Job Simulator Merchandise Now Available

Popular virtual reality (VR) videogame Job Simulator: The 2050 Archives is getting it’s own range of merchandise. The products are available through the IAm8Bit store.

Job Simulator: The 2050 Archives is a simulator VR game set in the world where robots have largely taken over all labour and humans needs to be re-taught basic work tasks with the assistance of their ever-helpful robot mentor, JobBot. The player goes through various job roles, including Store Clerk, Chef and Office Worker. Since its release Job Simulator has become something of a break-out star amongst the line-up of VR titles, netting developers Owlchemy Labs an array of awards and becoming a popular VR title for videogame streamers and let’s players.

The range of merchandise includes a JobBot plush, a t-shirt, a magnet set, A JobBot pin badge and a poster set. The cheapest item is $10 (USD) while the most expensive- the JobBot plush, is $35 (USD). IAM8Bit ships to the USA, Japan and the UK.

Further information on Job Simulator and VR gaming merchandise will be here at VRFocus.

Job Simulator Plush

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Job Simulator Is Getting A Talking JobBot Plushie And Other Merch

Job Simultator Is Getting A Talking JobBot Plushie And Other Merch

Job Simulator’s instruction-giving JobBots might be the most abused characters in all of VR. We throw things as them, tell them to shut up and generally try to ignore them. It must be horrible to actually be them. Now you can do all of those things in real life too.

Videogame merchandise company iam8bit today announced that it’s partnered with Job Simulator developer Owlchemy Labs to release a line of merchandise based on the popular VR game. Headlining the collection is a talking JobBot Plush, pictured above with Owlchemy’s own Alex Schwartz. Yes, you can finally grab the JobBots in real life and toss them across the room, just like you throw sandwiches at them in the game. You can also hug them, we guess, if you’re into that.

JobBot has a set of phrases and even glows in the dark. What it can’t do, sadly, is teach you how to cook or fix a car. It costs $35 and is available to order now.

That’s not all, though. There’s a $25 t-shirt, a $10 set of magnets, two posters for $20, and a $10 JobBot pin. So if you really loved the game’s virtual office, then you can now make it your real office. Just don’t start wasting your staples and throwing your donuts. You’ll have to clean that up.

In all seriousness, this is a potential revenue stream we haven’t seen any VR developers really explore yet. Job Simulator’s memorable companions make it the perfect testbed, though the game itself is already a success; it’s made Owlchemy over $3 million in revenue and is the top-selling PlayStation VR (PSVR) app on the PlayStation Store. Currently the studio is working on its next game, Rick and Morty Simulator.

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Die großen Gewinner der 2017 Lumiere Awards

Am 13. Februar wurden in Hollywood die Lumiere Awards in den Warner Brothers Studios abgehalten. Die Auszeichnungen gehen an die innovativsten und fortschrittlichsten Technologien. Im Folgenden kommt eine Liste mit den größten Gewinnern aus den Bereichen VR und AR.

HTC Vive und Google Earth VR

Der CEO von HTC, Cher Wang, bekam den Sir Charles Wheatstone Award für seine außergewöhnlich fortschrittlichen Bemühungen im Bereich der VR. Die Auszeichnung übergaben der Präsident der AIS-VR Gesellschaft Jim Chabin und Schauspielerin Maria Bello. Die HTC Vive gilt als eine der monumentalsten Fortschritte im Bereich Optik, Steuerung und 3-D-Positionstracking innerhalb der VR.

Ebenfalls freuen kann sich Google, denn der Umweltaktivist Ed Begley Jr. übergab den Century Award für VR an Google Earth VR für einen Beitrag zur Verbesserung der Umwelt. Durch Google Earth VR wird die Welt in einen digitalen Spielplatz verwandelt, in dem man an jeden Ort unseres Planeten fliegen oder sich teleportieren kann. Die Begründung für die Auszeichnung war folgende: Jeder kann inspiriert werden unseren schönen Planeten zu beschützen, wenn man erst einmal die Aussicht auf der Spitze des Empire States Buildings oder des Grand Canyon betrachtet hat.

Google Earth VR als ein Gewinner der Lumiere Awards

Ghostbusters, Dear Angelica, Nomads, Tilt Brush und weitere

Ghostbusters VR von Sony Pictures Entertainment und The Void gewann den Preis für die beste VR-Live-Action-Erfahrung. Das virtuelle Spektakel wird in Madame Tussauds in New York City angeboten. Außerdem bekam das von Oculus Studios entwickelte Dear Angelica den Lumiere für den besten VR-Zeichentrickfilm. Die Entwicklung des VR-Erlebnis basiert auf dem neuen Oculus-Programm Quill und zeigt eindrucksvoll was damit möglich ist.

Dear Angelica-Gewinner-Lumiere-Awards

Weiter geht es mit der VR-Serie Invisible vom Regisseur von Die Bourne Identität Doug Liman. Die Serie erhielt die Auszeichnung für die beste 360-Grad-Serie. Ebenfalls mit einem ähnlichen Award wurde Nomads: Sea Gypsies von Felix und Paul Studios ausgezeichnet. Das Meisterwerk über die Sama-Bajau-Völker erhielt den Award für die beste 360-Grad-live-Action.

In The Click Effect kann man sich selbst als Unterwasserjournalist versuchen. Dafür gab es den Preis für die beste VR-Dokumentation. Weitere Lumiere gingen an Branded Experience, die VR-Symphonie von Jushua Bell erhielt die Auszeichnung für das beste VR-Musikvideo, Job Simulator, für das beste VR-Spiel und Tilt Brush von Google erhielt die begehrte Auszeichnung für die beste VR-Produktion.

Der Beitrag Die großen Gewinner der 2017 Lumiere Awards zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Tilt Brush, Dear Angelica and Job Simulator All Win at The Lumiere Awards

The 8th annual Lumiere Awards has taken place and as VRFocus reported in January it featured 11 virtual reality (VR) categories. The winners have now been announced with several familiar experiences taking the top prizes.

Hosted by The Advanced Imaging Society and The VR Society, the awards featured several honourable mentions with filmmaker and VR creator, Jon Favreau, awarded the Society’s Harold Lloyd Award. HTC Vive’s Cher Wang was selected for the Sir Charles Wheatstone Award for exemplifying exceptional forward movement in the VR Sciences. Her award was presented by AIS-VR Society President Jim Chabin and actress Maria Bello. And Google Earth VR was presented the Century Award by Ed Begley Jr. for VR in service of environmental enrichment.

Google Earth VR_user

The full rundown of award winners were:

Best VR Experience: Google Tilt Brush

Best VR Film Experience: Ghostbusters VR Experience (Sony Pictures Entertainment/THE VOID)

Best VR Animation & CGI: Dear Angelica (Oculus Story Studio)

Best Episodic Content (360-degree): Invisible (Doug Limon/30 Ninjas/Conde Nast/Jaunt VR/Samsung)

Best Live Action (360-degree): Nomads: Sea Gypsies (Felix & Paul Studios)

Best VR Documentary: The Click Effect (Annapurna Pictures/Here Be Dragons)

Best VR Journalism: Take Flight (New York Times)

Best VR Sports Experience: Follow My Lead: The Story of the 2016 NBA Finals (Oculus & M ss ng P eces)

Best VR Music Experience: Joshua Bell VR (Sony PlayStation)

Best VR Advertising/Branded Content: 360 Tour of the Shinola Factory with Luke Wilson (Reel FX)

Best VR Gaming: Job Simulator (Owlchemy Labs)

VRFocus will continue its coverage of the latest VR accolades as the year progresses.

Eagle Flight, Job Simulator, SUPERHOT VR and More Nominated for 20th D.I.C.E. Awards

Today the Academy of Interactive Arts & Sciences (AIAS) has announced the nominees for its two new virtual reality (VR) focused categories: Immersive Reality Game of the Year and Immersive Reality Technical Achievement. The nominees feature some of the best known VR video games on the market, across a range of genres.

The Immersive Reality Game of the Year category focuses on the title that best utilizes the attributes of the platform. Elements such as design, direction and narrative are all factored into the title selection, states AIAS.

The nominees for Immersive Reality Game of the Year are:

  • Eagle Flight – Developer: FunHouse/Publisher: Ubisoft
  • I Expect You To Die – Developer: Schell Games/Publisher: Schell Games
  • Job Simulator –  Developer: Owlchemy Labs/Publisher: Owlchemy Labs
  • The Lab – Developer: Valve/Publisher: Valve
  • SUPERHOT VR – Developer: SUPERHOT Sp. z o.o./Publisher: SUPERHOT Sp. z o.o.

TheLab_with_logo

While the Immersive Reality Technical Achievement celebrates the highest level of technical achievement within an immersive experience. Elements like artificial intelligence, physics, engine mechanics, and visual rendering are all taking into consideration.

The nominees for Immersive Reality Technical Achievement are:

  • Eagle Flight – Developer: FunHouse/Publisher: Ubisoft
  • I Expect You To Die – Developer: Schell Games/Publisher: Schell Games
  • Job Simulator –  Developer: Owlchemy Labs/Publisher: Owlchemy Labs
  • SUPERHOT VR – Developer: SUPERHOT Sp. z o.o./Publisher: SUPERHOT Sp. z o.o.
  • Tilt Brush – Developer: Google/Publisher: Google

While these two categories are purely for VR video games, immersive titles do crop up in several other categories. These include Driveclub VR for Racing Game of the Year, Pokémon Go in Mobile Game of the Year and Game of the Year, and I Expect You To Die in Outstanding Achievement in Game Design.

The awards ceremony will take place on 23rd February 2017 in Las Vegas after the 2017 D.I.C.E. Summit, live-streamed from 7:30pm PT/10:30pm ET via live.interactive.org.

VRFocus will continue its coverage of the 2017 D.I.C.E. Summit, reporting back with any further updates.

Developer Owlchemy Labs Talks Keys to Early VR Indie Success

Cy_WiseOwlchemy Labs recently announced that Job Simulator has grossed over $3 million, making it one of the most successful indie VR titles to date, and so it’s worth reflecting on some of the design principles of agency and plausibility that have proven to be some of the key affordances of the virtual reality medium. I had a chance to talk to Owlchemy Labs’ Cy Wise at PAX West where she shared with me some guiding principles for Job Simulator as well as some of the more existential reactions from users questioning the nature o reality.

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Wise says that one of the key design principles of Job Simulator was to make sure that everything was interactive. Their goal was to not make it feel like a game, but rather that people would get so lost in the plausible interactions that they’d be able to achieve a deep sense of presence. She cites the example of making tea in that they had to account for the dozens of different ways that people make their tea in order to maintain that level of plausibility that they’ve created in their virtual world. If it’s not intuitive, then the rules and limitations of the simulation make it feel like a game rather than just executing a task given that the affordances of the environment match their expectations of how it should behave.

This reflects what Kimberly Voll recently said about having a fidelity contract where affordances match the user’s expectations. It also seems to validate Mel Slater’s theory of presence with the Place Illusion and Plausibility or what Richard Skarbez would describe as immersion and coherence.

Designing for agency and plausibility has been a key theme in my previous interviews with Owlchemy Labs’ Alex Schwartz from GDC 2015, Vision Summit 2016, and PAX West 2016.

Owlchemy Labs was able to do such a good job at creating a sense of presence in people that Wise said that it would often create a bit of an existential crisis since it blurred their boundaries of reality. VR developers talk about this as the sense of presence in VR, but there isn’t a common language for people who are having a direct experience of VR presence for the first time.

Wise asks, “How do you talk about the ‘not real’ real? Or how do you talk about the imaginary real life?” And that if people were able to have a direct lived experiences within a virtual simulation, and it felt completely real, then it begs the question of whether or not we’re already living in a simulation. The Atlantic did a profile on people who experienced a post-VR existential crisis that made them question whether actual reality is real or not.

Hassan Karaouni recently told me that if we’re not already in a simulation, then we’re most certainly going to create virtual realities that are indistinguishable for reality that will have intelligent agents within these simulations who will be asking these exact same questions.

Wise has explored the line of thinking of “How far deep do the layers of inception go?” many times, and I’ve also started to have more conversations with people in the VR community about simulation theory and it’s implications.

Wise has been on the front-lines of having these types of interactions with users of experiences from Owlchemy Labs, and it’s only natural that these types of VR experiences start to make people question the balance between fate and free will in their lives as VR experiences enable new expressions of our agency in what could be classified as an “Erlebnis” direct experience within an incepted virtual reality.

VR is starting to give us more and more experiences that are impossible to have in reality, and our memories of these experiences can be just as vivid as “real life” experiences, which further blurs the line between the “virtual” and “real.” The long-term implications of this are still unclear, but what is clear is that Owlchemy Labs has been focused on the principles of Plausibility and Agency, which mirrors what OSSIC CEO Jason Riggs recently declared that the future is going to be Immersive and Interactive.

If we are in a simulation, then it’s possible that we may never be able to reach base reality. As we continue to experience simulations that are more and more indistinguishable from reality, then perhaps the best that we can do is to strive to reach the deepest sense of presence at each layer of inception that we discover.


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Music: Fatality & Summer Trip

The post Developer Owlchemy Labs Talks Keys to Early VR Indie Success appeared first on Road to VR.

Owlchemy Labs Announces Job Simulator Milestones

When you’ve a product that connects with people, don’t be surprised that it is success. And whilst virtual reality (VR) is still to have its “killer app” – a theme which will no doubt resonate throughout 2017 – that is not to say that it hasn’t had any hits so far. Yesterday Texas based game developers Owlchemy Labs offered positive news for the industry with the announcement that Job Simulator, the VR title that they are best known for, has become not only a critical hit but a commercial one too.

Job Simulator - Twitch Chat

The VR-only title, which has the subtitle of “The 2050 Archives” sees players experience a humorously ‘accurate’ simulation of the past (namely our our present) from within the futuristic, robot operated Job Simulator. Available for HTC Vive, Oculus Touch, and PlayStation VR, Owlchemy confirmed that not only was the title was the best-selling PSVR game in North America for October through to December. It has also surpassed $3,000,000 (USD) in sales.

“When we started development of Job Simulator, it was a massive risk to bet it all on a project that could ONLY work in VR, especially with consumer VR hardware productization so far off and ambiguous.” Commented Alex Schwartz, Owlchemy Labs’s CEO. “It’s great to finally see the numbers show that even in such an early market, success can already be found. We’re incredibly proud of the fact that our game has struck a chord with so many players across the globe, both young and old.”

Job Simulator is not the only title to report successes in the VR field of course. Back in September, the creators of HTC Vive title Raw Data reported strong sales. Hitting the $1 million mark in just a month. Whilst EVE developers CCP Games announced at almost the same time, through CEO Hilmar Petursson, that they were due to earn back all they had so far invested in the VR medium by the end of 2016. A total Petursson revealed to be $30 million.

For Job Simulator it has also proved popular outside of the home. A staple of the convention scene it has also been featured on TV multiple times, and proves to be popular with YouTubers doing VR. With top Let’s Players such as DanTDM, Jacksepticeye and Markiplier all covering the game with videos totalling millions of views. The grand total of views across YouTube based Job Simulator content is so large it’s now passed 250 million views according to the same statement.

“I think a huge part of Job Simulator’s success comes from how fun it is to just watch someone play around and be silly in VR.” continues Schwartz. “Tons of people have seen their favorite YouTuber play around in the physics sandbox that is our game, and that’s great for showing everyone how interactive and magical VR can be.”

We will see what 2017 holds for Owlchemy Labs and Job Simulator. Might there be more jobs added to the game? VRFocus will keep you up to date on any news.

‘Job Simulator’ Surpasses $3 Million in Sales, Becoming “most popular VR title to date”

Owlchemy Labs today announced that its tongue-in-cheek simulator game, Job Simulator (2016), has earned over $3 million in sales since its launch last April. According to Owlchemy Labs, this combined with the fact that Job Simulator has generated over 250 million views from videos created by the YouTube community, makes Job Simulator “the most popular VR title to date.”

Job Simulator was included as a launch title for HTC Vive when it was initially released in April 2016. With an early wave of built-in users, buzz surrounding the madcap VR simulator spread primarily through YouTube. Later, the game was included as day-one launch titles for both PlayStation VR in mid-October and Oculus Touch in early December.

Job Simulator was ranked the best-selling PlayStation VR game in North America for both October and November. Steam Spy reports the game has over 100,000 owners on Steam alone.

job simulator office worker

“When we started development of Job Simulator, it was a massive risk to bet it all on a project that could ONLY work in VR, especially with consumer VR hardware productization so far off and ambiguous” says Owlchemy Labs CEO Alex Schwartz. “It’s great to finally see the numbers show that even in such an early market, success can already be found. We’re incredibly proud of the fact that our game has struck a chord with so many players across the globe, both young and old.”

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'Job Simulator' is Exactly as Awesome As This New Trailer Makes it Look

“I think a huge part of Job Simulator’s success comes from how fun it is to just watch someone play around and be silly in VR” says Schwartz. “Tons of people have seen their favorite YouTuber play around in the physics sandbox that is our game, and that’s great for showing everyone how interactive and magical VR can be. These earliest attempts at mixing real-life video footage with virtual reality are the best way to show people what it truly feels like to be inside of a virtual space so we’re letting streamers and content creators easily share VR footage that’s clear, understandable, and ready for mainstream viewers.”

Other VR titles from Owlchemy Labs include base-jumping sim Aaaaaculus!(2013) and a collaboration between Adult Swim entitled Rick and Morty Simulator: Virtual Rick-ality. Owlchemy is also beta testing their OwlchemyVR Mixed Reality system, an in-engine tool suite for creating mixed reality (MR) videos that’s reportedly much easier and faster to manage than previous MR setups.

The post ‘Job Simulator’ Surpasses $3 Million in Sales, Becoming “most popular VR title to date” appeared first on Road to VR.

$3 Million Milestone: Owlchemy’s ‘Job Simulator’ Is One of VR’s Best Selling Games

$3 Million Milestone: Owlchemy’s ‘Job Simulator’ Is One of VR’s Best Selling Games

Owlchemy Labs, the trailblazing developers of Job Simulator, today announced its VR game available for Rift, Vive, and PlayStation VR has officially cleared $3 million in sales, the largest figure we’ve heard to date for PC-based VR.

The Austin-based startup raised $5 million in August after developing a number of fundamental interaction technologies for its Vive-bundled launch title Job Simulator: the 2050 Archives. The game stopped being bundled with Vive purchases in August, selling straight to players instead at $30. When we asked for clarification on how exactly the $3 million number was calculated, Owlchemy Labs CEO Alex Schwartz told us it was “gross revenue before store cut” and “all of this revenue is from sales. Vive pack-in sales represent a very small portion of overall revenue to date.”

It also debuted on PlayStation VR and Oculus Touch with the release of those products late in the year, helping the company to cross the $3 million threshold. It was also the most downloaded PS VR game in all of 2016 on Sony’s online PSN Store — but this data doesn’t factor in physical game sales.

Previously, we reported Survios’ Raw Data and Cloudhead’s The Gallery Episode 1 each cleared $1 million in sales. Like those titles, Owlchemy’s game is a showcase in room-scale VR design as it lets you playfully take the role of a cook, car mechanic, convenience store clerk, or office worker. Its “smaller human” mode for kids, as well as its humor and family-friendly atmosphere, set it up as an excellent first-time virtual experience for many people.

“Super exciting to see that VR content (if it has sufficient polish, quality design, etc) can do so well even in these early days!” said Schwartz in an email to UploadVR. “Very promising for VR, especially since we predict a number of ‘nay saying’ articles to come out in January about how ‘analysts were wrong!’ ‘VR didn’t sell enough units!’ Us who drank the Kool-Aid early know that a brand new medium takes time to get off the ground and these numbers are already very strong!”

Owlchemy is working to develop groudbreaking mixed reality software which could dramatically improve both the quality and ease of filming footage that seamlessly merges two realities, and the company is also expanding Job Simulator and developing a game for the popular animated series Rick and Morty.

While the $3 million figure is quite large, we can’t quite crown it as “the best selling VR title” yet, with games like Gunjack from CCP Games finding a home on roughly 1/10th of the 5 million Gear VRs sold so far, as well as the space shooter EVE: Valkyrie having been on the market just as long, also available on all three major platforms.

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