UK Studios Are Working On AI To Make VR Characters More Believable

Maze Theory

A consortium of UK-based VR developers are coming together to solve one of VR’s most important sticking points: believable virtual characters.

VR brings virtual worlds to life. We can explore alien planets and become superheroes. But creating authentic, realistic virtual characters is another matter. Top studios can create models near indistinguishable from real life and even fuel them with thousands of lines of dialogue. But we’re far from bridging the gap between scripted characters and dynamic beings that react to our every action. UK studios Maze Theory is looking to bring us much closer.

Maze Theory was one of a group of studios to be inducted into the UK government’s Audience of the Future programme, which is sharing out £4 million to a range of immersive teams across the country. As we reported earlier this week, the company is working on a Peaky Blinders VR game that will be the first to leverage this technology.

The team wants to create an experience where characters don’t just react to pre-determined dialogue options but your every gesture and movement as well as voices and sounds. To that end, it’s also enlisted the help of Arca’s Path developer Dream Reality Interactive and Goldsmiths College.

“Our ambition for the system is to allow the VR actor to respond directly to the player, but to also be aware of the micro interactions taking place between them, for example gestures, movements, body language etc,” Russ Harding, Executive Producer at Maze Theory tells me over email.

“We’re fascinated and hugely excited to see how these micro interactions may change the VR actor performance. So, we’re looking towards the subtleties of the player’s position, how they may face an actor, their proximity and mimicking of behaviours.”

Technically, you could spend a long time in a performance studio to capture a long list of reactions to different types of player actions. Harding says the team wants to “go beyond” that route, though. “Our ambition is far greater than just switching between lines of dialogue, it’s to explore the performance of the character and empower players to be able to persuade and influence the characters’ beliefs and intent,” he says.

“For example, players might need to bring an object of desire or more subtly show empathy to encourage an actor to carry out an action.”

Harding won’t give away specifics as to how you might actually do that, adding that the group is still in the prototyping stage. The company does plan to make its work available to other developers and universities, though.

For now, Harding says the Peaky Blinders universe gives Maze Theory the chance to explore a wide range of possibilities. The game’s due to release next year but, hopefully, we’ll have some idea of how its AI works in the nearer future. If Maze Theory and co crack the code, this could be an important new step for the entire VR industry.

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Maze Theory is Working on a Peaky Blinders VR Experience Arriving in 2020

British indie virtual reality (VR) studio Maze Theory emerged last year, announcing its first project, an original IP called The Vanishing Act. Today, the studio has revealed a second project, this one based on the successful TV series Peaky Blinders,  which is scheduled for release in 2020.

Peaky Blinders
Image Credit: Maze Theory

It’s a two-fold announcement today, as Maze Theory has been awarded funding from the UK Government’s Audience of the Future Programme to develop the Peaky Blinders VR experience using cutting-edge AI technology. This will allow the characters to respond to player gestures, movement, voice, sound and body language, ensuring each person should receive an individual experience.

“Success stories like Oscar-winning Wallace and Gromit and BAFTA-winning Peaky Blinders are part of the reason why our creative industries are truly world-leading – attracting audiences both here in the UK and internationally and helping create a sector already worth some £100 billion to our economy,” says Government Business Secretary, Greg Clark in a statement.  “This backing will also give our home-grown talent the opportunity to lead the way in creating and using virtual and augmented reality technologies, remain at the cutting edge and create thousands of highly-skilled jobs.”

The BAFTA award-winning drama was created and written by Steven Knight, owned and produced by Caryn Mandabach Productions in collaboration Tiger Aspect Production for the BBC. Distributed by Endemol Shine International across more than 180 countries, Peaky Blinders has a worldwide fan base. When the VR experience arrives they’ll come face-to-face with new and well-known characters, infiltrating the underground criminal world to undertake a covert and unorthodox mission to defeat a rival gang.

Peaky Blinders
Image Credit: Photographer: Robert Viglasky, Caryn Mandabach Productions Ltd & Tiger Aspect Productions Ltd 2016

“This is Maze Theory’s first AI enhanced immersive drama and we are incredibly excited about the unrivalled and entirely new experience this gives players,” says Russell Harding, Executive Producer at Maze Theory. “They will literally be part of Peaky Blinders’ world and be able to interact with characters in ways no one can predict. Fans of the cult show have been calling out for this type of experience and we’re honoured to be giving it to them. This is future of entertainment!”

As production continues and more details are revealed, VRFocus will keep you updated.

Peaky Blinders Is Getting A VR Game Backed By A New AI Initiative

Peaky Blinders VR 2

Popular BBC crime drama Peaky Blinders is soon to get the VR treatment, and it’s backed by an intriguing new AI initiative.

Set to release next year, the game is developed by London-based Maze Theory. That name might not be familiar to you just yet; this is a new studio that’s also working on promising adventure title, The Vanishing Act. Peaky Blinders, meanwhile, will offer fans a chance to travel to post-war Birmingham and join the titular crime gang, which in the show is run by Cillian Murphy.

Crucially, though, the game will be the first to utilize a new AI performance technology Maze Theory has been working on. Maze Theory has been awarded an unspecified amount of funding from the UK Government’s Audience of the Future Programme to power much more believable characters in VR.

The company says this tech will allow characters in the virtual world to respond to various aspects of the player’s body language. That includes gestures, movement, voice and sound. The goal is to bring virtual character interaction in VR up to a much more authentic level. We’ve reached out to Maze Theory to find out more about the tech.

As for the game, the studio says to expect to meet characters both old and new. You’ll also visit iconic locations from the series. Maze Theory is playing things close to its chest right now, so the in-development image above is all we have to share at this time.

Peaky Blinders VR will launch on ‘all VR platforms’ next spring.

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The Vanishing Act Recaptures The Magic Of Room-Scale VR Storytelling

The Vanishing Act Recaptures The Magic Of Room-Scale VR Storytelling

Remember your first steps in VR? I know I do: they were in Cloudhead Games’ The Gallery, and I was afraid I might accidentally step on virtual broken glass and cut my foot. It was one of those rare moments in that, just for a fleeting second, I was fully immersed in the world around me. The ability to walk played a big part in that. Launch-era VR was full of these kinds of revelations, from the haunted square spaces of Chair in a Room to the frantic freedom of Job Simulator. Sadly, you don’t really see much of it anymore.

You can understand why; the reality is that many of us don’t have enough open space to make full use of room-scale tracking, at least not without breaking a mirror or two. For now, the industry seems to be settling on functional — if less-immersive — smooth locomotion as an alternative. Maze Theory hasn’t forgotten the magic of room-scale VR, though, and it’s exactly what makes The Vanishing Act so enticing.

We covered the launch of this new UK-based studio a few weeks back. The team caught our eye not because it was promising to make the biggest VR games or the best multiplayer, but with a pledge to focus on genuinely unique VR storytelling. The Vanishing Act is proof of that: it’s a tight narrative experience that mixes the jungle gym physical thrills of something like Triangular Pixel’s Unseen Diplomacy with the thoughtful, environment-driven storytelling of more traditional games like last year’s What Remains of Edith Finch.

“I think people have got to push this where they can.” Marcus Moresby, VR Director at the studio, tells me, likening this strand of VR to immersive theater. “I want there to be intrigue within this project where people will talk about their thoughts, like underlying little theories and secrets that people won’t find on their own but might uncover them together.”

“I almost think there’s a bit of an interesting quandary in VR,” CEO Ian Hambleton adds. “People that have got it are the gamers at the moment, but it’s maybe even more mass market, ironically. Because it’s really suited to this kind of entertainment.”

Story-wise, the experience’s premise touches upon well-worn themes for VR. Dr Pelham, an acclaimed inventor, is working on his greatest creation yet, a machine that lets you explore other people’s memories. Pelham perishes under mysterious circumstances, though, and the multi-billion dollar company funding his research employs you the jump into his past using the machine and uncover the whereabouts of his research so that work on the project might continue. Suffice to say it’s not as straightforward as it sounds.

The Vanishing Act struck me as a more somber take on Inception, not just in its plot but in how the real intrigue comes from the worlds it creates. Starting on the top of what looked like a temple, I sheepishly navigated around an open space as if learning to walk again after two years of VR rooted to the spot. As I grew accustomed to my surroundings, an elevator appeared, inviting me in and taking me to another floor. Here I found tight corridors that would shift around as I rounded right-angled corners, aware that the piece was cleverly plotting a path around its room-scale limits.

Much of the intrigue comes from this constant reinvention of the environment. Traversing The Vanishing Act’s connecting rooms really makes you feel like you’re really there, establishing a crucial sense of presence for when you step into larger spaces. In these, you’ll find sets from Pelham’s past life, lovingly littered with memorabilia like Nintendo consoles and posters that paint a picture of a childhood many of us can relate to. It’s a little like Ready Player One’s own nostalgia-driven worldbuilding.

At one point the corridors are traded in for a marshy woodland, giving a bit more of a sense of freedom and expansion as I navigate paths lined with trees and rocks that let me look out beyond. These scenes were captured using photogrammetry, providing stunningly realistic environments. As I explore, I hear narration from Pelham himself. Admittedly, though, it’s hard to pay attention to what’s being said when you’re so lost in discovering the world around you, which the developers acknowledge and say they’re looking into addressing.

With the space to walk, then, The Vanishing Act is a delight. I couldn’t wait to jump back in and regain the tangible sense of really existing in that environment. Hambleton and Moresby also note they’re exploring the possibility of more gamified elements, including escape room-style puzzles and perhaps even subtle multiplayer integration akin to thatgamecompany’s Journey. “If it’s got multiplayer in it I want it to be in a very passive way,” Moresby says. “There might be certain things you can only unlock two of you together.  Because it has been written with an individual person in mind.”

That’s all well and good, but there’s an elephant in the room, large enough to stop people from having the full room-scale experience. “A lot of the spaces are designed for that three-meter room-scale,” Morseby continues, further explaining that the team will look at integrating adaptive scaling based on tracking space and alternative movement methods so that anyone can play. Location-based VR is also a possibility; Hambleton suggests an ‘ultra-premium’ version with expanded space available to buy at home or come and see in the lobbies of movie theaters and shopping malls, an idea that IMAX is still exploring with its own VR arcades.

There’s still much to decide about the nature of The Vanishing Act itself, including where the story will lead viewers. What I saw felt more like a taste of the tone and type of storytelling on offer rather than a tease of the plot itself, but it was enough to have me thinking Maze Theory might be onto something memorable.

“As a studio we’re not going to even try to get into that first-person shooter stuff, that’s not our passion.” Hambleton adds. “I think people might be really pleasantly surprised that they might prefer this but it’s not the reason they buy an Oculus. I think it might be something that you stumble upon.”

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Industry Veterans Form New VR Studio In London

As the virtual reality (VR) industry grows and develops, it is seeing a surge of interest from established figures within the videogame industry. The latest industry veterans to turn their hands to VR are Geoff Heath and Mark Hardy, who have formed a new VR studio in London.

The new studio has been named Maze Theory, and its first VR experience, titled The Vanishing Act is already in alpha, having previously been worked on in its earlier stages by Found Studio.

The Vanishing Act

Geoff Heath is the former Activision European MD, while Mark Hardy comes from PlayStation as its former European Marketing Director. The two have teamed with creative agency Output Group to put together the new venture.

Heath will be acting s non-exec board member, bringing his experience as one of the founders of Activision Europe, with Hardy also on the board along with Dr David Ranyard, who previously oversaw the VR output from Sony’s London Studio. Studio Output founder Ian Hamilton will be acting as CEO of the new studio for day-to-day operations. Mrcus Moresby will be working as Creative Director.

“It’s a really exciting time to be involved in virtual reality, especially with the technology gaining traction with video game producers and rolling out at experiential events and visitor attractions,” says Heath, “Maze Theory’s going to redefine the virtual reality experience by combining the latest VR technology with Output Group’s vast experience in animation, games development, film production and storytelling to create truly immersive games.”

Hardy added: “The games industry is continually evolving and virtual reality is a natural progression. With Maze Theory we want to drive innovation in the sector and produce best in class VR games that will help to drive the technology forward.”

As always, VRFocus will bring you further news on The Vanishing Act and other VR projects from Maze Theory as it becomes available.

Maze Theory: Neues VR-Studio von Activision- und PS-Veteranen

Ein neues VR-Studio mit prominenter Besetzung öffnete kürzlich in London seine Pforten, um nach eigenen Angaben VR-Erfahrungen völlig neu zu definieren. Mit Maze Theory gründeten Geoff Heath (Managing Director von Activision) und Mark Hardy (European Marketing Director von PlayStation) in Partnerschaft mit Output Group ein neues Entwicklerstudio mit alleinigem Fokus auf VR-Produktionen sowie Storytelling. Die erste VR-Erfahrung The Vanishing Act befindet sich bereits in der Alpha-Phase.

Maze Theory – Neues VR-Studio mit prominenter Besetzung

Die beiden Urgesteine der Gaming-Industrie Geoff Heath und Mark Hardy gründeten kürzlich in Kooperation mit der Kreativagentur Output Group das neue VR-Studio Maze Theory, das mit kreativem Storytelling bisher nie da gewesene VR-Erfahrungen entwickeln möchte.

Geoff Heath war European Managing Director von Activision und weist mehr als 40 Jahre Erfahrung in der Spiele-Industrie auf, während Hardy als European Marketing Director von PlayStation fungierte. Auf sein Konto ging das europäische Marketing-Management der PlayStation 2, PlayStation 3 sowie des PlayStation Networks. Außerdem war er für die weltweite Vermarktung von Singstar zuständig. Neben den beiden Galionsfiguren treten weitere Veteranen dem neu gegründeten Unternehmen bei. Dazu zählen Dr. David Ranyard (ehemaliger Head of Sony London), Ian Hableton als CEO sowie Marcus Moresby als Creative Director.

Hardy sieht die Zukunft der Videospielindustrie in der virtuellen Realität, wie in folgender Aussage deutlich wird: „Die Spieleindustrie entwickelt sich kontinuierlich weiter und Virtual Reality ist dabei die nächste natürliche Evolutionsstufe. Mit Maze Theory möchten wir für noch mehr Innovation in diesem Sektors sorgen und hochklassige VR-Spiele entwickeln, die dabei helfen, die Technologie voranzutreiben.”

Das neue VR-Studio arbeitet bereits an ihrem ersten Projekt namens The Vanishing Act, das sich derzeit in der Alpha-Phase befindet. Der VR-Titel wurde vorher von Entwicklerstudio Found Studio entwickelt, das Teil der Output Group war.

Wann das erste VR-Projekt The Vanishing Act veröffentlicht wird, ist derzeit jedoch noch unklar.

(Quellen: Upload VR | Games Industry | Video: Maze Theory Vimeo)

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Maze Theory Is A New VR Studio From Ex-PlayStation, Activision Figureheads

Maze Theory Is A New VR Studio From Ex-PlayStation, Activision Figureheads

A new London-based VR studio is hoping to “redefine the virtual reality experience” with a focus on storytelling.

Formed in partnership with Output Group, Maze Theory, as the studio is called, will be entirely focused on VR development and is already in production on its first experience. The company was founded by former managing director at Activision Europe, Geoff Heath, and Mark Hardy, who previously worked for PlayStation as European marketing director. Heath brings over 40 years of experience in the gaming industry to Maze Theory, while Hardy’s time at PlayStation saw him help launch the PlayStation 3.

Dr. Dave Ranyard, former director at PlayStation VR Worlds developer Sony London and now head of Dream Reality Interactive, also joins the team as a board member, while Output CEO Ian Hambleton will run the company.

“It’s a really exciting time to be involved in virtual reality, especially with the technology gaining traction with video game producers and rolling out at experiential events and visitor attractions,” Heath said in a prepared statement. “Maze Theory’s going to redefine the virtual reality experience by combining the latest VR technology with Output Group’s vast experience in animation, games development, film production and storytelling to create truly immersive games.”

The team’s first VR project is The Vanishing Act, which is already in Alpha. In fact, the game was previously in development under the VR arm of Found Studio, a division of Output. The experience sees players retracing the steps of an inventor that creates a machine allowing you to see other people’s memories. Early test footage for the project can be seen below.

The Vanishing Act – Tech Demo Footage from MazeTheory on Vimeo.

No word yet on when The Vanishing Act will release (under Found it was billed for a late 2017 launch), but look for more from Maze Theory soon.

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