magnopus Security and Risk Management Engineer Click Here to Apply
Los Angeles, CA Magnopus Site Reliability Engineer Click Here to Apply
Los Angeles, CA Magnopus Software Development Engineer in Test Click Here to Apply
Mumbai, India Tesseract Android Developer – VR Click Here to Apply
Mumbai, India Tesseract Backend Developer – Content Processing – VR Click Here to Apply
Mumbai, India Tesseract Backend Developer – Content Delivery Click Here to Apply
Mumbai, India Tesseract Test Engineer – VR Click Here to Apply
Mumbai, India Tesseract Senior Test Engineer – VR Click Here to Apply
Mumbai, India Tesseract Graphics Designer Click Here to Apply
Dallas, TX Flight School Studio Interactive Developer Click Here to Apply
Dallas, TX Flight School Studio Game Designer Click 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.

War Remains is a Mere Glimpse Into WW1’s Hellish Frontline

War Remains

World War 1 may have been called the ‘war to end all wars’ but as history has proven that was certainly not the case. Humanity isn’t always great at learning from past mistakes yet history should never be forgotten and what better way is there to bring the past alive than with VR. That’s what Flight School Studio, MWMi and Skywalker Sound have endeavoured to do with War Remains, a visceral portrayal of the conflict’s Western Front.

War Remains

Originally created as a physical installation piece, War Remains is a historical experience plain and simple. There are no interactive moments over its approximately 15 minute run time, you just sit back and take in the onslaught of gunfire, shelling and screams as it switches between scenes.

There’s nothing gruesome or gory about War Remains, its not a horror experience. Instead trying to give viewers a glimpse into what it must have been like to stand in the trenches which littered Europe from 1914-18. As an educational title War Remains is presented by Hardcore History’s Dan Carlin, explaining some of the unique issues the conflict presented. Like the fact that early on French soldiers still wore red trousers and blue jackets from the 19th century, or how the endless bombardment of shells 24 hours a day for days, weeks, even months would drive men mad.

In a couple of segments Carlin reads descriptions from those who were there, noting how it was almost impossible to describe the environment and what was going on. All purely because of the hellish scenes that were unfolding in front of them.

War Remains

It might be short but War Remains is a sobering experience, especially after a couple of viewings. Watching the soldiers jump out of the trenches trying to push forward, getting mown down by machinegun fire in the process or watching a hulking great tank trundle over the trench you’re nestled in provides some powerful imagery, even if it is computer generated.

Of course, having Skywalker Sound on board means that War Remains provides some thunderous audio. There’s also plenty of eerie details to catch if you listen, screams of those trying to fight a war which introduced new types of warfare like mustard gas.

What War Remains possibly portrays best is the use of VR as an educational tool for students old enough to watch it. VRFocus has seen plenty of excellent examples of educational apps utilising the technologies immersive qualities to help the teaching process and War Remains can easily be added to that list. For those studying the era, War Remains is one of those apps that can add weight to lessons, bestowing a better grasp of what happened.

After a couple of run-throughs, there’s little reason to step back in so it would have been nice to see more facts dropped in, the ability to select scenes or staying in them longer. In any case, if you’re a history buff then War Remains is worth a look as its cheap on Steam.

Step Into the Nightmarish Hellscape of WWI in War Remains Later This Month

War Remains

There’s been an influx of virtual reality (VR) content announced today, with launch dates for The Wizards – Dark Times and Pixel Ripped 1995. Adding to the roster is War Remains, an immersive VR experience set in the trenches of the first world war.

War Remains

Originally debuting as an installation at the 2019 Tribeca Film Festival before going on to win the Out-of-Home VR Entertainment of the Year award at the VR Awards, War Remains is a visceral, educational experience.

Presented by Hardcore History’s Dan Carlin, the title takes place on the Western Front allowing viewers to bear witness to an active battle scene. War Remains was a collaborative effort, developed by Flight School Studio, produced by MWMi, with audio designed by Skywalker Sound.

“There was an incredible demand to see the physical installation of War Remains, but we also continued to hear from fans online, wishing there was an easier way to experience this project. We are proud that Dan Carlin’s VR experience will now be available for people with VR headsets at home around the world,” said Ethan Stearns, MWMi EVP of Content in a statement. “At MWMi, we’re focused on bringing visually stunning, story-driven experiences to life. Working with Dan Carlin to create an immersive memory from the First World War is an important project that more people need the opportunity to see.”

War Remains

“I wanted to create a time machine that would give people just a taste of what soldiers experienced on this unimaginable battlefield, and I think we’ve come as close as possible while still giving people a bearable experience,” Dan Carlin adds. “It is my hope that people – students, teachers and the general public – can use War Remains to gain a greater understanding of one of the most impactful events in world history.”

For those interested in similar titles then 1943 Berlin Blitz by the BBC and Immersive VR Education is freely available on Steam.

War Remains will be available for Oculus Rift, HTC Vive and Valve Index via Oculus Store and Steam from 21st May 2020, retailing for $4.99 USD. VRFocus will continue its coverage of the latest historic VR experiences, reporting back with the latest updates.

Wet Dog Corp is the First VR Project From Ringling College Students

Wet Dog Corp

Just over a year ago virtual reality (VR) developer Flight School Studio (Manifest 99Island Time) revealed a partnership with Ringling College of Art and Design to mentor students on the newly-founded VR Development BFA degree programme. Now the first title from the course is on its way to Steam, with Wet Dog Corp arriving next week.

Wet Dog Corp

Gameplay revolves around the lucrative world of keeping pets clean, more specifically our canine friends. Set to offer a fun and frantic experience, your task is to get these pooches primed and ready for their owners within a specific time limit.

Wash them, dry them and make sure no dirt is left behind across eight levels with mutts ranging from pugs and corgies to chihuahuas and more.

While Flight school studio provided key insights in VR videogame design such as pre-production and asset creation, Ringling College students AJ Mize, Cain Hopkins and Makayla Hensley did the rest.

“There is no better way to learn than to actually have some skin in the game,” said Morgan Woolverton, interim department head of Ringling College’s Game Art and Virtual Reality Development programs in a statement. “When the students originally committed to the idea of making a product that would ship, they understood that this was an education on steroids. It is a unique educational experience to say the least.”

Wet Dog Corp

“This is an exciting partnership for our team at Flight School because we can shape the VR and game industry’s future talent,” explained Brandon Oldenburg, Flight School Studio CCO. “Even better, our team is endlessly inspired by the students’ ambitions and that makes any crew stronger and more innovative. It’s a true win-win for both Ringling and our team, many of whom are Ringling alumni.”

A new set of students are currently working on a project called Glitch Out VR. Originally planned to debut at SXSW Gaming, currently, the title is being developed remotely by the students.

Wet Dog Corp will arrive via Steam on 4th May supporting Oculus Rift, HTC Vive and Valve Index. It’ll be free to download and play. For further updates from Flight School Studio keep reading VRFocus.

The VR Job Hub: Flight School Studio, Resolution Games and More

Bored and uninspired by your current job? Dissatisfied with the promotional prospects of your present position? Having to deal with bosses that couldn’t manage their way out of a wet paper bag? Apart from therapy, how about considering a change in job first with some of these awesome vacancies.

Location Company Role Link
Dallas, TX Flight School Studio Game Engineer Click Here to Apply
Stockholm, Sweden Resolution Games Senior Programmer Click Here to Apply
Stockholm, Sweden Resolution Games Junior Programmer Click Here to Apply
Stockholm, Sweden Resolution Games Marketing/Community Manager Click Here to Apply
Stockholm, Sweden Resolution Games 3D Artist Click Here to Apply
Stockholm, Sweden Resolution Games Concept Artist Click Here to Apply
Gothenburg, Sweden Zoink Game Designer Click Here to Apply
Gliwice, Poland Carbon Studio Senior Programmer Click Here to Apply
Orlando, Florida CyberDream Lead Developer Click Here to Apply
Orlando, Florida CyberDream Programmer Click Here to Apply
Orlando, Florida CyberDream 3D Artist Click Here to Apply
Orlando, Florida CyberDream Intern Programmer Click Here to Apply
Orlando, Florida CyberDream Intern Artist/Level Designer Click 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.

Manifest 99 Developer Partners With Ringling College on VR Programme

As the virtual reality (VR) industry has grown so has the need for more developers and creatives to enter the space. Whilst this has so far been filled with professionals keen on getting into the tech, the space is evolving in such a way that companies are seeking graduates looking to enter the field. Which is why universities and other institutions have begun offering courses primarily aimed at VR videogame development. The latest comes from a partnership between Ringling College of Art and Design and Flight School Studio, the team behind Manifest 99, Island Timeand Oculus’ Evolution of Testicles.

Island time VR 5

The collaboration came about when Flight School co-founder Brandon Oldenburg reached out to Ringling College with an idea to help students develop a real, playable, and commercial VR experience, creating the Bachelor of Fine Arts (BFA) program in Virtual Reality Development in the process.

This was made all the easier thanks to Oldenburg having previously graduated from Ringling College in 1995, whilst also being a member of the Ringling College Board of Trustees. Additionally, since his graduation he has been actively involved in mentoring and recruiting Ringling College students from many of the College’s majors.

“We discovered that we were losing talent to other studios, either from timing or because the bigger studios were better known,” Oldenburg explains in a statement. “So we started leading workshops, where we’d be on campus for a few days and really get to know some of the students. They also get to know us, so our recruiting became more informed. And this really worked for us. Seeing how we all worked together gave us an idea of how certain students would fit in a collaborative environment, like our studio.”

The Evolution of Testicles

With the studio and college working together it’s a win-win for both them and the students. The college gains professional expertise and insight into building its major, the students receive hands-on experience designing for VR and learn about the production of VR assets, while Flight School benefits from the fresh thinking and design skills of the students.

“Working with professionals holds our students to professional standards—and to professional expectations and parameters,” explains Morgan Woolverton, interim Department Head for Virtual Reality Development and Game Art. “When you are a student, you are often only responsible to your own creative vision, but opportunities like this teach students to find their voice, to find their creative solution within an existing client framework. And that is what it takes to be a great creative.”

This is the inaugural year of the partnership, with three Game Art students working with Flight School to create a VR videogame that will be introduced at SXSW 2019. As VRFocus learns more about Flight School’s next project, we’ll let you know.

VR Awards 2018: The Winners Speak

There are all kinds of awards out there – mainly because most everything has some organisation quantifying who are the best in what they do. Now we’re in the fourth quarter of the year it’s only natural that we end up seeing more awards ceremonies to reveal the high achievers of 2018.

Earlier this week VRFocus hit the red carpet for the VR Awards 2018, which once again celebrated the field of virtual reality (VR).

VRAwards 2018 logo“The VR Awards is at the centre of recognition and celebration of outstanding achievement in VR.”  Says the organisation, “Combined with year-round international initiatives, the VR Awards brings together a night of red carpet highlights, the celebration of excellence and unique access to the world’s most influential names in immersive technology.”

A media partner for the event, Nina Salomons and Kevin Joyce were both in attendance and even helped dish out the awards during the evening. You can find a list of the winners below, as well as some footage of the event and interviews with several of the victors.

VR Awards 2018 Winners

VR Headset of the Year:
HTC Vive Pro

VR Game of the Year:
Episode 2: Heart of the Emberstone (Cloudhead Games Ltd.)

VR Experience of the Year:
Manifest 99 (Flight School)

VR Film of the Year:
CARNE y ARENA (ILMxLAB)

VR Marketing of the Year:
Coco VR (Magnopus)

Rising VR Company of the Year:
Neurogaming Limited

Innovative VR Company of the Year:
Ultrahaptics

VR Education of the Year:
HoloLAB Champions (Schell Games)

VR Healthcare of the Year:
Virti

Out-of-home VR Entertainment of the Year:
Star Wars: Secrets of the Empire (ILMxLAB and The VOID)

VR Social Impact Award:
Window to our World (VISYON & The Cornerstone Partnership)

VR Architecture and Real Estate of the Year:
Bostoen – Creating your dream house before it’s even built (Nanopixel)

VRFocus will bring you more news and videos very soon.

 

Review: Island Time

Having already created powerful, story-driven virtual reality (VR) experience Manifest 99, Flight School Studio has gone in rather the opposite direction for its next title Island Time. Doing away with the dark sombre aesthetic of the first, Island Time embraces the comedic gameplay of experiences like Job Simulator – The 2050 Archives, putting you on a (very small) desert island with one goal, survival. And as becomes quickly obvious, death is smiling over you.

Island Time VR screenshot1

You will die a lot. This can’t be stressed enough. Not in some impossible rinse, die, repeat, gameplay design like that found in Dark Souls or classic 80s arcade shooters. More ‘oh look my hands are on fire’ and dipping them into the sea can’t save you, as a sarcastic crab mocks you once again for failing at the most basic of tasks.

Island Time is about dogged determination. As mentioned the island is tiny, so it’s possible to enjoy the gameplay seated or standing for a more roomscale experience. You’re given little to no idea how to survive apart from the ever present Carl the Crab, who will dole out advice, but it’s not always useful.

From the single island location you have access to some basic items like wood, bamboo, coal/rocks and a radio. Working things out like making a fire is fairly easy, place a wooden log and knock two of the rocks together to make a spark and ignite the wood. That’s great but what can you use the fire for? Well cooking mostly, fish or seagulls are quite good. Here is where it gets tricky, how to catch said fish, or what do you do when a seagull dive bombs you. These are all puzzles to work out and more, yet time isn’t on your side. A handy wrist watch shows your health which continually deteriorates and keeping yourself fed is the number one priority, or else it’s game over.

Island time VR 5

As time progresses you’ll be awarded new things to play with, Carl will offer you his claw, or the regular floating crate will provide a range of items such as a handy skull with a monocle alongside wood and more rocks to keep that fire going.

This is great at first, some light-hearted comedy mixed in with some puzzle/interactive gameplay. Yet as you die from the various things that can kill you, the only thing to keep coming back for is to improve that time. Sure there might be a few other things to find, but the main gameplay arc is finding ways to keep yourself continually fed, and it soon becomes clear those options are fairly limited with the same processes having to be continually repeated.

The initial premise of Island Time makes for fun quirky experience to begin with. Utilising repetitive gameplay however cuts a fine line between addictive ‘must try harder’ and boring tedium, a line that Island Time really does sit on. It is hard not to like Island Time yet after five or six longer sessions that sheen starts to wear off as the variety does.

60%

Awesome

  • Verdict

Preview: Island Time – Nobody Really Likes Carl…

Flight School Studio’s 2017 release of Manifest 99 has received significant acclaim from both critics and consumers alike. Featuring in VRFocus’ own ‘Best HTC Vive Games of 2017’ and having been nominated for an Emmy Award, Manifest 99 was an adventure experience with a pre-scripted story wherein the player’s relationship with the world was mostly passive. Island Time however, is an intentionally different kettle of fish.

Island Time - GIFIn Island Time the player finds themselves shipwrecked on a tiny island with only Carl the crab for company. With Carl offering (typically unhelpful) words of advice, Island Time presents a tongue-in-cheek survival experience in which players must use the resources available in the small area around them in order to delay the inevitable decline in health. On the player’s wrist is a watch displaying their remaining health and the time they’ve survived thus far, with success in Island Time being based purely on these two statistics.

In order to survive the player needs heat and food, and not a lot else. Using basic tools such as flint, wood and coconuts a surprising amount of interactions become available; place the wood in the fire pit and create sparks with the flint to make a fire. Attach the flint to the end of a bamboo cane to create a spear for fishing. Force the bamboo cane through a coconut and set fire to it and suddenly you have a torch. The creative opportunities with this small tool set are satisfyingly imaginative, with Flight School Studio stating that people are actually still surprising them with unique ways of using the objects available.

Things aren’t quite as simple as they may sound, however. For starters, fire spreads; if you’re not careful with where you’re making those sparks you could find a few of your resources being unnecessarily burned. You’re also not the only one who’s hungry in the area, and fighting to protect your belongings can be an awkward task at times.

Island Time VR - ScreenshotBalancing the action through paying attention to the strengths and weaknesses of each asset is important; knowing when to dig in and gather food or when to sit back and wait for a supply crate to arrive can be the difference between life and death in Island Time. That being said, you are actually meant to die; Island Time is essentially a high score run experience, with the longest survival time being considered the best. Don’t expect to get past three or four minutes on your first attempt, and five minutes being a respectable score on a second time through.

In just the short demonstration VRFocus experienced Island Time proved itself to be a hugely enjoyable distraction; a light snack to be consumed in between the deeper zombie-killing and puzzle-solving experiences that currently occupy most of the virtual reality (VR) marketplaces. There’s a sense of humour running through the experience that many will likely compare to Job Simulator – The 2050 Archives or Rick and Morty: Virtual Rick-ality, but in truth Carl’s going to get what’s coming to him.

Survival Game ‘Island Time VR’ Strands You on a Deserted Island, Launching Spring 2018

From Flight School Studio, the creators of Manifest 99 (2017), comes a new survival game that maroons you on a small deserted island, leaving you with only your wits and crafting skills at your disposal. Called Island Time VRthe game is slated to release this spring on PlayStation VR, Oculus Rift, and HTC Vive.

You’ve been shipwrecked on a coffee table-sized island. With only Carl the Crab at your side, your sole task is to survive as long as possible while crafting tools and fending off dangerous animals such as sharks and seagulls. Of course, when you’re not staring at your watch waiting for your hunger meter to reach critical levels, you can always enjoy a beautiful tropical sunset.

Flight School Studio says Island Time VR features an event system that determines when and what amounts of resources are made available to players, something that was no doubt designed to always keeps you on toes.




“The game’s difficulty curve and secrets are designed to be discovered over multiple playthroughs,” said Adam Volker, Creative Director at Flight School Studio. “The player might craft a new item or find new foodstuffs they haven’t seen before. This trial and error is what teaches players to survive as long as they can.”

If you’re looking to try out Island Time VR, you’ll find public demos at this year’s SXSW in booth 2266.

The post Survival Game ‘Island Time VR’ Strands You on a Deserted Island, Launching Spring 2018 appeared first on Road to VR.