Oculus Co-founder’s New Game Studio Isn’t Focusing on VR (for now)

Nate Mitchell, Oculus co-founder and former Head of VR Product at Facebook, has opened a new game studio called Mountaintop Studios. Despite pioneering the first wave of consumer VR, Mitchell says Mountaintop isn’t focusing on VR just yet.

Talking to GamesIndustry.biz, Mitchell said this, responding to whether Mountaintop would ever produce VR games:

“The short version is nothing has changed. The developers working in VR today are trailblazing some incredible gaming experiences—Half-Life: Alyx, for example—and I’m super excited to see what they build next.

“We haven’t left VR behind at Mountaintop—and I doubt we ever will—but it’s unlikely our first title will be VR.”

Mountaintop has a number of positions available, however none of them specify VR/AR experience as a prerequisite. Instead, the studio appears to be focused on creating multiplayer games for traditional platforms.

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Google Takes a Step Closer to Making Volumetric VR Video Streaming a Thing

“Games are a reflection of the teams that make them. So to make the best games, we’re building a studio that puts the team first — one that’s collaborative, anti-crunch, diverse, and inclusive,” Mitchell says in a blog post.

Mitchell left Facebook back in August 2019, representing the final Oculus co-founder to leave the company.

Mountaintop also includes co-founder Matt Hansen, a former Executive Producer at Oculus, Hidden Path’s Mark Terrano, and Naughty Dog’s Richard Lyons—a team seemingly fit for the task of building a VR game, but alas.

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Oculus’ Nate Mitchell new Venture is Mountaintop Studios

Nate Mitchell Header

Oculus co-founder Nate Mitchell was one of the last of the original group to leave the virtual reality (VR) headset maker, announcing his departure almost a year ago. Now he’s announced his latest venture, a new videogame studio called Mountaintop Studios.

Mountaintop Studios

Mitchell has founded the studio alongside former colleague Mark Terrano (previously creative director at Oculus), Naughty Dog artist Rich Lyons and Matt Hansen who was previously Executive Producer at Oculus and COO at Double Fine prior to that.

They’ve not revealed a project just yet but the mission statement notes the studio is about: “creating multiplayer games for players who crave a challenge. We’re creating the types of games that bring people together — and keep them together for “just one more round.” The types of games that inspired us as kids. The games that become our hobbies, and sometimes our obsessions.”

With a team having such a strong background in VR the hope would be that expertise will be used to create some exciting immersive content. Currently, there’s been no mention regarding VR but it’s still early days with the company in the process of recruiting across a range of job roles.

In a blog post, Mitchell does note the plan is to build a ‘different kind of studio’, saying: “We’re an independent, remote-first studio primarily located in the US. Since we love working in smaller teams where amazing ideas can come from anyone, we’re building toward a mid-sized studio.

“Games are a reflection of the teams that make them. So to make the best games, we’re building a studio that puts the team first — one that’s collaborative, anti-crunch, diverse, and inclusive.”

Details on Mountaintop Studios’ first title likely won’t be revealed until at least 2021. If VR is involved, VRFocus will let you know.

VRecap #4: LA Noire PSVR, Mitchell Moves And Win No Man’s Sky!

Hey, you. Yes, you. Tear yourself away from No Man’s Sky for a second; it’s time for the VRecap.

Yes Hello Games’ hugely anticipated VR update hit this week. But, as you’ll likely know, things haven’t gone according to plan so far. Surprisingly, we’re not just talking No Man’s Sky this week; Oculus is saying goodbye to its last co-founder and the cat might be out of the bag on LA Noire for PSVR.

Then, as usual, we’ll round up some of the biggest new releases which, yes, does include No Man’s Sky. It’s also a pretty big week for Quest fans with not one but three new games. Who has the money for that?

Oh and we’re doing another giveaway! Can you guess what might be up for grabs this week? If you said Pinball FX2, you’re wrong. It’s No Man’s Sky. Did you know No Man’s Sky got VR support this week? News to us. We’ve got five SteamVR codes up for grabs for all you Rift, Vive, Index and Windows VR fans.

Anyway, we’re onto recap number 4 now and things seem to be going pretty smoothly. Still, we’re all ears if you have suggestions about how to change the show for the better. We are not all ears for nasty comments, though. In fact, we specifically close our ears for that. Don’t do those.

Have a great weekend! Maybe set an alarm for Sunday night otherwise you might find you jump out of No Man’s Sky midway through Monday.

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Nate Mitchell is the Final Oculus Co-founder to Leave Facebook

Nate Mitchell, Facebook’s Head of VR Product, and the last of Oculus’ co-founders, has announced that he’s leaving the company.

Mitchell was among five core people at the inception of Oculus in 2012, which also included Palmer Luckey, Brendan Iribe, Jack McCauley and Michael Antonov, all of which have now departed the company following the 2014 Facebook acquisition.

Mitchell announced his departure on the Oculus Subreddit on Tuesday.

Hey everyone — I have some bittersweet news to share with this community. After 7 incredible years, I’ve decided to move on from Oculus / Facebook.

When we posted the Kickstarter in 2012, VR was mostly the stuff of science fiction. We didn’t know if people would take us seriously. We weren’t even sure we’d hit our original $250k target. But this community from around the world came together and helped make VR a reality. Fast forward just a few years later, and VR is changing people’s lives every day. This is because of you.

Virtual reality is still on the bleeding edge of technology, and this community continues to pioneer the way forward. What’s ahead is always unknown, and that’s what makes it exciting. Stay bold and keep chasing the future.

What’s next for me: I’m taking time to travel, be with family, and recharge. Of course, I’ll still be part of this community, but I’ll have a much smaller role to play.

I expect the incredible team at Facebook to continue to surprise and delight us on this mission to build the next computing platform. I can’t wait to see what comes next.

To everyone here: Thank you for your passion and creativity. Thank you for believing in the impossible. Thank you for inspiring us everyday.

Thanks for 7 amazing years.

Nate

According to Mitchell, he started at Oculus as the company’s VP of Product, became Head of Rift in 2016, and then Head of VR Product at Facebook in 2018.

His departure follows Jack McCauley who left in 2015; Palmer Luckey who left in 2017, reportedly pushed out for his political views; Brendan Iribe who left in 2018, reportedly due to disagreement over the future direction of the Oculus Rift; and Michael Antonov who left this May.

Mitchell’s departure marks an end of an era, and effectively a total transition of the original Oculus leadership to those chosen by Facebook.

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Zuckerberg to Shareholders: 'Quest is selling as fast as we can make them'

Despite the string of departures since the acquisition, Facebook seems pleased with the sales of its latest mobile VR headset, Quest, and is signalling continued belief in its vision of developing AR and VR technology.

“The reason augmented and virtual reality will deliver a qualitatively better experience than traditional computing platforms is that they deliver the feeling of presence—that you’re actually there with another person or in another place,” Facebook CEO Mark Zuckerberg recently told shareholders. “The feeling of presence is so important to social interactions and how we’re wired to interact as people. So even if it has taken longer than we expected to deliver this at scale, I continue to believe that this will be one of the most important contributions we make to the way we all use technology over the long-term.”

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Oculus Founder Nate Mitchell Departs Facebook

Oculus co-founder Nate Mitchell is leaving Facebook.

Facebook confirmed the departure Mitchell announced via a note to Reddit:

“Hey everyone — I have some bittersweet news to share with this community. After 7 incredible years, I’ve decided to move on from Oculus / Facebook.”

“When we posted the Kickstarter in 2012, VR was mostly the stuff of science fiction. We didn’t know if people would take us seriously. We weren’t even sure we’d hit our original $250k target. But this community from around the world came together and helped make VR a reality. Fast forward just a few years later, and VR is changing people’s lives every day. This is because of you.”

“Virtual reality is still on the bleeding edge of technology, and this community continues to pioneer the way forward. What’s ahead is always unknown, and that’s what makes it exciting. Stay bold and keep chasing the future.”

“What’s next for me: I’m taking time to travel, be with family, and recharge. Of course, I’ll still be part of this community, but I’ll have a much smaller role to play.”

“I expect the incredible team at Facebook to continue to surprise and delight us on this mission to build the next computing platform. I can’t wait to see what comes next.”

“To everyone here: Thank you for your passion and creativity. Thank you for believing in the impossible. Thank you for inspiring us everyday.”

“Thanks for 7 amazing years.”

Mitchell’s departure from Facebook was preceded by Oculus co-founders Palmer Luckey in 2017, former CEO Brendan Iribe in 2018 and Michael Antonov earlier this year.

Mitchell was the last remaining Oculus co-founder working at Facebook. Led by Mark Zuckerberg, Facebook bought the VR startup Oculus in 2014 for more than $2 billion.

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Oculus Quest & Rift S Controllers Could Hide an Unintended Easter Egg Message Inside

Nate Mitchell, Oculus co-founder and head of VR product at Facebook, revealed that a number of Touch controllers for Quest and Rift S hold an unintended hidden message inside, something he calls “inappropriate.”

Although Mitchell admits in a tweet that hidden messages made them to what he calls “tens of thousands” of internal developer units, an unspecified number of production controllers are already on their way to retail including the messages “This Space For Rent” and “The Masons Were Here.”

Some units that made it out to developers read: “Big Brother is Watching,” and “Hi iFixit!”

Image created with photo courtesy Oculus

Mitchell explains in a followup tweet that while he appreciates Easter eggs, the messages were “inappropriate and should have been removed. The integrity and functionality of the hardware were not compromised, and we’ve fixed the process so this won’t happen again.”

While we haven’t seen the guts of the new Touch controllers to confirm, the single photo of the message “This Space For Rent” appears to be a small ribbon cable, possibly similar to the one found on the original Touch controllers leading to the main PCB. Alternatively, it could be a rubber gasket, although there’s no telling without an actual peek inside the controllers.

The original Oculus Touch, Image courtesy iFixit

Considering both Rift S and Quest come bundled with the same Touch controller, users buying either product could find a hidden message when cracking them open for a look. If the new Touch controllers are anything like the last though, accessing the internals could take what iFixit says in their original tear down a battle against “a thick layer of adhesive.”

As far as hidden messages go they all seem fairly innocuous, although even in jest, hinting at the possibility that Facebook is actively watching you every move like “Big Brother,” or has anything to do with the Freemasons, a group often cited in conspiracy theories, probably isn’t a good look for the company.

Whatever the case may be, it looks like a product engineer had their fun, and in the process has created a unique collectible for anyone building their future museum of interesting tech from the still very early days of consumer VR.

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GDC 2019: Oculus Explains Why Rift S Doesn’t Have Mechanical IPD Adjustment

GDC 2019: Oculus Explains Why Rift S Doesn’t Have Mechanical IPD Adjustment

Facebook’s new VR headset, Oculus Rift S, brings a lot of additions to the table. But it’s also taking away a few things over the original Rift. One such feature is the ability to adjust the interpupillary distance (IPD) mechnically.

IPD simply refers to the distance between your eyes. Everyone has different measurements and that can change how we all perceive the 3D effect inside VR. On the Rift, you could adjust the screens to your IPD with a slider at the bottom of the screen. On Rift S, however, Oculus is changing that up for a digital solution. But why get rid of the mechanical solution in the first place?

“Experience and cost are the two main trade-offs. Basically, when it comes down to it, ultimately what we decided to do is go with this LCD panel, single LCD panel,” Oculus VP of Product Nate Mitchell told UploadVR.

“So you need two screens to do the mechanical IPD adjust, so that wasn’t enough. You can do some things like we could have had an adjustment for the optics but what we’re going with a digital IPD adjust where you actually adjust the IPD in the settings and then we adjust the images on the screen.”

Mitchell suggested this option might be something you access on Oculus Dash. He also noted that this solution might not be “perfect for everyone” but, then again, neither was the original solution. “We actually have a problem with IPD adjust in that a lot of users don’t understand how it works, what it does, so often at times what they’ll do is set the wrong IPD anyway,” he added.

“Now, all that said, we still want to be supporting everyone,” Mitchell concluded. “Quest features IPD adjust, just on Rift S it ultimately didn’t make sense to include.”

Rift S launches this spring for $399.

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GDC 2019: Original Oculus Rift Will Be Supported ‘For The Foreseeable Future’

GDC 2019: Original Oculus Rift Will Be Supported ‘For The Foreseeable Future’

Following today’s announcement of the Oculus Rift S, Oculus stated that support for the original Rift isn’t going anywhere. At least for a while.

Speaking to UploadVR, VP of Product Nate Mitchell states that “[Oculus] are planning to support Rift for the foreseeable future. All our new content is coming out on Rift. Rift S is just gonna be its replacement.”

This shouldn’t come as too much of a surprise. Rift S may be replacing the original Oculus Rift but not everyone will make the jump. Some VR fans will likely want to stick with the outside-in tracking system seen in the first Rift. With three sensors, it offers a full 360 degrees of tracking. Rift S, meanwhile, uses a sensor-free inside-out system. There are five cameras mounted to the kit for extensive tracking.

Oculus says that this will allow the Rift S to play any Rift game, but we won’t know how more demanding titles like Echo VR hold up until we’ve tried them for ourselves. For what it’s worth, Rift S performed very well when we tried it on games like Asgard’s Wrath at GDC this week.

Presumably, there will come a day when Oculus stops supporting the external sensor setup. We doubt that will happen any time soon, though. No doubt Oculus will be watching its stats very closely over the coming months and years to decipher when it will push that button.

Rift S is launching this spring for $399. Will you be making the upgrade or do you want to stick to the original Oculus Rift for now?

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GDC 2019: Oculus Explains Why It Partnered With Lenovo On Rift S

oculus rift s top camera insight

The reveal of the Oculus Rift S at GDC this week was one of the industry’s worst kept secrets. What was better hidden, though, was the fact that Rift S is built in partnership with Lenovo. It’s even got a Lenovo logo on the side.

Oculus is no stranger to partnering up with manufacturers, at least on mobile VR hardware. Its first-ever headset, Gear VR, was made with Samsung and it collaborated with Xiaomi on the Oculus Go. Still, building a successor to the Rift with another partner seems strange. VP of Product Nate Mitchell says the decision was fairly straightforward, though.

“In the case of Rift S, we saw the opportunity to build through this evolutionary version of Rift,” Mitchell told us. “And we decided to ourselves, ‘Hey it would be great if we could partner [with someone] who can speed to market, who can help us take off some of the heavy lifting from our team and ideally bring some of their own expertise.'”

Lenovo was apparently quick to emerge as an ideal partner. “They’ve just done a lot of products in AR and VR so they’re very knowledgeable, actually, about what works and what doesn’t,” Mitchell added.

Indeed, Lenovo has both VR and AR headsets. For the former, it was a part of Microsoft’s line of Windows VR headsets that released in 2017. It also partnered with Google to release the Mirage Solo standalone headset for Daydream in 2018.

“So sitting down with them to design Rift S was actually a lot of fun,” Mitchell concluded. “And, ultimately, they did help in a really big way, bringing this product to market faster and [making it] more affordable.”

Even with Mitchell’s explanation, we can’t help but wonder if the real reason is a little different. Last year Lenovo revealed it had come to an agreement with Sony Interactive Entertainment. The deal allowed Lenovo to keep using the halo-ring design for the Mirage Solo. Fast forward to today and Rift S is using the same halo ring. We don’t know the true specifics behind that deal, but it may be why Oculus sought out Lenovo in the first place.

Rift S is due to launch this spring for $399.

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‘So…What Really Did Happen With Palmer [Luckey]’

‘So…What Really Did Happen With Palmer [Luckey]’

A book out next week tells the story of the founding of Oculus VR based on hundreds of interviews across several years.

I read an early version of the Harper Collins book by Console Wars author Blake Harris. We’ve decided to refrain reporting certain elements of the book until we verify information, or until we read the finished edition which arrives February 19.

The draft I read, however, is an intimate portrait of Palmer Luckey, Nate Mitchell, Brendan Iribe and other key members of the Oculus founding team. They assembled in 2012 to realize consumer VR and just two years later were acquired by Facebook for $3 billion. Written in a “narrative non-fiction” style, the final section of The History Of The Future follows the path Luckey took after September 2016, when a Daily Beast article tied him to “secretly funding Trump’s meme machine.” It ends after Luckey’s departure from Facebook in March 2017.

Though we broke news of Luckey’s exit, Facebook representatives wouldn’t say at the time whether the departure was voluntary. Instead, they said he’d be “dearly missed.” Luckey was also quiet on the subject despite lasting questions surrounding the misleading public statement he issued.

In April 2018, Senator Ted Cruz asked Facbook CEO Mark Zuckerberg about it:

Late last year the Wall Street Journal reported Luckey “was put on leave, then fired.”

From the Wall Street Journal:

“Internal Facebook emails suggest the matter was discussed at the highest levels of the company. In the fall of 2016, as unhappiness over the donation simmered, Facebook executives including Mr. Zuckerberg pressured Mr. Luckey to publicly voice support for libertarian candidate Gary Johnson, despite Mr. Luckey’s yearslong support of Mr. Trump, according to people familiar with the conversations and internal emails viewed by The Wall Street Journal.”

VP of VR/AR at Facebook Andrew “Boz” Bosworth published on his Twitter the statement “we did not pressure him to say something untrue.”

I’ve reached out over direct message to Oculus co-founders Nate Mitchell and Brendan Iribe in hopes of understanding what happened in Luckey’s final months at the company. Iribe has not responded to my messages. I also reached out to Luckey, who responded but declined to comment publicly until the book’s release. I received the following statement over email attributed by Facebook PR to Mitchell, Head of VR Product:

It’s certainly surreal to see such a huge part of our lives turned into a few hundred pages. The book’s dramatization of our history is not always consistent with what happened, and some of the stories are definitely not reflective of our real relationships. That said, what I hope people take away is the spirit of Oculus: we lived, dreamed, and breathed VR. We worked to build something that would make the community proud, and it wasn’t easy nor without mistakes. VR has always been much bigger than just Oculus, and I’m looking forward to what this community builds together in the next 10 year chapter.

Harris sent an email late last week circulating with Facebook employees working on the VR and AR teams. I read the email, which is included at the bottom of this post, and based on my reading of Harris’ book and that email, I originally put the following questions to Facebook:

  • Did Facebook representatives give false information to Blake Harris in characterizing certain aspects of Palmer Luckey’s last eight months at Facebook?
  • Did Mark Zuckerberg (or anyone above Luckey in the reporting structure) have any input, prior to publication, on the content of Luckey’s misleading public statement?

Responses I received from Facebook do not answer those questions. Instead, I received statements which rephrase earlier positions expressed through Bosworth.

“We told Palmer that any mention of politics and who he’s voting for was up to him,” one recent statement reads.

Prior to the Mitchell statement a Facebook spokesperson wrote in a message  “The book doesn’t get everything right,” without providing a specific example.

Below is Harris’ email to Facebook VR/AR employees. I’ve removed Harris’ personal contact information from the email but it is otherwise presented verbatim:

Dear Intrepid Oculus and/or Facebook Employee,

By design, this email is going out to a combination of people I know and people I don’t. It is my hope, however, that this message and/or the chapter attached finds its way to anyone who might find the details relevant…

In fact, I should probably begin by introducing myself: I’m the author of a book called Console Wars (which came out in 2014) and I’ve spent the last few years conducting hundreds of interviews and doing extensive research for a book about Oculus/Facebook (which comes out later this month). And as some of you may also know: for 2+ years of that time, I did so with the support of Oculus/Facebook.

In April 2018, however, my access came to an abrupt halt. I’ll get to why below, but I wanted to first address some of the talking points that I know certain managers have already started deploying to describe me and my work: [For those of you short on time, I’ve put some of the most salient points in BLUE]

1) “We’re very curious to see how accurate it ends up being once we have a copy.” 

Facebook has had a copy of my book since early January. And not only have numerous people already read through it, but select employees have already received reports about content that pertains to them.

2) “We’ve heard from some folks that the book will focus heavily on (sometimes manufactured) drama, particularly around Palmer.” 

The book is primarily a founding story, so—unsurprisingly—there is a lot about Palmer Luckey in the first third of the book. And—given how much effort went in to suppressing the details of his final months at Facebook—there is a lot of Palmer Luckey in the final third of the book.

But the suggestion that I “manufactured” drama is as silly as it is false. Because the truth is that—much to the chagrin of my publisher!—I turned in my finished manuscript two years late (and twice as long as expected) because I had too much drama to work with. Between the unusual origins of Oculus, the unlikely resurrection of virtual reality and the unexpected multi-billion-dollar acquisition (followed by an even more unexpected multi-billion-dollar lawsuit), I had an embarrassment of riches to work with. And in the end, my most difficult challenge was paring things down, not making things up!

Not only that, but in the course of my researching this book, I managed to obtain thousands upon thousands of archival documents. Emails, text messages, internal memos, etc. In fact, I found so much of this material to be so engaging that—as often as wouldn’t disrupt flow—I directly inserted these emails/messages/memos into the book verbatim.

That said, as with any book, all my research does not guarantee 100% accuracy. In fact, part of the reason I wanted to write this email is to let employees know that if they end up reading my book and discover any factual (or even contextual) errors, I absolutely welcome their feedback. It will be embarrassing for me, of course, to learn that after so much work I still may have missed a few things; but at the end of the day I care way more about the integrity of this book than me ego so please, if you see something that looks inaccurate, flag it for my attention so that I may further research the situation and make any necessary changes for further editions of the book.

For example, the 39th chapter of the book (entitled “Lockdown”) deals with the behind-the-scenes drama that stemmed from the differing views of Oculus leadership and Mark Zuckerberg with regards to the openness of Oculus’s platform. Even though that chapter alone is based on hundreds of emails and numerous interviews about the situation, it has been brought to my attention that the conclusion of that chapter (i.e. the resolution that led to allowing “Unknown Sources” to run on the platform) does not match with the recollection of all those involved. So that is something that I will be further researching and, if change is warranted, I’ll note this (along with any others) on my website so that it’ll be properly disclosed until an official revision can be made in the next edition of my book.

Typically, to minimize potential inaccuracies, I try to share in advance portions of my work with those that the work is about. This, of course, bestows them with no editorial power, but it does provide a chance to catch possible errors so that I may do further research/fact-check prior to publication. And—as with every piece of non-fiction that I’ve ever written—it was my plan to do the same here. But that plan came to an end in April 2018, when Facebook instructed their employees to cease “any and all contact” with me. Which I’ll explain in more detail here…

3) “We worked with Blake early on, but we stopped when he broke trust with us more than once”

Historically, when a journalist is said to have “broken trust,” it means that they either outed anonymous sources, or they published off-the-record information. That, however, is not at all the case here. I am pleased to say that nowhere in my book does it include any information that was obtained off-the-record; nor does any of the content threaten to out the identities of the many, many sources who shared critical details and/or documents with me.

So what then, here, is meant by “broke trust with us”? Easy: “broke trust” is a euphemism for “wouldn’t print what we wanted.” And the reason why I wouldn’t print what Facebook wanted (and what was being told me to me from a variety of sources [several of whom rank high enough to officially speak on behalf of the company) was because many of the things that I was being told turned out to be untrue—particularly with regards to the termination of Palmer Luckey, and his final six months at the company. 

To be clear: this was not a “he said, she said” situation; if for no other reason than the fact that Palmer was legally prohibited from talking to anyone about what had happened, so I didn’t even have a “she said” side of the story. Instead, what I had were firsthand archival documents that contradicted so much of what I was being told. 

I’ll spare naming the sources of the quotes below, but here is just a small sampling of what I was told: 

  • “We don’t discuss personnel issues” [which, of course, would soon be followed by “on background” discussions about personnel issues]
  • “Palmer didn’t follow proper protocols” [which, I would later learn, directly contradicts the results of the internal investigation that concluded in November 2016]
  • “I don’t even know if he supports Trump” [said by people who, in the months prior to the 2016 election, had directly asked Palmer if he supported Trump and were told “yes”]
  • [re: why, if Palmer supported Trump, he would then write a statement alleging plans to  vote for Gary Johnson] “This was all his call. That was his idea.”
  • “Obviously, we can confirm that he did write that statement. That was his statement. It was his idea.”
  • [re: the days, weeks and months after The Daily Beast article in September 2016] “It wasn’t like he just disappeared and never came back.”
  • “It wasn’t as though [this were] Soviet Russia, where he just disappeared one day”
  • “He chose to go on leave” [No, he did not]
  • “He continued making internal posts during that time” [No, he did not]
  • “And then ultimately, he decided it was time to move on” [I mean…come on! The guy wanted to remain at Oculus so badly that he literally offered to continue working there for free]

Now the question you’re probably wondering: why would high-level executives and otherwise generally smart people think that such obvious lies would make it to print? For a comprehensive answer, you’d have to ask them, but my suspicion would be that its due to a combination of the following:

  • They believed that if enough people told me the same lies over a long enough period of time then I’d have no choice but to believe and/or print what I was told.
  • They believed that since Palmer (and a handful of others) were blocked from speaking with me, then I’d receive minimal pushback to a false narrative.
  • In certain high-profile media situations—like when Mark Zuckerberg appeared on the cover of Vanity Fair—Facebook negotiates with journalists ahead of time to have approval over which quotes may be printed, and it is possible they assumed that such an agreement had been struck here.  
  • My narrative non-fiction writing style—which, by the design, does not directly source the information—made for the perfect opportunity to launder lies to the general public.

In fact, with regards to that last point, I don’t think it’s a coincidence that what ultimately triggered the dissolution of my access to Oculus/Facebook employees was my sharing a draft of a chapter written outside of my typical style. Within days of my sharing that chapter (which was essentially a straight-forward transcript-style Q&A), I was told by numerous employees that they had been barred from speaking with me.

That was very disappointing for me, but fortunately—by this point in the process—I had obtained more than enough information to capably tell this story. And though I am certain that my book is not without flaws (remember: if you see any, tell me!), I am incredibly proud of the work that I have done.

It is a great privilege to be the custodian of other people’s life stories, and—to me—it is also a great responsibility. For that reason, I wanted to write this email and let all of you know that if you have any questions, suggestions, or just want to shoot the shit about some of your experiences, I will always make myself available.

Thank you for your time, and for the great work you do with a technology I care deeply about.

Best,
Blake

P.S. Over the past two years, the number one question I’ve gotten asked by Oculus folks is “So…what really did happen with Palmer” In hopes of finally providing some of the answers that you’ve long-long-deserved, I’ve attached one of the chapters from towards the end of my book.

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