The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 2

The Virtual Arena

The second and final part of his report observing the current immersive Out-of-Home entertainment scene for VRFocus. In his latest Virtual Arena column, industry specialist Kevin Williams concludes his overview of the Free-Roaming VR sector in LBE, and looks at the key developments, and the next phase of investment as the market re-emerges.

Continuing the coverage of the impact that free-roaming out-of-home entertainment is having on the re-emerging market, we see that major IP and a continuation of business are driving the sector. While many tried to paint the post-COVID LBE VR market as doomed – the reality is that the market has started to re-emerge from lockdown and are seeing a return of their audience, while the operators that have survived the loss of business now look to the investment towards the next phase of establishing their prospects.

Battle Arena
Battle arena – Image credit: KWP

The Re-emergence of the Free-Roam Business

Establishing a full suite of VR entertainment experiences for the various needs of the entertainment venue business has been a constant challenge for many corporations. One of those that has established an important place in the market is VRstudios. Along with the company’s enclosure and free-standing VR platforms (‘ATOM’), they have also defined backpack VR arena experiences with their ‘FLEX’ VR game arena platform. Supporting from four to eight players in either small 25’x25’ to big 40’x40’ arenas, using their Attraction Management Platform (AMP) to integrate the hardware support working with the HTC Vive headset and HP backpacks.

The company before the pandemic had installed the first ‘FLEX Arena’ system in partnership with entertainment chain Dave & Buster’s demonstrating the value of adding a new attraction and revenue source to otherwise underutilized space. This level of flexibility opening the opportunity to venues of all scale to include a free-roaming arena in their offering. As with all their range, ‘FLEX’ is supported by the company’s overarching Attraction Management Platform (AMP) that handles content and operation of their systems – and also supports the VR sports competitive element of their platform, bringing an eSports capability to the ‘ATOM’ and ‘FLEX’, and free-roaming experiences, in general.

Nomadic VRthe company had initially wanted to develop their own videogame content, but after an initial process, reverted to a partnership to license a version of the popular zombie shooter from Vertigo Arcade (‘Arizona Sunshine: Contagion Z’). But soon the reality of what they offered impacted the plans of the operation. Long before the pandemic, Nomadic had closed its Orlando flagship venue (only open some eleven months) and plans for Las Vegas and Los Angeles sites were shelved. But the company has built on the valuable lessons it has learned from operating in the sector and during 2019 partnered on a major installation creating a pay-to-play LBE VR experience, Vader Immortal: Lightsaber Dojo, based on the consumer VR experience (Star Wars Lightsaber Dojo). In September it was announced that following this initial test, Nomadic and ILMxLabs would be partnering to make Lightsaber Dojo more efficient for family entertainment centres and arcades to operate in a tethered upright amusement version.

Vader Immortal Lightsaber Dojo

Backlight – known for their innovative VR escape game and arena-scale attraction has not been dormant during the lockdown period and are part of the new opening news. The Las Vegas-based AREA15 venue labelled as a 200,000-sq.,ft., “experiential art, retail and entertainment complex”, will be the flagship location for a brand new platform from Backlight – a 6,000sq.,ft., space that will have two groups of six play. The ‘OZ Experience’, pop-up LBE VR installation that will utilize backpack PC’s and offer a compelling attraction to support the eclectic mix of partners for this experimental entertainment venue. But Backlight has also been working on other projects launching this year based on their VR escape gaming and new innovative experience platforms. The company looking at rolling out their new innovative platform for wider deployment, most recently for their groundbreaking free-roaming experience Toyland: Crazy Monkey – combining a unique D-BOX motion seat system, married into the free-roaming experience, players take on hordes of toy enemies as they are shrunk into toyland.

Toyland
The motion seat part of the unique Toyland experience. Image credit: YMAGIS

While others are re-assessing their LBE VR aspirations, other new incumbents are entering the water and applying much of the lessons learned from theme park style attraction presentation. One of the veteran attraction manufacturers is Mack Ride (part of Mark International) and they have over recent years established a media-based interest. Launched in September YULLBEFull Body Tracking Free-Roaming VR Experience, developed by new division MackNeXT in cooperation with VR Coaster and Mack Rides. Working in calibration with motion tracking specialists Vicon, the YULLBE attraction offers two unique arena-scale experiences which can accommodate up to 32 users – what could be called an “Attraction-scale Platform.” The first being a fully tracked, backpack PC experience presented through the Pimax 4K VR headsets (customised for the attraction). But this is not a one-off installation, YULLBE is part of a roll-out of a chain of LBE VR centres across Europe.

YULLBE
YULLBE players don Pimax and PC backs. Image credit: MackNeXT

The European developer DIVR Labs has proven to be a strong developer of free-roaming VR experiences, most notable for their installation at the Hamleys Toy Store in Prague in the Czech Republic. The operation reconfigured the basement of the toy store to turn it into the Golem VR attraction. An arena-scale immersive experience that was based on the 15th Century Prague folk law, where Rabbi Löw created a creature known as a Golem. The attraction employing backpack PC’s, Oculus Rift CV1 headsets and the use of Ultraleap hand tracking – players in groups of four traversing the virtually created cityscape, the environment employing physical as well as virtual effects with great results.

Building on this success and the DIVR team started to roll out several experiences at new locations but were impacted by the lockdown of business with the global situation. Now re-emerging from this lockdown and the company reveals its first new installations at the Premium Outlet Prague Airport called Meet the Dinosaurs. The free-roaming time-travelling dinosaur experience transporting groups of four players back 80 million years, in an area of ​​150 square meters (players using backpack PC’s and HP Reverb headsets). Quickly following on from this, and the third DIVR location opened in the UAE.

DIVR Labs

One of the European developers that has grown a strong following in the LBE VR, is Swiss-based TrueVRSystems. Having been one of the first to develop an effective free-roaming platform incorporating multi-player and physical effect immersion – the operation has gone on to license its platform across numerous sites. During last year, the company announced plans to expand the level of capacity of their virtual worlds, accommodating 10-player simulations. This was the fifth VR arena-scale experience created by the company, supporting the OptiTrack system, and running on Oculus Rift CV1 headsets – with the use of the StrikerVR weapon system. At the time leading up to lockdown, the operation had content licensed across some 13 venues, with plans for new US and EU venues. 

A crowded landscape of free-roaming developers and one of the early developers is VEX Solutions – with a suite of different VR applications, the company has their VEX Adventure turnkey platform, offering 6m x 6m virtual arena for players for up to four PC backpack wearing players, using HTC Vive headsets, including the use of haptic vests. The VEX platform offers physical effects (heat, olfactory and vibration) within the arena to enhance the virtual experience – offering some six available games, on average offering 40-minutes of play from developers such as ECLIPSE and Backlight Studios.

Another backpack PC VR arena developer and operator is MASSVR – the company had established in Chicago their unique interpretation of the multiple player experience. Long before Fortnite was a thing, the company had installed an 8,000 square feet VR arena in a converted department store floor plan. This Westfield, Skokie location would be joined by a dedicated facility in Bloomington, IL – offering one of the largest mass playing experiences with some 16-players simultaneously. The game experiences are PvP style with teams battling through environments to capture the flag – but in a unique immersive element, the games incorporate virtual jetpacks and zip-lines, as well as an assortment of weaponry. The company with its emergence from lockdown announced the addition of its VR Champions high-action active game experience with a group of eight players in a “head-to-head” competition. 

MASSVR
Players ready for the MASSVR experience. Image credit: MASSVR

One of the start-ups that gained some coverage was BiggerInside – the company showed a free-roaming concept back in 2019 at the IAAPA Europe event and went on to roll out their concept called Protocol 223. It uses the Microsoft MR tracking system, with HP Reverb headset and HP-Z-VR backpack PC – the system had the additional element of full body and hand tracking through extensive “eXosuit” fully body tracking, favouring a softer style of play away from players brandishing weapons. The four-player game arena also included physical maze wall elements to marry the physical and virtual worlds together and created a unique PvP style of experience.

The VR arcade scene has striven to broaden its appeal, looking for the latest innovation to keep relevant. The ability to offer a turn-key arena-scale offering to the widest audience has seen the free-roaming genre added to the libraries of content providers. One of the established facility management and content providers to hundreds of VR arcades is Synthesis VR, and in August the company partnered with Secret Location, to launch a free-roaming, multiplayer version of their previous popular content, releasing Blasters of the Universe: Infinity Forever. This attraction takes the original wave-based shooter and brings it to the world of arena-scale.

Blasters of the Universe: Infinity Forever

As previously reported other developers have started to offer free-roaming plug and play solutions for operators wanting to add this level of entertainment to their facility. As we covered in the first of our venue visits after lockdown, the escape room scene has embraced VR – and we had seen that Vertigo Arcades, along with an arena-scale version of their popular Arizona Sunshine, had released the brand new title Ghost Patrol VR, also for four players and also as a simple turn-key VR arcade addition. Vertigo Arcades had worked closely with Nomadic on a unique version of their popular title, creating Arizona Sunshine: Contagion Z as an exclusive version only for their LBE venues. Charting the major movements in the LBE sector of late, and just as we went to the wire news came from the Dutch game’s parent. It was announced that Vertigo Games Holding had had 100-per-cent of their shares acquired by Koch Media GmbH Austria – a wholly-owned subsidiary of Embracer Group AB, (more commonly known as THQ Nordic), for $59.3m. 

Other major developments continue to underpin the more positive nature of this sphere of immersive tech following the upheaval. SPREE Interactive – despite COVID-19, major venue openings have been taking place. In August SPREE Interactive in partnership with Pixomondo (Hollywood FX house) and broadcaster giant ProSieben launched Mission to Mars attraction at Forum Schwanthalerhöhe, Germany. An example of a pop-up retail unit installation for an immersive 10-player free-roaming VR experience. ProSieben’s popular Galileo television program is recreated immersively with a 15-minute VR experience, having guests take on an adventure to investigate humanity’s possible survival on the red planet. The attraction employing Pico standalone VR headsets and SPREE’s unique architecture that alleviated the need for backpack PC’s. Opened in August as the European LBE VR scene re-emerged from lockdown, an extremely popular attraction with audiences seeing over 60-per-cent capacity which has led the mall owner HBB to expend the attraction until the end of November.

Red Planet - SPREE Interactive
Players get ready to visit the Red Planet. Image credit: SPREE Interactive

Hyperverse – had heavily promoted their interpretation of what was needed, with their “full-immersion free-roam VR park” concept. The company had achieved initial success with installations as part of existing entertainment venues in Moscow, Chelyabinsk, New York, and Samara, the operation had initially raised some $1.5m in investment. Their hopes of being a turn-key solution was difficult as the water became crowded with more start-ups entering the free-roaming arena. Offering three free-roaming experience for between two and six players over 25-minutes, at venues such as Moscow’s ArenaScape.

While most arena-scale investment has been for LBE VR as seen in these reports, there are new applications for free-roaming experiences being developed for the arts. It was revealed recently that in London, The Royal Opera House (ROH) has been developing the first “hyper-reality opera” in partnership with Figment Productions (known for their work in theme parks and attractions). The free-roaming VR experience will place the user in the heart of an original operatic, artistic creation (inspired by the freeing of Ariel from The Tempest). The arena-scale application incorporating 4D effects married to the immersive experience, is called Current, Rising. It is scheduled to open later this year in the Linbury Theatre, part of the Opera House in Covent Garden, London. In what has been described as “historic stagecraft and cutting-edge technology”.

The Road Ahead

One of the key aspects of the latest phase of development in LBE VR has been the adoption of free-roaming applications. What industry specialist KWP has dubbed “Phase Five” of the latest adoption of VR into the commercial entertainment landscape, where vast cumbersome and technologically complicated free-roam arenas were deployed. In many cases employing camera-based mapping and tracking of objects in a complicated ballet usually referred to as SLAM (Simultaneous Localization Mapping). With advancements in technology and the simplification of the process the ability to track multiple users within an arena has been achieved, and the cost reductions are being applied towards creating cost-effective solutions.

The new generation of FAM (Flexible Arena Mapping) platforms will drive the investment in more free-roaming installations. No matter the consumer VR scene hopes to encroach on the experiences achievable with free-roaming, such as with “Co-Location” – the unique entertainment offering from this installation in a commercial setting, is still highly compelling, and unbeatable.

‘Star Wars Lightsaber Dojo’ VR Arcade Experience Coming to Locations Worldwide

ILMxLAB is again teaming up with VR arcade company Nomadic to bring a new version of the ‘Lightsaber Dojo’ from Vader Immortal: A Star Wars VR Series to locations worldwide.

With the help of Nomadic, Lucasfilms’ immersive entertainment studio ILMxLAB brought an arcade-style Lightsaber Dojo experience to pop-up installation at select locations late last year. Now the studios are partnering again to produce a version inspired by the Lightsaber Dojo in the third, and final episode.

There’s no word on where you’ll be able to play just yet, however Sean Griffin, President of Nomadic, says Star Wars fans “worldwide” will be able to experience it. The studios’ Lightsaber Dojo from last year, which was based on the mini-game from Vader Immortal: Episode II (2019), was held in pop-up locations across North America.

“The ILMxLAB team is excited to bring a new chapter to the Lightsaber Dojo experience,” said ILMxLAB Senior Producer, Shereif Fattouh. “Fans will soon have the unique opportunity to battle Darth Vader himself using all their abilities in the ultimate test of skill.”

Just like in the Lightsaber Dojo from the third episode, fans will get a chance to handle lightsabers, blasters, and use the Force to combat waves of droids, stormtroopers, and other creatures before a climactic fight with Darth Vader. Check out some gameplay footage of the original Lightsaber Dojo III below, courtesy YouTube channel ‘cycyclist’:

“Nomadic is thrilled to once again partner with ILMxLAB to bring guests into the world of Star Wars,” said Sean Griffin, President of Nomadic. “Our new form factor will deliver a more immersive experience for players, will provide a social viewing experience for their friends and family, and is more efficient for family entertainment centers and arcades to operate. We can’t wait for Star Wars fans worldwide to experience it.”

There’s no word on which VR headset arcade-goers will play on, as the studios only make mention of “a top-of-the-line virtual reality headset,” however it’s likely that due to ILMxLAB’s previous engagements with Oculus that it will be an Oculus Quest 2 headset.

The studios says details on availability and pricing of Vader Immortal – Lightsaber Dojo will be available at a later date. We’ll have our eyes peeled in the coming weeks.

The post ‘Star Wars Lightsaber Dojo’ VR Arcade Experience Coming to Locations Worldwide appeared first on Road to VR.

The Virtual Arena: The Standalone LBE VR Experience!

Covering the immersive Out-of-Home entertainment scene for VRFocus, in his latest Virtual Arena column, industry specialist Kevin Williams reports in two parts on the new phase of investment with the growth in “Arena-Scale VR – Standalone”, This first part looking at the influence the new Oculus Quest has had on the deployment of this latest phase of location-based entertainment (LBE) VR, seeing phenomenal growth in interest.

“Arena-Scale VR” – the ability for groups of players to compete in the same virtual world has proven to be a big trend in the latest phase of commercial VR entertainment. Offering a unique element for this VR application, totally unachievable from a consumer perspective. Currently, the popular trend was for backpack PC’s to be employed to supply the virtual experience – but with the advancements in technology a new category has emerged with “Arena-Scale VR – Standalone”.

Employing standalone headsets with positional tracking, and enough processing power to create compelling content, one benefit is the ability to wirelessly communicate with each other, and in some cases additional peripherals and operator management screens; removing the cost and complexity of the backpack PC solutions.

LBE standalone VR
One of the first examples of a LBE Standalone Arena-Scale experiences. Image credit: KWP

Oculus Attempts to Enter the Arena

The first series of standalone headsets started to make an appearance in 2018, and one of those which received a special amount of attention was the Oculus Quest. However, the interest in using this kind of hardware in location-based entertainment (LBE) has not been a priority for the manufacturer, until recently.

Oculus underlined a new commitment to LBE VR when, at 2018s Oculus Connect 5 (OC5) convention, the company invited the operator and developer, The VOID, to present an example of its “Hyper-reality” VR attraction (operating in some eleven sites). Running ‘Star Wars: Secret of the Empire’, the demonstration took OC5 delegates through a special enclosure that maps real objects with the virtual world, created in partnership with Lucasfilm’s ILMxLAB development studio.

The current chain of VOID locations is using a modified version of the, now discontinued, Oculus CV1 headset in its construction – developed under license. This is just one of a handful of such partnerships. However, in comparison to other VR headset developers, Oculus has been less active in establishing enterprise entertainment partnerships – previously seen as standoffish with regards to the explosion of interest in this application of the virtual hardware.

The same OC5 in San Jose revealed the Oculus Quest (evolving from the Santa Cruz prototype), as a new standalone platform. Separate of the PC offering, seeing the CV1 superseded by the Rift-S, the Quest offered a new cost-effective opportunity with Facebook CEO Mark Zuckerberg promising it would run “Rift-quality experiences”. But it was the opportunity that it represented outside of the consumer market that interested a new group of developers.

During OC5, Oculus started to reposition its sights on a possible pivot to fully support the LBE VR scene. Running alongside The VOID popup installation at the Oculus event, was a demonstration of their Capability Concept Demonstrator (CCD), based on a previous popular CV1 game. ‘Dead and Buried Arena’ was a demonstration created by Oculus with support from the original videogame developers. The demonstration included a 371 square-metre arena, with two teams of three players each, wearing Oculus Quest. The demonstrations illustrated the prototype’s asymmetric “co-location” technology.

At the time of the demonstration, Oculus stated that it expected location-based entertainment (LBE) developers to benefit from the technology developed for the D&BA system. But, after the expenditure of such a complicated demonstration, all news of further investment in this direction ceased, and even the original D&BA team was disbanded internally. On the conference stage, the pivot was on par with the statement from Oculus’ head of experiences, telling the audience that the company now loved the idea of an audience being able to go to a destination and have an experience and to love that experience and continue that adventure at home.

Oculus LBE arena
The 2018 artist’s interpretation of how Oculus envisaged an LBE arena. Image credit: Oculus

Oculus Quest would go on to be launched in May of 2019, and by October of that year it was reported that sales had achieved some 500,000 units, but it soon became a very popular seller up to the Christmas period (deliveries in some areas pushed to late-February). The platform is proving to be one of the most successful for VR sales from the Facebook-owned company, since its partnership with Samsung with the Gear VR. But regarding an LBE initiative, none was forthcoming until the end of 2019.

It would not be until the Facebook Developer’s Conference (F8) 2019 that we would see a reversion in the approach to commercial entertainment, with a pivot in the approach for the ‘Oculus for Business Initiative’. This came with the introduction of a new program for the Oculus headset range, including the Quest – led internally by Facebook directly. Oculus for Business had been created as a division in 2017, focused on enterprise customers rather than entertainment.

Others’ Lead the Charge in Standalone

Though receiving very little coverage, major LBE VR deployment of the Oculus Quest was undertaken in partnership with leading Japanese video game and amusement operation, BANDAI NAMCO Entertainment. This came with the launch of their brand new MAZARIA facility in Sunshine City, Ikebukuro, Tokyo, during July 2019, when the latest investment by the corporation in a hybrid VR-amusement crossover was revealed.

This came in the form of ‘PAC-MAN Challenge VR’, a two-player experience which sees players using the Oculus Quest standalone headset to allow players to race around the iconic PAC-MAN play-space, collecting power pills and avoiding ghosts, all in 256 seconds. The title was started by the BANDAI NAMCO “Project-i-Can” team two-years ago, working in cooperation with Oculus, at that time developing the prototype Santa Cruz version that would evolve into Oculus Quest.

PAC-MAN Challenge VR
Two-players take on the ghosts in PAC-MAN Challenge VR. Image credit: MoguraVR

The second big development surrounding Oculus Quest’s usage in location-based entertainment (LBE), saw ILMxLAB announce a popup training arena based on the ‘Vader Immortal: A Star Wars VR Series’ – in partnership with LBE developer Nomadic. The company announced it was opening at six Cinemark theatres, running ‘Lightsaber Dojo, A Star Wars Experience’ (closing in February). The ILMxLAB videogame is an arcade-style version of the consumer original, using Oculus Quest standalone headsets, players paid some $9.99 for a six-minute experience.

This the first of the main announcements of Oculus supporting the use of their standalone hardware with major IP franchises (ILMxLAB, LucasFilms’ immersive entertainment studio, has connections with the company already, having previously worked together with The VOID projects). Nomadic previously opened its free-roam venue concept under a partnership with Oculus.

Vader ImmortalMuch rumoured, Oculus eventually lifted the veil on its full pivot to support the LBE VR scene. Building on the initial Oculus for Business division’s work, and under the new direction, it was revealed during F8 that new Oculus for Business bundles would be available, supported by the needed Terms of Service (ToS) and warranties for deployment in commercial entertainment and other enterprise applications. This would be supported by a software development kit (SDK) that would allow access to a suite of tools, and most importantly the ‘Co-Location’ platform used for multi-player connectivity – unable to be achieved on the consumer Oculus Quest.

At the beginning of this year, the promise of Oculus support for a standalone VR solution for enterprise was indefinitely put on hold. After the disbanding of the 2018 Capability Concept Demonstrator (CCD) team, Oculus had been attempting to create a workable ‘co-location’ solution on top of the standard SDK that addressed concerns from legal, over tracking accuracy that could lead to injury. Taking much longer than hoped and leading to still being stated as “Available Soon”, months after being promised.

Attempting to stem the floodgates, Oculus for Business went ahead and released an Enterprise User Agreement addendum for the Quest, permitting “Hospitality Entertainment” deployment. But sadly, much of what the LBE sector was waiting for was still prohibited, the addendum seemed more drafted for single-site VR arcades to use the Enterprise licensed Quest but forbidding use of Oculus co-location functionality.

New stipulations saw enterprise developers forced to create their own co-location firmware, and undertake appropriate liability coverage, all to placate the concern overshadowing corporate thinking. However, this “speedbump” has not deterred the entertainment sector from embracing the opportunity, even if they may be looking at alternative VR platforms to release on.

Independent Devs stake their claim

The corporation had initiated the Oculus ISV (Independent Software Vendors) Program to accelerate customer adoption of VR solutions built for Oculus enterprise products. The first of the developers selected by Oculus to support this program was the French location-based entertainment developer, Scale-1 Portal. Earlier in 2019, the company launched its ‘VOXEL ARENA’ platform, which saw networked Oculus Quest systems for four-player competition employed in the LBE VR market. The new system will be launched in March of 2020, with its first title being ‘PANIK’, offering a fun and challenging teamwork-based virtual experience.

PANIK - Scale-1 Portal
Players competing in ‘PANIK’ at one of the first tests of the platform in September. Image credit: Scale-1 Portal

Another member of the Oculus ISV program is Chicken Waffle, an independent developer with a wide track record in content development and with videogames on many of the leading platforms. The company has also partnered with CenterTec, one of the established leaders of the deployment of the concept of VR arcades, with a successful location business that has also expanded into the educational side of the market, to become a community technology centre.

Working with Chicken Waffle, CenterTec has developed its own Oculus Quest powered mobile multi-user solution and has defined several titles that will offer a cost-effective platform. For operators looking at the investment needed to operate a sensible free-roaming offering, this platform will be backed up with the experience gained from operating educational content and will use many of the unique patents held by the operation. But unlike other developers, this system is cross-platform reliant and was seen supporting several of the standalone VR headsets at CES 2020.

Concerning the availability of a software and hardware solution for the VR arcade operators was one aspect under scrutiny with a question over the Oculus Quest availability for LBE deployment. One of the leading providers of commercially licensed VR game content, and venue management solutions, is Springboard VR – an operation with some 500 companies globally deploying their solution, utilising content from all the major consumer game studios, offering suitable VR content licensing through the platform. Most recently, Beat Games (Beat Saber) and VR Nerds (Tower Tag) added their successfully licensed content to this extensive library.

Springboard VR announced during last July its LBE + Education Solution for the platform, offering a device management kit for the Oculus Quest, allowing access for LBE, training and educational content, and for operators to run the system in location-based entertainment venues. This includes the content that had been appropriately licensed with a subscription model for commercial usage. The company is supplying a beta landing page – which at this point has not been updated. Springboard VR is working to support the Oculus Quest and currently supports VR hardware from Pico, HP, and HTC.

Springboard VR Oculus Quest
The marketing campaign for the beta program for interested supporters. Image credit: Springboard VR

Fennec Labs, an augmented and virtual reality development studio with specialisation in VR arcade content, had a big hand in developing the Springboard VR management platform. The company has been privately working on its own standalone VR platform, having undertaken a detailed evaluation of the current crop of headset options, evaluating Oculus Quest and Pico Neo 2 platforms for their PvP title called ‘RE: COIL’ – offering a new multi-player arena-scale LBE VR experience (the project is not tied to the Oculus API). With the launch in early-2020, the company proposes a basic licensing model for operators to get their hands on this title initially but are intending a complete turnkey model in the future.

SynthesisVR – the developer of one of the most advanced software solutions and management programs for operators of VR arcades and LBE VR venues, has established its own considerable library of the latest commercially licensed VR game content. SynthesisVR revealed its entry into LBE standalone support, having developed a version of its premium platform to support the Oculus Quest, HTC Vive Focus Plus, and Pico, as well as other upcoming Android-based headsets. This agnostic approach will offer VR arcade operators the ability to manage multiple devices, launching content simultaneously across them, and with tools for time management and payment collection (all licensed for commercial deployment).

Studio I-Illusions recently teased us with footage of Space Pirate Arena, in what has been described as a multiplayer “hall-scale” VR game, based on the Oculus Quest, for deployment in commercial locations. It is at an early (beta) stage of development but has seen serious interest from VR arcade operators based on its IP – this is a serious addition to the ranks of content looking at this opportunity.

Space Pirate Arena
Sequence from the teaser video of the beta version of ‘Space Pirate Arena’

UK-based developer Make Real, with a background in immersive networked technology solutions for enterprise and Out-of-Home Entertainment, is another entrant working towards releasing its own Oculus Quest LBE experience. The company is working on a four-player networked VR videogame within a shared “co-location” space, whilst a “theatre-scale” AR audience, powered by 5G, mixes the realities scale. Building on a collaborative puzzle solving narrative, the title has been developed in support of the Oculus for Business LBE initiative and is expected to go live in mid-2020, for operators to franchise.

The concluding part of this feature on the Standalone LBE scene follows shortly.

Nomadic Takes Location-based VR Into Asia

Nomadic has reported success with its first virtual reality location-based entertainment center, which is like an arcade for VR. It features Vertigo’s Arizona Sunshine, a VR shooter. And now Nomadic is taking the show on the road to Asia.

The San Rafael, California-based company wants to become a mixed-reality powerhouse. Mixed reality combines the digital entertainment of VR with physical locations that are fun in their own right. Nomadic builds the centers, while Vertigo makes the games.

Nomadic has a U.S. location in Orlando, Florida, and now it will open one in South Korea by installing its technology inside the CGV Gangbyeon multiplex with 4DX support.

The company said it blurs the line between “virtual” and “reality” by creating game-like experiences that guests can feel as they engage with as they step into the action. These incorporate physical props, set design, and environmental effects into story-driven VR content.

“Virtual reality is a global concept and the Asian market, with its advanced gaming culture, is well suited for our company’s growth,” said Nomadic founder Doug Griffin in a statement. “Our partner 4DX CGV has been developing, installing, and supporting novel technology in cinema locations for years, making them the perfect partner as we begin our roll-out to this region. CGV’s top-quality venues demonstrate that they are continually pushing the boundaries of what can be expected at entertainment destinations. We’re very excited to launch our first location in the region with these two partners. ”

The new location will be in the 10th floor of the TechnoMart building, and it will occupy 2,000 square-feet that includes a reception space, gear-up room, and play-space which at launch will showcase Arizona Sunshine: Contagion Z, an experience developed by Vertigo Games in partnership with Nomadic.

“Nomadic, opening in CGV (Gangbyeon) for the first time in Korea, will be a game-changer in VR industry with multi-sensory effects provided by 4DX,” said Jong Ryul-Kim, chief innovation officer at CJ CGV, in a statement. “CGV will continue to lead a movie trend by integrating innovative technologies including 4DX, ScreenX, and VR into cinemas.”

Nomadic is also partnering with Area 15 in Las Vegas to open a new U.S. location in that city in early 2020.

This post by Dean Takahashi originally appeared on VentureBeat. 

The post Nomadic Takes Location-based VR Into Asia appeared first on UploadVR.

The VR Job Hub: VRtuoso, FitXR, Nomadic & Ubisoft Blue Byte

No matter where you live there’s a very good chance that a virtual reality (VR) company is looking to fill vacant positions      (unless you live in the middle of nowhere). With so many jobs available VRFocus chooses only the best to feature on our weekly VR Job Hub, no contracts, just full-time positions.

Location Company Role Link
London, UK VRtuoso B2B Sales Consultant Click Here to Apply
San Rafael, CA Nomadic Supply Chain and Logistics Coordinator Click Here to Apply
London, UK FitXR Senior Software Engineer Click Here to Apply
London, UK FitXR Software Developer – Fullstack(C#, AWS, Unity) Click Here to Apply
London, UK FitXR Unity Game Developer Click Here to Apply
Düsseldorf, Germany Ubisoft Blue Byte Animator [Ubisoft Escape Games] Click Here to Apply
Düsseldorf, Germany Ubisoft Blue Byte Game Designer [Ubisoft Escape Games] Click Here to Apply
Düsseldorf, Germany Ubisoft Blue Byte VR Senior Environment/Pro Artist [Ubisoft Escape Games] Click Here to Apply
Düsseldorf, Germany Ubisoft Blue Byte VR Game Director [Ubisoft Escape Games] Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

Nomadic Expands LBE VR Offering Into Las Vegas’ AREA15 Complex

Location-based entertainment (LBE) specialist Nomadic has announced the next location for its unique brand of virtual reality (VR) retail experiences, heading to Las Vegas to take up residency in a new experiential retail and entertainment complex called AREA15.

The complex plans to offer live events, immersive activations, art installations and much more, with Nomadic occupying 6,000 total square feet of the 200,000 square foot complex, located near AREA15’s anchor tenant, the art collaborative  Meow Wolf.

Just like its original location in Orlando, Florida, Nomadic will offer guests in Las Vegas cutting-edge VR experiences which they can physically-engage with. It’ll incorporate physical props, set design and environmental effects for its story-driven VR content, appropriate for participants age 10 and older. The company hasn’t said whether its latest title Arizona Sunshine: Rampagewhich puts players inside a zombie-infested refinery, at night (definitely not one for 10 years olds) – will be coming to the new location.

“Nomadic’s vision of being the leader for next generation, out-of-home, fully immersive VR entertainment fits perfectly with the curated collection of unique entertainment and retail businesses, artists and best-in-class live events that will find a home at AREA15,” says Winston Fisher, chief executive officer, AREA15 in a statement.

Nomadic

“Nomadic is creating a new medium of immersive entertainment. Bringing this to market with a partner such as AREA15, which is committed to achieving that same high level of innovation and entertainment as us, is a perfect match for us,” said Doug Griffin, founder, Nomadic. “To be paired with other groundbreaking activations is exactly why we chose Las Vegas as our next location and we know locals and visitors alike will enjoy getting lost in these incredible adventures.”

AREA15 isn’t finished at the moment. The complex is scheduled to open its doors in December, as such, additional details regarding specific experiences planned for AREA15 are due to be announced later this year.

As for Nomadic, the company has a third location in the works for San Rafael, California, with launch dates still to be announced. VRFocus will continue its coverage of Nomadic and LBE VR venues in general, reporting back with the latest updates.

Location-Based VR Company Nomadic Expanding To Las Vegas

Location-Based VR Company Nomadic Expanding To Las Vegas

Following the success of its debut location in Orlanda, FL, Nomadic today announced plans to open a brand new location-based VR entertainment center in Las Vegas, NV. The new location will be located in the 200,000 square foot AREA51 complex. Nomadic’s installation will take up 6,000 square feet with two full play-spaces.

Out of all the location-based VR experiences we have tried over the years, Nomadic’s Arizona Sunshine VR game ranks very highly on the list. The immersive environment, reactive props, and sheer quality of the production values put it right alongside premium experiences like The Void without question.

Nomadic is creating a new medium of immersive entertainment. Bringing this to market with a partner like AREA15, which is committed to achieving that same high level of innovation and entertainment as us, is a perfect match for us,” said Nomadic founder Doug Griffin in a prepared statement. “To be paired with other ground-breaking activations is exactly why we chose Las Vegas as our next location and we know the residents and guests of this city will enjoy getting lost in these incredible adventures.”

It’s unclear what experiences will be available at the Las Vegas location, but since it is planned to open later this year we won’t have to wait too long to find out. Fingers crossed for more zombie killing fun with Arizona Sunshine.

Have you tried Nomadic in Orlando? What about any of the other various location-based VR centers around the world? Let us know what you think down in the comments below!

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Arizona Sunshine: Rampage is Nomadic’s Latest Location-Based VR Experience

Vertigo Games’ Arizona Sunshine has become one of the most recognisable franchises in the virtual reality (VR), thanks to the core title being available for most headsets alongside the studios own Arizona Sunshine – LB VR EditionWhich is why Nomadic had great success with its first title based on the series Arizona Sunshine: Contagion Z. Today, Nomadic has returned to announce a brand-new sequel in the zombie universe: Arizona Sunshine: Rampage.

Arizona Sunshine: Rampage

Arizona Sunshine: Rampage is a mixed reality (MR) style experience in a similar vein to The VOID, where players don VR headsets to put them in digital worlds, but there are certain sections to the experience that can be physically interacted with, such as pulling levers for example.

In the videogame, guests are tasked with re-entering a zombie-infested refinery, at night, through the building’s sewer system. Once inside, they have to destroy all of the remaining infected creatures and remnants of a contaminated cure that has accelerated the outbreak.

“From the beginning we’ve experienced a tremendous outpouring of support from the Orlando area,” said Doug Griffin, CEO and Founder, Nomadic in a statement. “To go from newcomer to a Top 3 location on TripAdvisor in just months is unprecedented and we wanted to pay back the community by giving access to amazing new content.”

Arizona Sunshine: Rampage

“All of the new elements will continue to showcase what the world of mixed reality can offer,” Griffin adds. “People who visit Nomadic are seeing the future of both virtual reality and location-based attractions. Our team works to achieve a level of psychological ‘buy-in’ that simply isn’t possible to have at home. These are the most deeply immersive, tactile, and realistic virtual reality experiences ever developed, and now we are adding to the replay-ability in many new and innovative ways.”

Currently, Nomadic has one location in Orlando, Florida, with Arizona Sunshine: Rampage expected to arrive late Spring 2019. The company also has plans to open venues in California and Las Vegas in the works, with further US and then international locations to come. For more info and to buy tickets head to the official website. VRFocus will continue its coverage of Nomadic, reporting back with the latest updates.

A Mission: Impossible VR Experience is Coming to VR Arcades in 2019

With virtual reality (VR) able to blur the line between films and immersive entertainment it’s no wonder that movie studios have been promoting their franchises with VR. Paramount Pictures did this way back in 2015 for the launch of Mission Impossible: Rogue Nation. This proved to be popular because last year Paranormal Activity: The Lost Soul developer VRWERX announced it was working on a new experience based on the Mission: Impossible franchise. Today, location-based entertainment company Nomadic has confirmed its role in the project.

With VRWERX now collaborating with Nomadic on the VR experience they will co-develop a location-based tactile walkaround multiplayer VR videogame which will make use of Nomadic’s untethered system. As for the standard title VRWERX had been working on for HTC Vive, Oculus Rift and PlayStation VR that’s still taking place, with the location-based experience looking to compliment the home consumer version.

“Introducing the Nomadic and VRWERX tactile Mission: Impossible VR walk-around experience marks the next generation of location-based entertainment,” said Doug Griffin, CEO and founder of Nomadic. “We’re thrilled to work with VRWERX and Paramount to bring this beloved franchise to a new form of entertainment.”

Actual details on the gameplay and what it looks like haven’t been revealed just yet, just that the title will be based on the franchise – rather than one particular movie – and that ‘participants will experience the legendary film series like never before.’ So the likelihood is that you might not be playing Tom Cruise’s character Ethan Hunt, more an agent of the Impossible Mission Force (IMF) sent out on secret missions.

“We’re excited to work with the fantastic Nomadic team to bring our Mission: Impossible VR game to their revolutionary platform”, said Alex Barder, VRWERX Co-Managing Partner. “With Nomadic, we’ll not only enable the audience to be immersed in the Mission: Impossible world, they will also be able to touch and play inside of it, heightening their immersion to levels we’ve never seen before.”

The Mission Impossible VR experience will debut in Orlando in Spring 2019, joining Nomadic’s first project Arizona Sunshine: Contagion Z. For further updates on the project, keep reading VRFocus.

Location-Based Mission Impossible VR Experience Coming In 2019

Location-Based Mission Impossible VR Experience Coming In 2019

“Your mission, should you choose to accept it,” are words I’ve wanted to hear spoken to me through the earpieces of a VR headset ever since the Oculus Rift Kickstarter first got funded. I’m a big fan of Ethan Hunt’s adventures in the Mission Impossible franchise of films and was delighted to learn that Nomadic, the creators of this incredible Arizona Sunshine location-based experience, are teaming up with VRWERX, the developers of Paranormal Activity: The Lost Soul, to make it a VR-reality. In fact, this appears to be the same Mission Impossible VR game they announced over a year ago.

What makes Nomadic’s installations so amazing compared to other location-based experiences I’ve tried is just how interactive they are. Sure, you can carry a gun in Sandbox VR, or push some buttons in The Void, but with Nomadic the entire installation itself is mapped to the VR environment. I was opening drawers, walking across planks, hanging onto chain linked fences, and riding a moving, vibrating helicopter. They truly know how to make the virtual a reality.

To be clear, this is old test footage. The actual experience and sets are far more elaborate now.

Combine that with the game development talent of VRWERX, who really brought the Paranormal Activity IP to life in VR, and that’s a recipe for something special.

To be clear we have not seen this VR experience for ourselves and we have no idea whether or not it lives up to expectations, but the potential for a high-quality escape room meets VR game is so perfect with this property it seems like a match made in VR heaven.

According to a press release from a company representative:

“Visitors can expect to literally step into the virtual shoes of an agent of the Impossible Mission Force (IMF) and feel exactly what it would be like to go on a secret mission… The new Mission Impossible experience is set to open early next year and will allow players to reach out and feel their way around various locations that tie back into what they are seeing through their headsets.”

That’s about all we know so far, but this is definitely exciting news. In the meantime, I highly recommend checking out Nomadic’s debut location in Orlando to try their amazing cooperative Arizona Sunshine experience if you can. At the very least this news should tide us over until we find out more about Defector and Blood & Truth.

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