Drifter Acquires $2.25 Million to Build Virtual Reality e-Sports Games

Drifter Acquires $2.25 Million to Build Virtual Reality e-Sports Games

Virtual reality e-sports do not exist yet in any sort of marketable form. The writing is on the wall that VR could be the next big wave in competitive gaming, but as of right now the proper combination of content, organization and dedication has yet to occur. One company that could help accelerate the growth of VR e-sports and bring about this immersive revolution is Drifter — a gaming studio formed by a trio of industry veterans. The company’s goal is to create highly entertaining, VR-powered, e-sports titles and now it has a whole lot more money with which to achieve this vision.

This week, Drifter announced that it has raised a $2.25 million round of initial funding. The round is being led by Signia Venture Partners. Signia has previously backed such big names as Alibaba, Boxed, Playdom, Adify, and Flycast Communications. Signia partner Sunny Dhillon will be installed on the Drifter board of directors as part of the investment. Another contributor to this round is Initialized Capital which is known primarily for betting big on Instacart and Zenefits. Other investors include Presence Capital, The VR Fund, Pathbreaker Ventures, and Anorak Ventures.

Drifter was officially founded in October of this year. It was formed by Ray Davis, Kenneth Scott, and Brian Murphy who have spent time working on Microsoft’s HoloLens, Oculus Rift, Xbox One, and Unreal Engine 4, as well as games such as Gears of War, Doom 3, Halo 4, and Bullet Train.

The studio has yet to divulge specific details on the exact title (or titles) that it intends to create, but Murphy did say in a prepared statement that “The titles we’re working on are ambitious experiences designed for a new medium.”

Ambition is exactly what the VR e-sports scene needs if it’s going to succeed. It will take highly compelling content to build the kind of community that is required for multiplayer gaming to be successful. Hopefully Drifter is up to the challenge.

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Survios Acquires $50 Million In Funding, Begins Building Publishing Program

Survios Acquires $50 Million In Funding, Begins Building Publishing Program

Nathan Burba, CEO of Survios, is quoted on the company’s About page as saying that the Survios team sees “gaming as an art form. And we don’t just want to make games more immersive — we want to make them more human”. Immersion is the buzzword of buzzwords in the VR industry, reflecting the unique promise of virtual experiences like no other word can. However, seeking to make games “more human” takes it to another level.

For such an ambitious ideal, a company needs a great deal of funding behind them as they create and experiment on their way to that goal. Luckily, Survios has that. The company announced that their B and C rounds of funding have supplied them with $50 million of capital. The latter was led by a major media company: MGM. I spoke with Survios CEO Nathan Burba to get a bit more information on these new developments.

Survios as a company was birthed when Project Holodeck was created in 2012, a story we dug deeper into in a previous hands-on with their game Raw Data; they continue to research and develop new ideas in the VR industry. Raw Data is one of the few VR games we’ve confirmed have earned over $1 million in sales.

MGM, once one of the largest film studios in the world, is certainly a significant name to have in your corner for funding so it’s no surprise they pulled in such an amount. MGM CEO Gary Barber will also be joining the Survios board, so this is just the beginning of a potentially very fruitful relationship.

With $50 million on the table, Survios is expanding development of the projects they’re working on including their cross-platform compatibility and also bringing in more talent. A more significant endeavor is also in the works that could ripple out further into the VR industry as a whole.

“We are starting to build a publishing program where we not only want to help expand our industry by developing content ourselves,” Burba explains, “we want to have the potential to work with outside content partners as well.”

When discussing funding, I asked Burba the meaning behind his quote about making “more human” games.

“What that means is we like to develop something that has a lot of the different hallmarks of real life whether it’s more complex simulation systems or better production value or multiplayer,” he said. “Only through this kind of full body experience that’s fully interactive and immersive do you get something that feels more human and isn’t just a gimmick. We really like to create the highest quality content…Active VR as we like to call it.”

Many interesting things will likely come from this funding and, hopefully, Survios will be able to break ground and deliver “more human” gaming experiences.

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Analyzing the VR Boom: Plenty of Investment Opportunities, But Challenges Remain

Analyzing the VR Boom: Plenty of Investment Opportunities, But Challenges Remain

Virtual reality has captured the imagination of the venture community like few other technologies have in recent years. It is increasingly being viewed as the next computing platform to transcend the way that consumers interact with and consume media and content, as well as the ways that they communicate with each other.

The Opportunities

VR has the profound potential to completely revolutionize how we view live experiences. Imagine a courtside seat at an NBA game from the comfort of your couch, accompanied by all of the statistics, analysis, and commentary you could ever want access to. VR will eventually redefine the commerce experience as well. Having the option to virtually try on a new suit or evening dress at home can greatly enhance how we shop and enable the shift to transact most commerce online. Then there is the immense enterprise potential of the medium, which will allow a much more intimate and contextual connection in high touch areas such as the sale of automobiles or real estate, or assist in highly complex tasks in surgery and medicine.

A healthy level of skepticism remains for people that have the battle scars from the 3D TV revolution, and the perception that this is just a hype cycle repeating itself all over again. However there are reasons to believe that this renaissance in VR is the real deal. The ubiquity of low cost VR players in the form of smart phones has already ensured that content is in the hands of a broad base of users. When coupled with a low cost viewer, such as Google Cardboard, a basic VR hardware stack is accessible at a fairly low cost. A wide range of potential use cases from gaming, video, media and even communication gives the technology many applications beyond just TV makers looking to sell incremental hardware.

The rush of developers moving into the market to supply VR hardware also speaks to the excitement in this space. In addition to the low-end Google Cardboard, the Oculus Rift, HTC Vive, PlayStation VR, Samsung Gear VR and most recently Google Daydream, provide a variety of viewers with different capabilities and price points. To consumers’ benefit, there is no shortage of VR viewers or headsets for people who are interested in consuming content.

Despite the plethora of choices, significant challenges remain:

Hardware Usability: While there are a significant number of new hardware entrants, VR viewers still find that the headsets are difficult to tolerate for long periods of time. Surveys have suggested a peak usage time of 6 minutes, which makes it difficult to develop longer content that drives maximum monetization. Immersive sporting experiences, or premium cinema quality content, are difficult to deliver if a user has to adjust their hardware every few minutes. What’s needed is better hardware, not a greater number of models.

Immature Business Models: Production of full capture VR related content is particularly expensive, typically running at 2-3x the cost of normal video content. The rigs and detailed video stitching required means a lengthy post-production process. Yet monetization of VR content is still immature. At present, platform developers are happy to pay for premium content to drive eyeballs and engender brand loyalty. While millennial-focused brands are willing to experiment with content, a lack of audience scale and ROI metrics appear to be limiting factors to taking these ad budgets beyond the experimental category. Finally, premium content experiences that transform into subscription revenues need to overcome the hardware problem that currently limits consistent viewing.

How can we achieve mass adoption?

While most of the ecosystem inhibitors will get resolved over time, there are some key catalysts that will drive broad-based adoption beyond the specialized use cases like gaming and enterprise:

Comfortable and Low-Cost VR Headsets: The introduction of low-cost hardware that is conducive to sustained viewing of content is a required ingredient for a high quality experience. While there will no doubt be a greater proliferation of low cost hardware in 2017, it remains to be seen whether the user comfort factor will persist.

Easy UGC Creation: There’s likely nothing better to spur VR adoption than the ability for consumers to create their own VR experiences and share those experiences with others. The benefits of user created VR content – having your parents experience your daughter’s first steps, for example – will likely be a major step in moving the VR category forward. This will also drive demand for an accompanying set of hardware and software.

Engaging, Mass-Market Content: The availability of must-watch pieces of long form content or recurring episodes that generate broad community interest will likely catapult VR from niche to mainstream. High quality content creators who are successful will be in high demand in the ecosystem.

Progression of multiple use cases: While content consumption appears the more dominant VR use case at present, the progression of other use cases such as commerce or travel will help in more broadly evangelizing the power of VR with consumers and spur hardware adoption and investment by ecosystem stakeholders. Improving the ease of online commerce through virtual fittings (Rayban’s Virtual try on app is an interesting use case) or simulating virtual travel experiences will help drive VR as a category.

Venture Investment Implications

The attraction to being first to invest in the next computing platform is obvious, but the bigger question is: what sorts of investments are likely to be defensible long term?

With the hardware ecosystem and dominant participants now seemingly set, there doesn’t appear to be much room for emerging hardware players. The marketplace will likely spawn its share of superstar content creators who will enjoy decent returns, not unlike content creators in traditional media. Of course, the challenge here is to pick content likely to be in favor with a new medium and a user base still in experimental mode.

However there is likely still a lot of opportunity and potential ROI in being the provider of “picks and shovels” and enablement tools to the VR ecosystem. Businesses that offer volumetric capture tools and studio time for content creation (such as startup Suresh Madhavan is a manager at , , , , ,

The Assembly Developer nDreams Raises $2.5 Million

The Assembly Developer nDreams Raises $2.5 Million

With four VR games already under its belt, its onward and upward for UK-based nDreams, which today announced significant investment.

The studio, which has released titles on virtually every major headset thus far, raised £2 million (around $2.49 million) in the first of a two-stage round. Half of that money comes from Mercia Technologies PLC, which has previously invested £4.1 million in the studio. The rest comes from other angel investors. CEO Patrick O’Luanaigh told UploadVR that the funds would be used to “grow the team” and “increase the quality” of its projects.

When I last spoke with O’Luanaigh back in May, he told me that the company was planning to break even on its projects by the end of this financial year. Today, he said that the studio was still hoping to do this, and that some of its releases had already been profitable. He also noted that the studio has another launch “pre-Christmas”. It’s not currently known what this title could be, though the only other major hardware launch left for the year is the release of Oculus Touch on December 6th.

nDreams’ biggest VR release to date is first-person adventure game, The Assembly [Review: 7/10], which released on the Oculus Rift and HTC Vive systems earlier this year before coming to PlayStation VR in October. O’Luanaigh declined to reveal sales figures for the game, but did state that nDreams was “pleased” with its performance, noting that PS VR sales “have been good.” The company plans to release a new update for the game by the end of the year.

When asked if nDreams had another title on the scale of The Assembly in development right now O’Luanaigh replied: “We have lots of projects in different stages of development – some mobile, some high-end VR.”

Seeing as how nDreams’ previous release was as recent as last week — the developer launched third-person puzzler, Danger Goat [Review: 6/10], on Daydream View — they show no signs of slowing down production any time soon.

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Snap Inc. Prepares For IPO That Could Mean Big Things for Augmented Reality

Snap Inc. Prepares For IPO That Could Mean Big Things for Augmented Reality

Snapchat is going public.

 

This huge boost in capital will allow the company to move forward more quickly with some of its more innovative initiatives including its forays into augmented reality. Snapchat is many people’s first exposure to AR through the face-swap and reality bending filters available through the application. Snap Inc. also recently released Specatacles, a pair of stylish sunglasses that is getting us all used to wearing cameras on our faces. Backed up by the cash that an IPO would bring in for Snap, these projects could get the shot in the arm they need to continue popularizing AR in bigger and better ways.

Finally, the word Twitter-esque comes to mind in light of these most recent developments. The little-blue-bird company also rode a wave of unprecedented popularity and gargantuan adoption numbers into an IPO of its own last year. That organization also refused Mark Zuckerberg’s best efforts at acquisition, and is currently facing many of the monetization problems that Snapchat will likely find itself wrestling with in a year or two’s time.

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Intel Acquires VR Stream Startup Voke To Bolster Their Sports Division

Intel Acquires VR Stream Startup Voke To  Bolster Their Sports Division

Intel is one of the largest and most recognizable corporations in the tech industry, supplying processors and other hardware and software for a plethora of computer manufacturers including Apple, Dell, Hewlett-Packard, Lenovo, and more. No company in such a prominent field can make a move without catching the eyes of the world but, even more importantly, when you’ve captured Intel’s attention you must be doing something right. Such is the case for VR startup Voke, who’s in the process of being acquired by the computing giant.

The acquisition, revealed on Intel’s newsroom, is yet another in a growing collection of moves to change the sports broadcasting industry forever.

At New York Fashion Week, 13 designers will utilize Intel’s immersive runway experience powered by VOKE’s TrueVR platform and Intel data center technologies to live-broadcast their runway shows in full stereoscopic virtual reality. (Credit: Intel Corporation)

Voke is a startup focused on providing a high-quality template for companies to produce live events and their True VR platform is their means to do so. True VR supplies an end-to-end experience available on multiple devices, integrates smoothly into existing broadcasting options, and has already been used for a few events including the NCAA March Madness tournament and India’s Kabaddi World Cup.

An acquisition like this seemed inevitable considering Intel’s involvement in events like X-Games Aspen and the recent creation of the Intel Sports division that was the result of their purchase of Replay Technologies, a company providing 3D viewing of sporting events through their freeD platform. The combination of Replay and Voke will hasten their trajectory as a pivotal company in the market catering to live-streaming events and likely put other companies with similar initiatives on alert.

More and more frequently VR is being tapped in the sports industry. NextVR is producing a full schedule of NBA games, the NFL is creating a VR film series exclusively for YouTube and Google, and Virtually Live is even digitally recreating entire events so we can step into the action via VR. The sky’s the limit for Intel, Voke, and Replay Technologies and it’s going to be interesting to see the fruits of their labor going forward.

Playsnak Receives $1.3 Million Funding For Mobile and VR Gaming

Playsnak Receives $1.3 Million Funding For Mobile and VR Gaming

Paha Schulz, the founder of Playsnak, has a wealth of industry experience spanning from Crytek to Electronic Arts. Taking that and the talents of well-seasoned industry vets, Schulz created a new venture with Playsnak, a company focused on mobile and VR game development and publishing. Playsnak announced via press release they’ve received a $1.3 million seed investment from K Cube Venturesl,  a firm that has allocated $100 million in assets from 2012 until now.

“We expect that Playsnak will lead the game market with their in-house competency to develop innovative VR content and diverse global business competency in the evolving next-generation game market, said Andy Shin, Partner at K Cube Ventures who led this deal, in a prepared statement.

K Cube invests anywhere from $100,000 to $2 million per start-up, depending on the partnership. With the $1.3 million investment, it’s clear they believe in Playsnak’s mission and potential to produce and/or publish quality mobile and VR experiences. Playsnak hopes to extend into augmented reality down the line and K Cube’s experience with business development, team building, networking, investing, and other crucial business elements might pay dividends for the young startup. In the press release, Schulz was candid about where the allocated funds would go and the company’s far-reaching goal.

“Through this funding Playsnak will focus on developing and finding innovative VR & mobile games, as well as focusing on bringing the Asian and Western game market closer together and becoming a true global player in the game industry.”

Google Acquires Eyefluence: An Eye-Tracking Startup With Big VR/AR Implications

Google Acquires Eyefluence: An Eye-Tracking Startup With Big VR/AR Implications

Several months back, UploadVR released a story about a revolutionary company called Eyefluence that was pioneering a new form of human/computer user interface. This new system would allow a user to control a digital device through only the movements of his or her eyes. This tech may seem unnecessary for present day smartphones and personal computers, but as the world of immersive computing continues to barrel towards us it will become infinitely more relevant. Google certainly thinks so as it has just acquired Eyefluence for itself.

According to an official statement on the Eyefluence blog announcing the acquisition:

“Today, we are excited to announce that the Eyefluence team is joining Google!  With our forces combined, we will continue to advance eye-interaction technology to expand human potential and empathy on an even larger scale.  We look forward to the life-changing innovations we’ll create together…Over the last three and a half years we have built an incredible team, advanced our eye-interaction technology, and created strong partnerships that have lead to the development of a completely new language for eye-interaction.”

We had the chance to try the Eyefluence tech ourselves and the results were impressive. Suffice it to say it will make everything from opening a menu to sending a text as easy with your eyes in the future as it is today with your fingers.

Eyeluence founders Jim Marggraff (Left) and David Stiehr (Right)

Google will also be gaining a crucial set of 18 utility patents from Eyefluence on usages ranging from eye-tracking and UI interaction, to biometric security scanning.

Eyefluence has AR Interaction patents that would improve hi-res gaze tracking, and use your eyes for continuous identification and security — AKA replacing the thumbprint scanner and security passwords on your computer or phone. These intellectual properties are tools for Google as it continues to build out its immersive technology arsenal. 

Google will reportedly be releasing its Daydream View VR headset in the next 2-3 weeks. This is a mobile system, powered by a users smartphone. However, the tech giant has already indicated that they are aiming to one day release a stand alone headset that incorporates eye-tracking. It now seems we know where that tech will be coming from.

No details have been released as to the exact terms or monetary value of the buyout. We will update this article as more facts come to light.

Featured Image Credit: Fast Company

VR Animation Startup Baobab Adds $25 Million

VR Animation Startup Baobab Adds $25 Million

Redwood City-based Baobab Studios closed a $25 million Series B round of funding, bringing the total raised to date by the startup to $31 million and placing the studio among the most highly-funded content startups to emerge with a focus on VR animation.

The startup made Invasion!, a short story about a cute bunny attacked by hapless aliens. The property is already becoming a full-length traditional film to be produced by Roth Kirschenbaum Films. Baobab also announced a second episode in the series called Asteroids!, due out next year.

The funding round is being led by Horizons Ventures with 20th Century Fox, Evolution Media Partners (backed by TPG and CAA), China’s Shanghai Media Group, Youku Global Media Fund and LDV Partners. They join the original investors, Comcast Ventures, HTC and Samsung.

The money will be used to develop more animated movies and add to the 20 people currently working at the company. Baobab was founded by Eric Darnell, Chief Creative Officer, and Maureen Fan, CEO, in 2015. Fan previously worked at Zynga as a vice president while Darnell worked on the Madagascar films. Now the company is adding a chief technology officer, Larry Cutler, who was a technical director at Pixar on Toy Story 2 and Monsters Inc. The company also added Chris Milk, the CEO of Within, to its advisory board.

We make sure that our content is platform agnostic, so it is available for every single platform,” Fan said in an interview with Upload. We believe there needs to be more content and more reasons to repeatedly pick up the headset.”

Invasion! is available now, and if you haven’t seen it yet it’s definitely worth a watch. Fan said they are also developing tools and technology to produce their animated films, but right now they are just using those tools to assist their own story creation rather than sharing that externally.

“We do absolutely have secret sauce technology we’re developing,” Fan said.