The Pioneering Studio Behind Lucky’s Tale ‘Significantly’ Reduces Staff

The founders of the game development studio behind one of VR’s pioneering platforming titles Lucky’s Tale announced a significant reduction in staff size this week.

Lucky’s Tale was one of the first projects publicly demonstrated on early Oculus VR headsets. Playful Corp, which became Playful Studios, embarked on a series of experiments with early Oculus hardware and ended up centering around a third-person platforming title.

A fox named Lucky became the main protagonist with the player essentially looking over his shoulder in VR as a kind of guardian while guiding him through colorful levels that looked great on early VR headsets. The game proved a well-loved gaming genre worked in VR and debuted as a free title delivered to buyers of the Oculus Rift headset when it first shipped in 2016. A sequel of sorts called Super Lucky’s Tale debuted later for traditional game systems including Xbox One and most recently the Nintendo Switch.

The studio also showed Star Child for PSVR headsets in 2017 (which was also said to offer a non-VR mode as well) and they had an experimental room-scale multiplayer playground called “Wonderland” which tested out various VR-specific game mechanics. In late 2018, it looked like Star Child was cancelled when people who pre-ordered the game received a message from the PlayStation Store stating “the publisher has notified us that the game is cancelled.” Co-founder Paul Bettner told us at the time the game was “definitely not” cancelled while saying the notification was triggered because they changed the internal launch date for the game.

I tried contacting co-founders Paul Bettner and Katy Drake Bettner this week for clarification on the game’s status after they released a statement saying Playful would “significantly reduce our full-time staff” and “evolve its approach to the development and production of our current and future projects. The studio will be pivoting to a more streamlined production model based on distributed game development and dynamic, project-based teams.”

I’ll update this post if they respond but, given the earlier notifications around the game and long period of silence surrounding it, we aren’t hopeful Star Child will see the light of day.

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The Tale of Lucky

The Tale of Lucky

Editor’s Note: This was originally published on March 29th, 2016 and is being republished today for the Oculus Rift’s third anniversary. The author of this piece, Blake Harris, has a new book out about the history of virtual reality and founding of Oculus called The History of the Future.

“Wait, hold on,” said Brendan Iribe, the CEO of Oculus, as he squinted with sudden confusion at the guests who had come to visit his company’s new Irvine office. It was December 2012, and there were four of these guys. Four of these guys from Dallas. “Wait,” Iribe continued, as his confusion grew to curiosity, “Who are you guys?!”

This is the story of who those guys were and how that awkward moment led to an intimate relationship and, ultimately, the creation of a foxy mascot named Lucky.

The Kings of Pop (Software)

Paul (left) and David (right) Bettner

In late 1997, when he was 19 years old, Paul Bettner began working at Ensemble Studios in Dallas. Six years later, Bettner’s younger brother David joined Ensemble as well. At some point between then and 2008—when the two would leave to start their own game company—Paul brought a chess board to work so that he and his brother could play a version of the game that can probably best be described as the opposite of speed chess.

Paul (left) and David (right) Bettner working in the library in 2008.

The way it worked is one player would make a move and then, the next time the other player passed the board, he would make his move (whether or not the other opponent was present). The game would continue in this fashion—toggling back and forth, each at their own pace—until one of the two won. Sometimes it would take days, other times it would take weeks. And then, when it ended, they would start it all over again.

Certainly, the Bettners could not have been the first to play chess in this manner, but they were the first to embrace the asynchronous aspect and bring it to the iPhone. And not just any game, but one that seemed ideally suited for the iPhone, which Apple had just recently brought to market. In terms of a gaming device, the iPhone paled in comparison to dedicated handhelds (like the Game Boy or PSP) in almost every way. Except for one: it was always connected to the Internet, which made it perfect for this newfangled idea of persistent social gaming.

Paul and David Bettner in their first office.

Text messaging meets gaming, that was the general idea, and in August 2008 Paul and David Bettner left Ensemble Studios to further explore this notion. To keep overhead low, they worked out of the McKinney public library and over the next few months they created a game called Chess with Friends. And in November 2008, Chess with Friends was released on Apple’s just-four-months-old App Store.

By no means was a runaway hit, but there was something unique about the release that kept the Bettners optimistic. Among those who did play the game, over half of them were still playing 30 days later. Compared to the love-‘em-and-leave-‘em games that populated the mobile market, the retention numbers for Chess with Friends were incredible. So the Bettners concluded that their problem wasn’t the gameplay, but rather the game itself. They needed something more fun. Something more playful. Something like…Scrabble.

The Bettners followed up their hit Chess with Friends, with Words with Friends.

In July 2009, with their business hanging on by a thread, the Bettners released Words with Friends. In July 2010, the game surpassed 7 million downloads. And in December 2010, for $180 million, Zynga acquired the Bettner’s mobile game studio (Newtoy, Inc.)

Although neither Paul nor David Bettner would ever complain about their windfall—they both felt grateful, and lucky, to have created something so valuable—the aftermath of the acquisition was a shock to their systems. At Newtoy, they believed they were making something more than games. “Pop Software” they called it, referring to a type of catchy, intuitive content that appealed to both traditional gamers and non-gamers alike. They felt that they had been on the forefront of something special and, without getting into the nitty-gritty of why they no longer felt that way, let’s just say that come 2012—two years into the four they had planned to stay—the Bettners left Zynga.

Following his departure, Paul Bettner didn’t know what he was going to do next. And he certainly had no idea that it would involve unleashing a fox in virtual reality.

Diversely and Relentlessly

Paul Bettner visits the Oculus headquarters in 2012. (Photo Credit: Oculus)

After leaving Zynga, Bettner expected some sort of happily ever after. With money in the bank, autonomy reinstated and a wife (plus two young kids) at home, this was supposed to be the beginning of the good life. Except, as he soon learned, he wasn’t very good at that. Quickly he grew restless—feeling a gnawing need to create, build and collaborate—and started driving his family crazy with pet projects and creative fascinations.

One such fascination was virtual reality, and the string of what-ifs that kept popping up in his mind. What if virtual reality could actually be a thing? What if technology had advanced far enough to actually make it possible this time? What if three or four years from now, my wife (or even kids?) could be buying their first VR headset? So he reached out to an old friend, someone he believed could help him answer the question better than anyone: John Carmack, who around this time just so happened to be asking himself the same sort of what-ifs.

Professionally, these conversations with Carmack didn’t provide Bettner with any increased clarity about what he should do next, but personally—as a creator, as a technophile—he grew increasingly intrigued. Enough so to be one of only seven backers to pledged $5,000 or more to Oculus’ Kickstarter campaign. And, by doing so, received a reward that included visiting Oculus for a day.

Bettner scheduled that tour-the-office visit to coincide with another trip he was making to Oculus, a sort of how-can-we-work-together meeting. So in December 2012, Bettner and three colleagues flew out to Irvine to meet with Brendan Iribe and Palmer Luckey (twice). One as a developer, the other as a benefactor; which is what led to Iribe’s sudden confusion.

 “Wait, hold on,” Iribe said scanning the table. “Wait. Who are you guys?!”

“We’re the guys who did Words with Friends,” Bettner explained.

“Ohhhhh,” Iribe replied. “I thought that meeting was tomorrow. I thought you guys were here for a Kickstarter reward, just to visit.”

Laughs, smiles, recalibrated handshakes. And any potentially lingering awkwardness was wiped away by the awesomeness of trying the duct-tape Rift prototype.

By the end of this meeting, Bettner knew that this was what he needed to do next. “We want to make things with you guys,” he said. “We don’t really know what we want to make, but if mobile taught us anything it’s that we need to let go off our expectations and just figure out what works. So why don’t we start building things on, like, a month-to-month basis with you guys and we’ll see what comes with that?”

What came first was founding a new game studio (Playful Corp) and the idea of doing something like Wii Sports for VR. Not necessarily sports, per se, but a collection of mini games that showed off the potential of virtual reality. Not only did this seem like a logical creative approach (Wii Sports was the perfect vehicle to implement Nintendo’s “Blue Ocean” games-for-anyone strategy), but it also created a framework for Playful to experiment diversely and relentlessly.

Paul Bettner and the Playful Corp team.

During this time, they were churning out about one prototype a week. There was a Katamari-like game, where the player would subtly grow in size over time. There was a cooking game, where players would have to catch ingredients with a frying pan attached to their face. And there were a lot of games based around the mechanics of classics old and new (like Tempest and Doodle Jump).

Operating under the mindset that the fastest way to find the most compelling idea was just to keep building things, that’s exactly what they did. Brainstorming, building, bending (and then constantly re-bending) their expectations. And among the early batch of games, there was one concept that the guys at Playful had the most faith in: and it absolutely, positively was not Lucky’s Tale.

Super Capsule Brothers

One of Playful’s earliest platforming prototypes – the Super Capsule Brothers.

From the getgo, Bettner and his team loved the idea that VR could enable us to do things that were otherwise impossible. Like flying. That was the big one. They thought flying would be the coolest thing in the world and so, in game form, tried things like putting players on the back of a giant dragonfly. Except every time they tried something like this, it was never as good as they thought it would be. It always felt too flat, like a matte painting and lacked any compelling sense of depth.

Meanwhile, as Playful spent 2013 throwing spaghetti at the virtual wall, Oculus continued to take off. In June, they drew in $16 million of Series A funding and then, in December, they brought in $75 million more. As the scope of Oculus and what they believed the Rift could be grew larger, so did their hopes for what Playful could build; instead of a potpourri of mini-games, they wanted a big launch title. Hitting a home run instead of a spree of singles and doubles would be a challenge, but it was one that the guys and gals at Playful relished.

By this point, Playful had created forty games. Although none stood out as an obvious can’t-miss, there was one prototype they all believed in the most. But they had a little trouble admitting that at first because, in truth, it was among the ideas they thought least likely to pan out. This was the one idea that didn’t celebrate the first-person, immersive aspect that virtual reality offers; a third-person platformer called Super Capsule Bros. Inspired, of course, by Super Mario Bros., the prototype’s protagonist differed from its namesake. Instead of starring an Italian plumber, this one featured a blocky capsule (because that was one of the default shapes in Unity).

While the guys at Playful were initially skeptical about the type of game this was, they quickly realized why this concept worked: after decades touring the worlds of their favorite platformers (like Mario’s Mushroom Kingdom), they finally felt like they got to a place like this and explore. What they saw in that Super Capsule Bros. prototype was the first—and, still to this day, the only—VR experience that allowed for continuous, free-form locomotion through a virtual landscape without causing motion sickness. Or, put in terms that the kid inside of each of them was shouting through their skulls: magic.

Intermezzo: Q&A with Paul Bettner

Blake Harris: So you’ve got Super Capsule Bros., and it’s your favorite of the 40 games, but I was wondering if Oculus felt the same way?

Paul Bettner: I think, like us, they were surprised that a third-person game would work in VR. But after they tried it, they agreed that not only did it work, but they also saw the potential of what this could be. And another great thing about this game was that because it was a platformer, we didn’t need an excuse to put in whatever crazy mini-games we wanted. Because platformers have all sorts of crazy mini-games. So we were able to borrow from some of the other prototypes we’d built and bring elements of those into Super Capsule Bros., which, of course, soon became Lucky’s Tale.

Blake Harris: I figured that’s where this was headed. So tell me about how that happened. How did you go from capsule to fox? Were there other iterations in between?

Paul Bettner: Oh yeah. There were four or five major iterations of the character before we finally got to Lucky. Early on, we knew we wanted to do an animal and a fox ended up working really well. He was cute, my kids were into that, and he also evoked something nostalgic. He looks like he belongs in plenty of games you’ve experienced before.

Blake Harris: He does. Given that he’s a fox, it’s hard not to think about Sonic’s old sidekick. But I think that association with Tails is about more than just being the same species. There’s some other quality about Lucky that evokes characters from that era.

Paul Bettner: You know, it’s easy to gloss over this, but I really think that—and I believe this is the reason why Oculus signed Lucky’s Tale as a bundled deal, why this even happened in the first place—when you meet Lucky in VR, there’s this feeling of new meeting the old. You have this incredible technology, you’ve never been inside of a game like this before, and yet you are meeting something that is immediately familiar to you and that most people have some nostalgic memory of. A character, whether it’s Mickey Mouse or it’s Mario, you’ve met a character like Lucky. So it’s kind of this childhood dream come to life. That’s where Lucky came from. We were trying to evoke that. We were trying to create something that felt familiar. Immediately familiar.

Blake Harris: Well speaking of iconic, mascot-type characters like Mario and Sonic, I’m curious why you don’t think there hasn’t been one in such a long time. Obviously there have been some since then—like, say, Crash Bandicoot and Spyro; though even they are both from the 90s—but why do you think it’s such a rare thing?

Paul Bettner: I really couldn’t tell you. I could say that it’s hard, because it’s definitely hard. You could ask our brilliant director, Dan Hurd. We’ve struggled and it’s been an uphill battle to create someone who looks and plays like Lucky. So that might be what keeps people away. Or maybe, to be honest, it could be the lack of diversity that exists in our industry. Typically, that’s not the kind of game that middle-aged white dudes play, nor is it what they tend to want to make. I really don’t know. But here’s one thing that I do know: it’s very frustrating from a consumer standpoint. I mean, I’ve got these little kids—a 7 year old, a 5 year old, a 2 year old—and we love to play games together. But the menu of games that are available to us is so thin. Like how many times can we beat Zelda Wind Waker together? We’re desperate to play more games like this, but there aren’t that many out there.

Blake Harris: That’s where you come in. Lucky’s Tale: uniting families everywhere!

Paul Bettner: [laughing] exactly. But seriously, I think that there’s definitely an element of us wanting to fill that void a little bit. And to be honest, that’s part of why we chose this direction for our first game and why the company is even called Playful.

Blake Harris: What do you mean?

Paul Bettner: Well, technology allows for entertainment to evoke plenty of different feelings. VR especially can evoke several strong emotions and responses. Fear. Adrenaline. Excitement. But what we want, the emotion that we’re going for, is happy. We want to evoke happy. When people put on a VR headset, we want to make them smile. And so everything we’ve done in Lucky’s Tale, all these little elements in the game, they’ve all been about trying to evoke that feeling of just pure joy, childlike joy, and I hope that’s the way that people react to it when it ships this week.

Blake Harris: Speaking of shipping, my last question for you is about how that came to be. Lucky’s Tale is one of two games bundled with the Rift. How did that happen?

Paul Bettner: Oh, that’s a good story…

Let’s Go!

In November 2015, Playful sent a final build of Lucky’s Tale to Oculus. Not long after, Brendan Iribe called up Paul Bettner. “I just sat down and played two hours of Lucky’s Tale,” explained Iribe. “Two hours, non-stop, without coming out of the Rift. I’ve never done that before, that much time.”

“That’s amazing,” Bettner replied. “I’m so glad to hear this.”

After they talked back and forth about the game for a bit, Iribe brought up the idea of making it exclusive to Oculus [for a period of time, at least] and bundling it with the Rift. “We’re going to put a deal in front of you,” Iribe began, speaking with the same sort of magnetic, it’s-all-happening confidence that persuaded many to work for him at Oculus. “We’re going to put a deal in front of you and you’re going to accept it because it’s gonna be that good.”

True to his word, Iribe soon put a lucrative offer in front of Bettner. But if there was anything that Bettner had learned from his Zynga experience, it’s that his long-term vision is more important than any amount of short-term money. Which, of course, begs the question: what was Paul Bettner’s vision?

Visions are hard to put into words, and even harder to put into numbers. So perhaps the best way to try and express Bettner’s outlook and ambitions is by sharing a story that he mentioned during one of our conversations. “This is something that we tell ourselves internally,” Better explained. “Imagine if you could put yourself in Walt Disney’s shoes back in the day. He saw this amazing new cutting edge technology called motion pictures and he believed it was going to change the world. Because what he saw was an ability to bring a character to life and make an audience fall in love with that character in a way that you just couldn’t do before. And the first time that you see Lucky come out of his house, and he looks up at you, makes eye contact, waves hello…I think people will feel something that they’ve never felt before. Then he points at you, points over to the level and says, ‘Let’s go!’ You just feel so connected to him in a way that you couldn’t have felt if this wasn’t VR.”

Sharing and spreading that kind of connection—one of joy, adventure and friendship—is, at least in my opinion, what lies at the heart of Playful’s vision. And so when Iribe presented his godfather offer—one that generously compensated Playful, wouldn’t require them to part with their IP and ensured that their foxy new friend would be experienced by 100% of those first traversing VR’s seemingly limitless frontier—it was, of course, impossible for Paul Bettner to say anything other than what Lucky himself would say: Let’s go!


About the Author

Blake J. Harris is the best-selling author of Console Wars and will be co-directing the documentary based on his book, which is being produced by Seth Rogen, Evan Goldberg and Scott Rudin. Currently, he is working on a new book about VR that will be published by HarperCollins in 2017. You can follow him on Twitter @blakejharrisNYC.

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Excerpt: Five Stories From Blake Harris Book The History Of The Future

Excerpt: Five Stories From Blake Harris Book The History Of The Future

The new book The History Of The Future is out in hardcover, ebook and audiobook. The narrative written by Console Wars author Blake Harris charts the 2012 founding of Oculus. Along the way there is an accounting of the $3 billion acquisition by Facebook and $500 million jury decision. The story ends after the 2017 exit of Oculus co-founder Palmer Luckey.

Along the way is Chapter 23, titled NINE STORIES. The chapter focuses on developers in April 2013 receiving the first Rift development kit — known as DK1. 56,334 of the headsets would eventually ship to 114 countries. The nine stories provide an intimate look into how some lives changed with the arrival of that VR headset.

Last week, we published a remarkable email referenced in the book originally sent by John Carmack in 2015 to Oculus leaders. The document assesses the group’s strengths and weaknesses with extraordinary detail. This week, we are printing excerpts from Chapter 23.

Below are the last five of the nine stories. Also be sure to check yesterday’s excerpt of the first four stories from  Chapter 23 of The History Of The Future.

5. CHRIS GALLIZZI

Los Angeles, California

Like many gamers in 2013, Chris Gallizzi was obsessed with The Elder Scrolls V: Skyrim. After all, what could possibly be better than playing as Dragonborn, training with the Greybeards, and battling Alduin in an epic, open-world civil war? Well, actually, Gallizzi thought, there was one thing that could make Skyrim even better: actually becoming Dragonborn.

As the head of R&D for Hyperkin—a hardware manufacturer best known for cloning retro consoles—Gallizzi wasn’t afraid to get his hands dirty. So he used an open-source 3-D driver called Vireio Perception and began modding a version of Skyrim that would work on his DK1.

When the mod was in a semiplayable state, Gallizzi called up the head of Hyperkin to tell him how incredible it felt to be immersed inside his favorite game. “I want you to see,” Gallizzi said, and then took in his PC and devkit for everyone in the office to see.

Unfortunately, Gallizzi’s initial demo didn’t go so well—leading several of his colleagues to feel nauseated—but that only inspired him to make his mod better. To perfect the warping and stabilize the experience, which he did during his off-hours over the next two weeks before demoing it all again. This time, the reaction was totally different; this time he actually made believers out of a few people. And now that his colleagues were starting to see VR through rosier-colored eyes, Gallizzi made his move.

“I think we should get into VR,” Gallizzi told the head of Hyperkin: CEO Steven Mar.

“That’s a nice idea,” Mar replied. “But we’re solely focused on retro-gaming.”

This was true, of course. The company’s claim to fame was their RetroN 2, which was a two-in-one console that could play cartridges for both the NES and SNES systems. Getting into VR wasn’t exactly a lateral move. “But,” Gallizzi explained, “when Hyperkin first started, retro was a small niche market. And now it’s kind of exploded. VR is niche now, but I think it’s about to blow up in a similar way. So let’s get in at the ground level!”

Mar wasn’t yet ready to devote many resources to this new niche, but he did give Gallizzi permission to work on VR on the side. Perfect!

That was all he wanted. And then almost as if a reward for his gumption, Gallizzi’s Skyrim mod started blowing up online. An article on Kotaku (“Here’s Skyrim Running on the Oculus Rift VR Headset”) led to parroted pieces on IGN, Polygon, GameSpot, and dozens more. But for a true believer like Gallizzi, all that press—while humbling—was nothing compared to a vote of confidence from Cymatic Bruce.

6. CYMATIC BRUCE

San Jose, California

By day, Bert Wooden was a program director for Galileo Learning’s summer camp initiative; by night—under the alias “Cymatic Bruce”—he was a beloved VR evangelist.

With warm greetings to “Rifters,” “VR Heads,” and “Fellow Purveyors of Virtual Worlds,” Cymatic Bruce’s YouTube videos chronicled his daily VR adventures—quickly becoming the go-to streaming source for those wanting to learn about the latest Oculus mods, demos, and games. And on April 13, Bruce recorded what would become one of his most-viewed videos to date.

“All right!” he said, starting of the stream. “This looks wild . . .”

The “this” was Chris Gallizzi’s Skyrim mod and for the next minutes, Cymatic Bruce took viewers on a journey through a VR version of the game. Then after climbing a tower and avoiding the fiery breath of an angry dragon, Bruce proclaimed, “Skyrim is fantastic, people. It’s fantastic . . . you have to use mouse and keyboard, unfortunately (unless someone has a hack to use both controller and the mouse at the same time), but yeah: this is great, this is really good. I feel great afterwards as well. And all of the stuff when the dragon was popping out is just . . . really shocking.”

Cymatic Bruce wasn’t the only Rifter streaming VR videos, so what was it that elevated him above the crowd? His earnestness? His curiosity? His ability to toggle between the technical and the cool? It was all these things, yes, but there was another thing, too: consistency. Just about every day—during this exciting, unprecedented period where thousands of devs were playing with VR for the first time—he put up a new video on YouTube. New mods, new demos, new games.

So it was no surprise when, the following day, Cymatic Bruce was back to work: “All right! Hey, Rifters. Welcome to another video . . . Half-Life 2.”

7. PAUL BETTNER

McKinney, TX

“I played Half-Life 2 on the Rift,” Paul Bettner told the small-but-growing team at Verse. They were now up to sixteen devs. “It is a life-changing experience. No exaggeration.”

The artist inside Bettner wanted to follow this up by proclaiming that his company would now be shifting all its resources from developing for Ouya to Oculus, but the businessman in him knew that just wasn’t practical right now. Because even if Ouya flamed out, the game they were building for Ouya’s console—a first-person adventure game
called Thereafter—could easily be ported to PC (and that PC version could probably even be enabled to work in VR). Whereas, unfortunately, the reverse just didn’t seem true: anything designed with VR in mind seemed unlikely to port easily for consoles or PCs. And while it was very impressive that Oculus had sold 20,000+ devkits, that was literally less .001 percent of the install base for console and PC gaming.

“It’s a chicken-and-egg thing,” Bettner told his friend Nabeel Hyatt over the phone.

Bettner had known Hyatt for years and they shared a special bond: both had sold their gaming companies to Zynga in 2010; and then both served as VPs at Zynga for two years until they could no longer resist the siren song of start-ups. However, they went about doing so in rather different ways: Bettner, of course, left Zynga to go and start Verse; and Hyatt left to go and help start several companies as a VC at Spark Capital. Which, in this instance, was actually what had prompted the conversation: Hyatt was doing due diligence for Spark’s investment in Oculus. And at the end of the call—after Bettner expressed how impressed he has been by Luckey, Iribe, and the rest of their team—the conversation turned personal and Hyatt asked if he was developing a game for the Rift.

“I’ve reassembled the team that made Words with Friends,” Bettner replied. “Sixteen of the most talented developers, artists, and designers I’ve ever worked with. We’re creating a brand-new first-person adventure game. A game that also happens to work in VR although it’s not designed specifically for that. So, yes, we are developing a game for the Rift, but it isn’t the game I really want to make. The market is just too new, so we needed to mitigate that risk and design something that’ll work on multiple platforms.”

Hyatt understood. He was no stranger to battles between passion and logic.

“But . . .” Bettner said, as their call came to a close. “I kinda wish this wasn’t the case. I kinda wish we could somehow take the craziest risk. I wish we could make a game that could only exist in VR.

Even more specifically, what Bettner really wanted to make was the “Mario of VR.” He wanted to do for VR what Super Mario Bros. had done for the 8-bit NES; or what Nintendogs had done for the Nintendo DS; or what Wii Sports had done for the Wii. The artist in him wanted to plant a flag in this new medium, but the businessman whispered that his growing game studio was in no position to take such a risk.

If only there was a way to satisfy both sides—to be a pioneer, but a responsible pioneer. And then shortly after his conversation with Hyatt, Bettner had a crazy idea; so crazy, in fact, that he thought it might actually work.

8. JOOHYUNG AN

Seoul, South Korea

Joohyung An enjoyed playing games. But to him, the magic of VR was about so much more than that. Maybe it harkened back to his college days, when he was majoring in architecture and first learned how VRML—the virtual reality modeling language—could be used to visualize buildings, communities, and all sorts of virtual environments.

That was all now years ago, but it had stuck with An enough that between the time when Oculus’s Dillon Seo gave him a demo of Hawken and his DK1 arrived in the mail, his mind had moved away from games to movies. What he was thinking specifically was how great it would be create a virtual movie theater. And the beauty of such a place would be
that—with just the six-inch display in the headset—you could actually feel like you’re looking up at a sixty-foot-wide screen.

9. GOROMAN

Kawasaki, Japan

“This is so dangerous,” tweeted Yoshihito Kondoh: aka GOROman. “I feel like I’m in the movie theater.”

GOROman loved Joohyung An’s VR Cinema3D. And he loved seeing what other devs were coming up with. Every day, it seemed, there was something new to try! And every day, it seemed, there was some new reaction video sweeping the internet. His favorite was the one where a ninety-year-old grandmother freaks out: “It’s so real . . .oh Lordy!”

That video had already been viewed over a million times. But it wasn’t just the buzz and cool content that had GOROman feeling bullish about VR. It was also the sense of community—this feeling that he was a part of something special. And nowhere was this feeling summed up better than on the Kickstarter page for Cloudhead Games’ upcoming puzzle/adventure game:

CALLING ALL OCULUS RIFT DEVELOPERS!

We see all of you as brothers-in-arms, brave pioneers of the new frontier! We want you involved, traveling with us on this journey. We would like to invite you into our process, to help us identify issues and to find creative solutions. We want you to learn from our trials and tribulations so that you can turn around and create amazing content for the Oculus Rift.

The camaraderie and creativity of the dev community inspired GOROman. It made him even more eager to share and revise the pet project he’d been working on: MikuMikuDance in VR.

“Miku” was Hatsune Miku, the turquoise-haired, teenage pop sensation who was taking the Japanese music world by storm. Also: she didn’t actually exist. At least not in the conventional sense. For she was not human, but rather a piece of Vocaloid software developed by Crypton Future Media, in conjunction with the Yamaha Corporation. Marketed as “an android diva in the near-future world where songs are lost” and first released in 2007, Hatsune Miku quickly resonated with a generation of musicians and music aficionados who fell for her sweet, not-too-robotic synthetic voice. And since her debut, Miku has voiced dozens of hit songs, starred in several video games and—as a performing hologram—sold out concerts around the world.

But there was one thing Hatsune Miku had not yet done: appear in virtual reality. So GOROman set out to change that—to create a way for fans to finally “meet” the pop diva. To look at her; to be looked at by her; to spend time with a fictional character that somewhere along the way had become real.

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Playful CEO: PSVR Exclusive Star Child ‘Definitely Not’ Cancelled

Star Child Hand PSVR PlayStation Not Cancelled

The mysterious side-scrolling game Star Child is “definitely not” cancelled, according to Playful CEO Paul Bettner.

The statement comes after some PlayStation 4 owners on Thursday who had pre-ordered the game received a message from the PlayStation Store stating “the publisher has notified us that the game is cancelled.” A tweet posted to the official Star Child Twitter account on Friday provided a status update to the game saying that the “internal projected launch date changed, triggering a cancellation of pre-orders on PSN.”

Playful is the company behind Lucky’s Tale — a groundbreaking VR platformer which debuted with the Oculus Rift in 2016. They built sequel Super Lucky’s Tale as a more traditional flat-screen platformer for the Xbox One and then  showed Star Child for PlayStation VR. The game is also planned to work outside VR headsets as well, but details are still sparse and we noted that Kynan Pearson, the game’s original director, lists on Twitter and LinkedIn that he left Playful at some point this year. Bettner told UploadVR the game has a new leader and “we owe the world an update.”

“How our players experience the story of Star Child is so important to us, which is why we’re being so thoughtful about what we say and how we say it,” Bettner told UploadVR. “We’re not quite ready to share more yet, but we’ll make it worthwhile when we do.”

 

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The post Playful CEO: PSVR Exclusive Star Child ‘Definitely Not’ Cancelled appeared first on UploadVR.

8 Questions For Playful CEO Paul Bettner

8 Questions For Playful CEO Paul Bettner

All signs point to Paul Bettner doing something right.

He co-created Words With Friends, a powerhouse mobile game that hit a sweet spot on phones connecting friends with the classic word-making of Scrabble. Eventually he sold the company that made the game, but Words With Friends is still played on many phones today. Around five years ago he started Playful, a game studio that made its first title as an exclusive for the new Oculus VR platform. When the Rift debuted last year, Lucky’s Tale was there to greet people as the first Facebook exclusive.

Paul Bettner

Playful nevertheless retained the intellectual property underpinning the game. Lucky, the lovable main character, is still Playful’s. At E3 last week we got to see the sequel for the first time. Super Lucky’s Tale complements Microsoft’s portfolio of shooters and sports games with a family-friendly adventure and it arrives Nov. 7 for around $40. Everything Playful learned about platformers with Lucky’s Tale will be coming to Microsoft’s Xbox and Windows PCs, and millions of gamers will be introduced to Lucky for the first time in a fully developed sequel.

In addition, the studio revealed Star Child for Sony’s PlayStation VR. The mysterious side-scrolling platformer is still early in development but it will be coming to traditional TVs too. The studio also recently launched Creativerse, a block-building game that currently has a 9/10 rating on Steam.

There is much more in development at this groundbreaking studio, including a research playground called Wonderland where the company explores hand interaction and room-scale VR concepts. With three announced titles in development, 55 people working there and first-to-market knowledge about VR, as well as deals in place with some of the gaming industry’s biggest companies, Bettner is someone from which other developers and entrepreneurs could probably find some valuable insights.

I sat down with Bettner last week at E3 and tried to understand how Playful has gotten where it is. Below is an edited version of our conversation.

What did you learn in VR that informed a flat screen experience?

Bettner: There is a design space for platformers where you can have a feeling of open world exploration but yet not have to allow this free orbiting camera that’s more of a 360 kind of experience. It’s not like we can do anything with our level design obviously, and we had these constraints when we did it in VR because the camera was always behind Lucky. So we had to pay attention to this place where the camera moved and didn’t clip into geometry. All that stuff we had to worry about translates directly to the camera design that we’re working on for Super Lucky’s Tale. I’ll go as far as to say we are continuing to design [Super Lucky’s Tale] in a VR-friendly way. It is VR friendly but we actually didn’t do it for that reason. We did it because it allows for the gamer to take their finger off the other stick and not have to worry about massaging the camera.

Platformers tend to fall in one of two camps. So you’ve got something like Crash Bandicoot that’s kind of linear and then you have something like Mario Odyssey that’s like a sandbox kind of platformer and you have to use the camera all the time and rotate it around and stuff. With Lucky’s Tale 1 we saw the beginning of us kind of in this place in between those two where it had a sense of exploration but it also had a clear sense of direction and also didn’t require you to mess with the camera, which keeps the game at a certain level of simplicity where my kids can play it. I have a 9-year-old and a 7-year-old and they get lost if they have to control the camera too.

Was there a eureka moment with the camera on Lucky’s Tale 1?

Bettner: When we shrunk everything down. All our experiments were just 1:1 camera scale which is the normal thing you would do. But then the world was enormous. Lucky was huge. He was man-sized. None of that worked because the motion was too fast. It was terrible actually. Not good. We had to break Oculus’ API because they didn’t support this, but we found this place where we can hack into it and change the IPD ourselves. And so we did it. We tried these huge numbers that shouldn’t work and it worked and it made everything really tiny. And that was like ‘oh wow this works’. I think Lucky’s Tale 1 shipped with an IPD multiplier of 13. So we take [the space] between your eyes and we multiply it by 13. And so you’re actually a giant like your head is this giant thing. Lucky’s still man-sized, but because you’re so huge he looks like this little thing. Star Child uses the same technique. I don’t think the numbers is 13. I think it’s a little bit different because that character in VR isn’t quite as small as Lucky.

You’ve partnered with Oculus, Sony and Microsoft, but there’s so much excitement for room-scale VR and you’re not there yet. Can you explain that thinking?

Bettner: Entrepreneurship is a matter of timing as much as it is anything. There’s a million things I’d love to work on but choosing the things that the time has come for them is an important part of how I navigate. The time will come for those experiences that you’re dreaming of and that I’ve been dreaming of since I first got my hands on the VR headset that Palmer [Luckey] had duct-taped together. As an industry we have to work our way there. The companies that are working on this technology — they want to overcome some more of the hurdles [like] price, form factor, wires. You heard Microsoft talking about wireless headsets being an important thing, which I agree with. It’s a different experience that’s much more freeing. This stuff has never been a question of if, just a question of when. Because when you experience what room-scale VR can do it’s like, yeah everybody is going to want that.

What we first saw in Lucky’s Tale was this opportunity to create an entry point for people encountering this phenomenal new hardware and yet to play something familiar and comfortable. And I loved those two things coming together and so did Oculus. That’s why I think it ended up being that kind of front running game for them.

We hoped that VR and the work with Oculus would end up being kind of the tip of the spear and get us into the hearts and minds and get Lucky into the hearts and minds of our players, and then allow us to grow that. But it’s only because we chose to work on a third person title in this way that was presented in this format that now allows us to bring that game to a wider audience on a TV. There were certainly opportunities back then to work on things that would have had to stay in VR. I didn’t think that was the right time to do that type of work yet, but probably in the future there will be those opportunities.

There’s no solid concrete answer about how is input going to work in the next generation of VR and AR headsets. That’s one of the hardest things for a game developer because there’s nothing more fundamental to the design of the game than how you control it. If you put an Xbox controller in my hand I want to play a game like Lucky’s Tale. That’s what I love when I have a thumbstick and buttons. But if you give me hands, I want to make different things. I’m drawn to different ideas — if that ends up being the predominant way of controlling. We’re just going to have to see how that shapes up over time.

When do you see the audience becoming significant for VR?

Bettner: Optics, form factor, wireless transmission technology needs to get cheaper and easier. Everybody’s working on these problems now, pouring tons of money into them. You just have to imagine if there was a wireless consumer, lightweight, inexpensive, high-end — would have to be at least as good as an Oculus Rift is right now — a headset that hits the market in the next couple of years. That feels to me like it would be the break-out moment.

How long was Super Lucky’s Tale part of Playful’s plan?

Bettner: We had always hoped to have Lucky show up on other platforms. There was a version of Lucky’s Tale 1 that runs on a flat screen — it’s very convenient for development — but also just because we felt like this was ultimately what we wanted to do. There’s no reason why this intellectual property (IP) and why the gameplay that we’ve built can’t work across all these different platforms. And when we showed that to Microsoft initially they just kind of fell in love with the IP and they fell in love with the potential there. And we built this vision together of launching it as an Xbox debut title to launch a new Xbox.

Do you have a five year plan at Playful, or do you just do what feels right? Some entrepreneurs may be focusing on the wrong things with VR — so how do you make the decisions?

Bettner: We do have a five year plan, but the five year plan changes every five minutes.

You talk about entrepreneurs, we bend reality right? But you can’t bend it till it breaks. You can bend it, but if you break it then you go out of business. I see exactly what you’re talking about. I see the version that’s just over the edge where it is like, ‘I really want this to be true and I don’t care if the world doesn’t because I really want it to be true.’ Our job as creators is to want new things to be true that haven’t been true before. We’re supposed to will things into existence that didn’t exist before and bring these things to life. But if we go too far with that then we’re in a room by ourselves.

We need to have that empathy for our players and for our partners. We might want something to be true, desperately. I want room-scale to be here now now! But just because I want that to be true, and I’m trying to bend reality to make that true, doesn’t mean that it is necessarily going to come true on my timeline. And so I need to be willing to also listen closely.

We we have this saying at Playful — ‘you need to listen closely to what the game is telling you it wants to be.’ This applies at all levels. We’ll have an idea. We’ll start making it. And we’ll start play testing it and it will be like — that’s not fun. But it’s not supposed to necessarily be fun the first time we work on it. Ok, we’ll spend some more time on it. Then maybe it’ll get to be fun. Sometimes that’s successful, but sometimes as we’re going and we’re just banging our head into it, and it’s not turning out to be fun. But something else that was completely unexpected is turning out to be fun. If we do our jobs well we let that other thing rest for awhile and we pick up the unexpected thing and we make the game about that instead. And I think that navigating a company is the same type of thing.

This plan where we’ve ended up now with our partners — that wasn’t the five year plan even two years ago or three years ago — but that has become the plan because it just flowed with what’s been happening in the industry. Taking stuff we were working on and turn them into new opportunities. A good word for that would be agility….even if your timing is wrong — maybe you can take something that you were doing and map it to something else and turn that failure into success. We have tons of that. We fail all the time, but we salvage a lot from those things and use those things to find new success.

The 3D platformer “Lucky’s Tale” was one of the first Oculus Studios titles.

The structure of a gaming company requires you to work with programmers and artists — these people that want to build what they want to build. How do you get a team aligned?

Bettner: We do that by coming up with the ideas together. I can’t get excited about an idea if I don’t have a room full of people that are getting excited with me. So the ideas for the games that we’ve come up with…didn’t come from my head. They came from us getting together and saying what do you want to do? And when we do that and we do it well, it doesn’t mean that it’s like a consensus-driven thing, but things spark. We put the kindling there, we blow on it and it catches flame and then I get really excited about it, other people get really excited about it. OK, we’re doing that. And if we do that well, then that question answers itself automatically. By the time we’re at the point where we’re debuting something or working on it at scale, we all feel this ownership with that thing, and we all feel like it was our idea.

The director of Star Child [Kynan Pearson] has this saying, he says if you take any game development team and replace a single person on a team…you will get a different game. That changes the way you look at it. You don’t look at the game as a singular thing that exists independent of who is working on it. It’s in fact a creation of the people that are making it that turns it into whatever it becomes.

Do you have situations where people don’t want to sacrifice their vision?

Bettner: That’s at the heart of Playful’s development culture is the balance between vision and execution. So vision is this thing that keeps us on track and keeps the heart and soul of the game intact. But the realities of execution and our agility of responding to what’s [turning out] to be fun or not fun, that’s constantly pushing against that and the vision has to be adaptable to those things. The real struggle is those two forces. What we say at the studio is, rather than getting fatigued with that struggle we should embrace that that’s why we do what we do. That’s why this is a hard job, not an easy one, but why we love doing it, is because that struggle is what bears the fruit.

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VRDC Returns in September, First Sessions Announced

The Game Developers Conference (GDC), San Francisco, successfully span-off a new arm last year specifically targeting the virtual reality (VR) development community. This year the event, VRDC, will return with the first handful of sessions already announced.

 

Lucky's Tale

 

Paul Bettner, CEO of Playful Corp., the studio behind Oculus Rift launch title Lucky’s Tale, will host a session entitled ‘How to Be a Successful VR Game Studio’ during the two-day event, while Hannah Gamiel of Cyan, Inc. will offer a post-mortem of Obduction as part of the ‘Games and Entertainment’ track.

The event will be comprised of four tracks in total: Games and Entertainment, Brand Experience, Innovation Across Industries and Innovation. The latter will host Facebook’s Mike Booth, who will discuss ‘Creating Social Experiences in VR’.

 

Facebook Spaces headerVRDC will take place 21st – 22nd September 2017, held at the Hilton San Francisco Union Square. Passes are available to purchase from the official VRDC website now, beginning at $1,199 USD. VRFocus will keep you updated with all the latest additions to the VRDC 2017 line-up.