Niantic To Launch New Mobile AR Game Based On Catan

Niantic announced that it is working on a new mobile AR game called Catan – World Explorers, based on the popular board game Catan. The company is also partnering with immersive theater studio Punchdrunk to create several other new projects.

Niantic is one of the biggest players in the mobile AR market, with a variety of successful titles like Pokemon Go and Harry Potter: Wizards Unite. Now, the studio looks to expand its offerings with a new game based on the popular strategic board game.

Similar to other Niantic games, Catan – World Explorers is a multiplayer augmented reality title for mobile platforms, which “transforms the entire Earth into one giant game of CATAN”. Players will be able to “harvest, trade, and build in the real world as cities and landmarks transform into settlements where you can collect resources, construct buildings, and score points for your Faction.”

catan mobile game ar niantic

There’s a few graphics on the World Explorers website, embedded above, which indicate that the UI and general aesthetic of the game will continue the same style and use similar assets seen in Pokemon Go and Wizards Unite. There’s a few more gameplay tidbits over on the World Explorers site too.

Niantic also announced that it is partnering with Punchdrunk, an immersive theater studio, to develop multiple new projects. “I believe that Punchdrunk and Niantic can create something that has never been done before,” said Punchdrunk Artistic Director Felix Barrett. “They do it in AR, we do it in real life. Collide the two and I think we will blow people’s minds; bend the rules of genre and redefine the norms of mobile gaming.”

Catan – World Explorers will go into beta very soon and those who are interested in taking part can sign up online.

The post Niantic To Launch New Mobile AR Game Based On Catan appeared first on UploadVR.

‘Pokémon GO’ Studio Partners with ‘Sleep No More’ Creators to Bring AR to Immersive Theater

Niantic, the makers of Pokémon GO and Harry Potter: Wizards Unite, today announced what they’re calling a “multifaceted partnership” with Punchdrunk, the company behind the ‘Sleep No More’ immersive theatrical experience.

“Together we are developing multiple projects that will reinvent storytelling for a 21st century audience and further expand the horizon of interactive entertainment,” Niantic says in a blog post.

Punchdrunk are pioneers of the immersive theater genre. The UK-based theater company focuses heavily on bringing audiences a narrative experience with a unique ability to freely choose what to watch and where to go. This is achieved by adapting classic texts, physical performances, and immersive set design. How Niantic will bring AR into this isn’t certain, although it sounds exciting.

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“I believe that Punchdrunk and Niantic can create something that has never been done before. They do it in AR, we do it in real life. Collide the two and I think we will blow people’s minds; bend the rules of genre and redefine the norms of mobile gaming,” says Felix Barrett, Artistic Director of Punchdrunk.

The company says it’s been experimenting with “new forms of gaming on mobile and AR glasses,” with 10 new games currently in development including prototypes for AR glasses. Niantic says each of these games, like their previous titles, will be centered around outdoor exploration, movement, and social interaction.

The post ‘Pokémon GO’ Studio Partners with ‘Sleep No More’ Creators to Bring AR to Immersive Theater appeared first on Road to VR.

Pokémon Go creator joins Punchdrunk theatre for interactive venture

Immersive theatre company and augmented-reality game developer Niantic team up to explore ideas that fuse ‘physical and digital worlds’

Immersive theatre company Punchdrunk, best known for its Macbeth production Sleep No More, and augmented-reality game developer Niantic, creator of augmented-reality smartphone games Pokémon Go and Harry Potter: Wizards Unite, are teaming up to create “interactive experiences”, the companies announced today.

They are not working on extensions to existing games and productions – so don’t expect an interactive stage production of Pokémon Go, or a new video game adaptation of The Drowned Man. Instead the companies will be working on new projects, with aims to “reinvent storytelling for a 21st-century audience and further expand the horizon of interactive entertainment”.

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Pokémon Go creator joins Punchdrunk theatre for interactive venture

Immersive theatre company and augmented-reality game developer Niantic team up to explore ideas that fuse ‘physical and digital worlds’

Immersive theatre company Punchdrunk, best known for its Macbeth production Sleep No More, and augmented-reality game developer Niantic, creator of augmented-reality smartphone games Pokémon Go and Harry Potter: Wizards Unite, are teaming up to create “interactive experiences”, the companies announced today.

They are not working on extensions to existing games and productions – so don’t expect an interactive stage production of Pokémon Go, or a new video game adaptation of The Drowned Man. Instead the companies will be working on new projects, with aims to “reinvent storytelling for a 21st-century audience and further expand the horizon of interactive entertainment”.

Continue reading...

Maze Theory to Train Writers in VR, Offering Peaky Blinders VR Work Opportunity

London, UK-based virtual reality (VR) studio Maze Theory has a couple of big-name projects in the works including Doctor Who: Edge of Time and Peaky Blinders VRThe latter is still in its early stages and so the team has announced a partnership with  StoryFutures Academy, the National Centre for Immersive Storytelling jointly run by the National Film and Television School (NFTS) and Royal Holloway, University of London, to train writers in the art of writing for VR, with one being selected to help pen the upcoming Peaky Blinders VR experience.

Peaky Blinders
Image Credit: Peaky Blinders – Photographer: Robert Viglasky

Five participants have been chosen to take part in a two-day writers’ room this past week: Jenna Jovi; Melissa Iqbal; Berri George; Robin Taylor and Catherine Skinner; who all have at least two screen credits or a commissioned script to their name.

Adam Ganz, StoryFutures Academy’s Head of Writers Room led the endeavour, supported by Maze Theory and immersive theatre company, Punchdrunk. Participants learnt the principles of writing for VR as well as seeing Maze Theory’s proprietary AI technology that will make Peaky Blinders VR a unique experience, allowing the characters to respond to player gestures,  movement, voice, sound and body language.

“We are delighted to be working with Maze Theory to help established writers discover the art of writing for VR,” said Ganz in a statement. “Maze Theory are an incredibly innovative company who are really pushing the boundaries of what is possible in immersive and it’s fantastic that they are offering one of our writers’ room participants the opportunity to work on their new Peaky Blinders VR experience. These kinds of collaborations that bring together established film and television industry professionals with VR specialists are vital for the growth of the immersive sector. We need to tell stories together.”

Peaky Blinders

One of the participants will then be able to take the writers room a stage further and given the opportunity to work on the  Peaky Blinders VR experience for up to 10 weeks over the coming months.

Peaky Blinders VR is scheduled for release in 2020. When further details are released VRFocus will let you know.

The Future of Performance Art: Samsung and Punchdrunk Showcase ‘Believe Your Eyes’

The Future of Performance Art: Samsung and Punchdrunk Showcase ‘Believe Your Eyes’

It’s a small room, maybe only eight feet squared, and dimly lit. The floor has an intricate carpet and the walls are red curtains. I sit in a swiveling chair, looking at an empty seat in the corner. I put a Gear VR on and see a 360-degree video of the same small room, but now the chair is filled with a woman who begins to frantically explain a terrible dream she has been having.

The 5-minute VR/performance experience that follows is one of the most unique I have ever had.

This experience was had a few weeks ago at Samsung 837, the company’s night club/ demo space in New York City. Without spoiling it for future audience members, a performance was involved, and Samsung partnered with Punchdrunk International, the troupe behind Sleep No More, the experiential re-imagining of Macbeth that has been performed in NYC for more than five years. A card handed to me afterward had the hashtag “belieVe youR eyes” and so, for lack of a better choice, I will call the piece by that name.

This creation from Samsung and Punchdrunk has gone largely under the radar, except for some social media by Punchdrunk themselves. It’s a shame, as this “VR encounter” should be seen by those curious about how VR can do more in the art space. And though its run at 837 is now over, it may pop up elsewhere. But despite its current hiatus, it is worth examining Believe Your Eyes for one important reason: it is the future.

Read More: The Ultimate Beginner’s Guide to VR Storytelling

VR mixed with performance is taking the strength of VR’s immersion and boosting it with an extra layer of sensory input: the presence of other people. You can feel them move around you, sense the bass of their motions, of their footsteps. Add some effective use of sets and props, and VR is enhanced to really make you feel like you are experiencing something. And when a skilled group of people, say those known for creating immersive experiences like Sleep No More, are those involved, the artistry of it just takes it further.

And this heightening of VR will only continue in the future. PlayStation VR launched earlier this month, joining the Rift and the Vive to deliver quality virtual reality to people’s home. And now that people can actually buy VR, those creative and technical voices that want to push boundaries have to elevate VR to new heights: amusement and art. VR installations beyond the home will take this technology and wrap it with other accouterments to create brand new attractions that are not widely available and demand premium prices.

Source: Ben Morse

It is already happening. Madame Tussaud’s in Times Square has a Ghostbuster VR attraction, made through a partnership with The Void,  where four players walk around a space, experience a story, fight apparitions, and interact with the space and are interacted with back, through other sensory ways beyond VR. This is something that can’t be done at home. I can still smell the marshmallow.

A few years ago Marriott showed off the Teleporter, a glass tube you stepped into. With a Rift DK2, you experienced a beach on Hawaii, complete with the warm breeze of ocean air that smelled of sea salt. There have also been VR attractions based on films, whether it is riding one of Dreamworks’s Dragons, air rushing at you while you fly in an actual saddle, or a ride on an actual elevator, through the cold air up a virtual version of the Wall from the Game of Thrones. Samsung and others are even bringing VR to real rollercoasters, giving riders a fantasy to see and hear while they are flying along the track.

Read More: Virtual Reality Still Needs To Find Its Heart

You can imagine a time in the next decade where a trip to the movie theater could include a special space for virtual reality that is enhanced with extra-sensory features, where movie-goers are now inside of their favorite franchises. Or a theater on Broadway that is exclusively for virtual reality, where you buy your ticket for a certain time and you and some friends go experience a show that involves VR headsets, actors, and all sorts of special effects. It could be too expensive to produce or too esoteric for a mainstream audience, but there will be at least a niche audience that will pay for a kind of immersion and artistry not found in home-based VR.

‘Sleep No More’ by Punchdrunk

Now I can say that I’ve sat in that chair. I was moved by what I saw. I wasn’t allowed to take photos, interview anyone, or ask questions. You can’t find information about it online or in social media. I was left wide-eyed and uneasy and creeped out. Punchdrunk gave me five minutes of art and technology working together to create something dream-like and powerful. We all may find ourselves sitting in such situations soon, living something beyond headsets and real life.


Kevin is a freelance writer with work appearing in outlets such as Geek & Sundry, Kill Screen, and Fast Company. Follow him on Twitter: @khohannessian.

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Confronting the End – ‘The Last Moments’ Gives You the Choice to Live or Die

The Last Moments immerses users in the discussion about euthanasia with a VR film that reveals the process of an assisted death.

Virtual reality and empathy go hand in hand. The very nature of being closed off to the world, void of all peripheral distractions, is an effective aid to focussing on powerful subject matter. Directors are realising that putting you in the shoes of those having to make life or death choices can have a profound effect on the viewer.

One such director is Avril Furness whose short 360 degree film The Last Moments I watched at Grand Central Recording Studios (GCRS) in London. Doning the Samsung Gear VR headset, I found myself in a very ordinary room, bed bound with my emotional wife sitting at the end, trying to offer comfort through tears and jokes, as she was about to become a widow.

the last moments vr assited dying

A mentor from Dignitas—the Swiss based not-for-profit organisation that offers assisted dying services—robotically described how the cocktail I would drink would put me into a sleep I would never wake up from.

My choice was to continue to live or take the cocktail and die. Out of curiousity I chose the latter, but was surprised to then learn that 86% of real Dignitas volunteers don’t go through to the ultimate end stage.

Furness based the thought provoking film on a script she had penned exploring an overpopulated dystopian future where salesmen sold euthanasia packages door to door, as if some innocuous household product.

During her research, she visited an exhibition called Death: The Human Experience at the Bristol museum which housed a replica of a ward from Dignitas. Sitting in the very ordinary room, Furness described having a profound emotional experience, which she felt could be transferred to others as a 360 degree short film.

Furness studied video documentation of approximately fifteen assisted dying procedures, transcribing the script into one narrative.

the last moments vr assited death

“It is not always as bleak as you might think” she said. “In the videos there were lots of nervous jokes and agitation to keep it light hearted for the volunteer. I wanted to bring that out in the script.”

The Last Moments was premiered at a euthanasia conference in Amsterdam, attended by specialists, volunteers and pro right-to-die campaigners. The presentation moved many to tears with one gentlemen not able to watch to the end such was its intensity.

Initially, The Last Moments struggled to get off the ground.

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“It was a really difficult relationship with Dignitas at first” admitted Furness. “They were very sceptical and negative. As the conversation developed, they were quite specific about filming in the replica room in Bristol rather than at their premises to ensure this was a tasteful artistic representation of what happens.”

Such was the turnaround, at one point Dignitas even proposed putting a 360 degree rig on a real volunteer to die on camera but Furness wanted to avoid anything that could cross into morbid voyeurism.

The result is a powerful 360 short that stays in your head long after you take the Gear VR off. It is the ordinariness of the environment and the procedure that is at odds with the gravitas of the situation. The contrast of the emotion of your loved one and the clinical nature of the Dignitas mentor is just as difficult to process.

Looking at the experience from a production standpoint, I really appreciated how passionate and supportive the companies involved in the project were. The Last Moments was a collaboration between Framestore, VISYON 360, Grand Central Recording Studios and theatre company Punchdrunk, which would have had a fraction of the budget of the productions they would typically be involved with.

With just three hours to shoot the entire sequence, a GoPro 360 rig was placed on a mannequin with an ambisonic microphone. The 3D audio was vital for the realism of the experience led by Steve Lane and George Castle of GCRS. This was their first commercial foray into virtual reality, having traditionally worked on sound design for high end movies and commercials.

Grand-Central-Recording-Studiosb Grand-Central-Recording-Studiosa

Looking back Castle reflected “It was relatively early into our foray into the VR world and a great learning experience. What excites me is what is possible now compared to 6 months ago is massive.”

Lane is equally excited to work on sound design for VR projects, appealing for a more standardised process. “Spatial audio is great but there isn’t a defined format. We can chose from four or five delivery methods so that is going to have to become a more streamlined process. With The Last Moments we only had to consider the Samsung Gear VR but in the future I would love to see software coming to market that makes this possible. We are having to use an older Oculus Rift development kit headset because Pro Tools is only Mac compatible but the new Oculus is only PC compatible. It’s just all over the place at the moment.”

Framestore were bought in to do the post production under the guidance of Executive Producer David Hay and VISYON 360 did the final stitching for the piece that was painstakingly as close to the real procedure as possible, right down to the labels on the bottles.

There was genuine altruism behind the project and a reminder that virtual reality can excite and bring out the best of pioneers keen to showcase the power of the medium.

The Last Moments is currently touring festivals and will be made available on YouTube 360 once the tour is over.

The post Confronting the End – ‘The Last Moments’ Gives You the Choice to Live or Die appeared first on Road to VR.