Reality Clash is one of a few augmented reality (AR) titles which have turned to cryptocurrency to fund development efforts. Reality Clash players as well as cryptocurrency investors will now be able to purchase in-game RCC Gold coins from the BlockExMarkets digital asset trading exchange.
The Reality Clash Gaming Group created the AR multiplayer title Reality Clash back in 2017, funding the title with an initial coin offering (ICO), with customers who bought the ‘Reality Clash Gold Coin’ got access to exclusive weapons and skins.
The title is an AR mobile videogame which lets users take on other players in Ar PvP combat. Users can either form teams of other players in a multiplayer environment, or play against AI bots if there are not sufficient players in the area.
Players and investors can also engage in virtual arms trading using the Reality Clash Armoury, which lets players trade virtual guns, which can then be traded on, or converted into cryptocurrency for later conversion into real world currency.
BlockExMarkets is described as a safe and secure institutional-grade trading exchange, and a listing on the brokerage will allow more players and investors to become involved with the Reality Clash community.
Tony Pearce, Reality Gaming Group Co-Founder, said: “We’re extremely proud to have RCC Gold listed on the BlockEx exchange. We want to make the process of acquiring RCC Gold as easy as possible for seasoned investors and newcomers alike, and our relationship with BlockEx is an important step along that road.”
Aleks Nowak, Chief Listings Officer at BlockEx, said: “It is important to the traders on BlockExMarkets.com that we offer them exciting tokens. Reality Clash is one of the most highly anticipated mobile games of the year, and so we are excited to welcome their community to our brokerage to buy and sell RCC.”
For future coverage of Reality Clash and other VR and AR projects, keep checking back with VRFocus.
Welcome to the seventh edition of our ‘Developer Diaries’, in which we keep you informed on the progress of Reality Clash and provide updates from our developers.
In this edition we wanted to share more information about the creation of the digital assets currently seen on the Reality Clash Armoury Store and Android App. As such we asked Kevin Boase, Development Director of Buko Studios, Manilla, which exclusively develops the weapons for Reality Clash, to give us a step through guide on how these digital assets are created.
The staging process involved in the creation of these assets is set out from the design concept through to the integration of the item into the app. A lot of work goes into each item and we have tried to show the major points of the process in this diary:
CONCEPT & DESIGN
Review the technical data and specifications from the Game Design Document (GDD).
Check real life references including loadout options, firing and reloading.
Block out weapon concepts in 3d, establishing moving parts and weapon form.
From the start we establish the calibre of ammo, clip size and working mechanics alongside a referenced model to conform to basic ergonomics and dimensions.
The initial batch of weapons take cues from real world weapons; great care is taken to tone the weapon aesthetic based on its imagined place in history, origin and intended purpose.
Some weapons are purely functional; their look heavily influenced by production techniques of the time or place they might be built.
More modern weapons utilise advanced materials and these required a lot of design work to ensure good handling and ergonomics.
3D MODELLING | TEXTURING
We utilise Hard Surface Polygon Modelling using a mixture of block modelling and subdivision techniques using Autodesk MayaLT.
We assign materials to the mesh, assessing use of metals, molded plastics, and padded components. Whilst we use UV Layouts, we ensure the texture data can be baked to a single texture page for optimal file handling.
SKINS | PATTERNS | DECALS
We manage our decals, texture sheets and colour schemes using Adobe Photoshop CC. The software is capable of handling the level of detail that we need when making these weapons.
The skins/decals are applied to the weapons with specific rules in order to match up our cryptocurrency skins and technical skins within the 3D application.
UV Sets are used to apply the illustrative liveries to give most impact on the weapon.
We apply decals and stickers where appropriate to give the weapons more interest and personality. We have a lot of creative room for varieties of skins due to the ongoing production prior to, and at the game’s launch, towards the end of 2018.
EXPORT FOR ARMOURY STORE
We export the weapon package for Sketchfab via Allegorithmic’s Substance Painter.
Finally, with the creation of the weapon completed, the item must be tested and then animated for use within the Armoury app and, later, in the Reality Clash app.
GAME SETUP AND ANIMATION CONTROL
Weapons are tested to conform to specifications and nodes for character attachment.
Rig controls are added to manage operations such as trigger-pulling and firing parts of the weapon.
We animate the bullet right from loading from the Magazine through to firing and ejecting the shell.
The weapon is imported into the Character Rig setup and fitted comfortably into the hands with a natural firing position.
These items are later added to The Armoury store and imported into the Armoury app, completing the long journey from our designers to our backers and soon-to-be players. The weapon is tokenized when sold to a player and ownership of this item is registered on the Ethereum blockchain. A truly unique item has been created and passed to its owner! Scarcity of the item is guaranteed and a transaction fee to tokenize has created inherent value
We hope that you have found this Developer Diary to be of interest, if you want to see some of these items up close – you can download our Android Armoury app here. All items are available at the Armoury for RCC holders, with weekly additions of limited edition weaponry. Stay tuned for our next installment in which we discuss more on the Tokenization of these items.
Reality Gaming Group have launched the online store that will allow users to explore a list of available weaponry and buy them using the Reality Clash in-game cryptocurrency, RCC Gold. The online store will support an economy for the augmented reality (AR) title Reality Clash.
Reality Clash is a AR first-person shooter title which allows users to engage with other players, playing in teams in a multiplayer environment, or play against AI bots if no other players are in the area.
The developers raised money for the development of Reality Clash by an Initial Coin Offering (ICO). This allowed investors to buy the cryptocurrency. Those investors can then use the cryptocurrency on the Reality Clash Armoury to buy virtual guns, which can then be traded with other players. The cryptocurrency than then be converted in real-world currency such as dollars or euros.
With the opening of the Armoury, players and speculators will be able to buy exclusive, limited-edition weaponry that can be used in Reality Clash. Upon the opening of the store, 50,000 Reality Clash Gold, or RCC Gold coins were spent, resulting in 75% of the initial limited-edition stock of virtual weaponry selling out.
Some of the initial weaponry set feature skins that reference a variety of cryptocurrency, such as a Bitcoin machine gun or an Ethereum sniper rifle. Each week, two new guns and skins will be added to the Armoury, and will be announced on the Reality Clash social media channels.
The Reality Clash Armoury will also have an Android mobile companion app which uses a smartphone camera to render guns in AR, allowing users to get a good look at the weapons and even test fire them, letting customers try before they buy. An iOS version of the app is currently in development.
Morten Rongaard, Reality Gaming Group Co-Founder, said: “We were absolutely thrilled with the level of participation in the Reality Clash ICO, and now we’re even more excited to embark on the next stage of that journey – the opening of the Reality Clash Armoury.
Further news on Reality Clash will continue to be reported on VRFocus.
Augmented reality (AR) has become much more prevalent since the launch of Niantic’s Pokemon Go, and the subsequent launch of apple’s ARKit toolset. Developers Reality Gaming Group are seeking to build on this trend with its AR title Reality Clash.
Tony Pearce of Reality Gaming Group spoke to VRFocus about Reality Clash, the details of its creation and how cryptocurrency became entwined with the app.
Pearce describes Reality Clash as a cross between Pokemon Go and Call of Duty, combining the classic first-person shooter gameplay with the newer AR technology that allows players to explore, discover and battle in the real world.
Players can join a team, which can comprise up to 200 people to battle against, or players can engage with AR bots who re scattered across the map if no other players are currently in your area.
Reality Gaming Group raised funding for the development using cryptocurrency. The company recently closed an ICO, or Initial Coin Offering, which involved investors buying up the cryptocurrency, which then gives those investors the opportunity to access exclusive in-game weapons, which can then be traded on the blockchain for a profit.
As such, this gives players the chance to effectively become a virtual arms dealer, supplying exclusive weapons to friends, teammates, or just whoever offers to most money. This provides a route into the gameplay for those who might not have a sharpshooter’s aim.
Reality Clash will be opening a website for its arms trading platform, which will also have a mobile companion app which allows users to see exactly what a weapon looks, feels and sounds like within AR. Players will then have the option to purchase the weapon through the website.
The virtual trading platform is due to open within the next few weeks, with the main Reality Clash AR app due for release in September 2018. The full interview is available to watch below.
Further information on Reality Clash will be right here on VRFocusas soon as it becomes available.
Reality Gaming Group, the developers on the upcoming augmented reality (AR) combat gaming app for mobile have announced that YOVO Mobile CEO & Co-Found, Richard Skaife has joined their advisory board.
The appointment of Skaife completes the ambitious project’s leadership team, following the recent appointments of Snatch CEO Jamal Hirani and Krytonite1 CEO George McDonaugh to the Advisory Board, and the hire of PlayStation veteran Anthony Bray as Head of Operations earlier this month. With a long entrepreneurial track record working in the worlds of mobile, crypto currency and the blockchain, he has started a Malta-based and globally focuses mobile operator YOVO Mobile. Thanks to a token sale that is happening later this year, YOVO Mobile will be offering a revolutionary mobile offering that will see users getting paid to use the service.
“I’m thrilled to be able to play a part in the development of Reality Clash, which combines three technologies that are very close to my heart – mobile, crypto currency and the blockchain,” said Skaife. “I’m looking forward to working with my fellow Advisory Board members and the rest of the Reality Clash Executive team.”
Reality Clash, the upcoming free-to-play videogame for iOS and Android is designed to take advantage of the devices camera to create an engaging AR experience that turns the world into a battlefield. With geolocation gameplay, inviting players to enter face-to-face combat with each other in real time, players will be able to take the fight into the real-world. With features allowing players to invite friends, join tournaments and even set up battles in any real-world location, taking advantage of a number of in-game items including a wide range of weapons. Reality Clash is looking to change the way players think about AR and competitive player-versus-player combat videogames.
Tony Pearce, Co-Founder of Reality Gaming Group, said: “Richard’s experience will be invaluable to the Reality Clash project as it moves into a critical phase. We’re honoured to have an executive team and Advisory Board in place that draws on both traditional games industry expertise and cutting edge technical knowledge.”
Reality Clash is still in development and plans to take advantage of crypto currency, Reality Clash Gold coins (RCC Gold), to allow users to make in-game purchases that are ERC-20 tokenized on the blockchain. Once it releases onto iOS and Android later this year payers will be able to turn the real-world into a battlefield and compete for total control.
For more on Reality Clash in the future, keep reading VRFocus.
Welcome to the fifth edition of our ‘Developer Diaries’, keeping you informed about the progress of Reality Clash and the latest updates from our developers. For this update we wanted to focus on the backend technology that drives some of the key features of the videogame.
Nearly every modern mobile videogame will utilise a BaaS (Backend as a Service) to allow the developers to remotely communicate with each other and work on the code. Reality Clash utilises this technology in many ways and we want to explain a few of these to you.
Player Accounts
Every Reality Clash player creates their own unique account, which securely stores all relevant information such as name, user profile, gameplay statistics such as kill/death ratio, as well as weapon purchases, custom configurations and loadout. The cloud profile also ensures player preferences and inventory to be automatically restored if you they devices.
These profiles can also be accessed by the Reality Clash trading platform, so in-game item purchases will automatically show up within the mobile app.
Leaderboards
Comprehensive leaderboards allow us to store the results of in-game fights and as the title grows, highlighting the best local, national and global players to let people see how they compare against their friends (and foes!).
Economy
The in-game economy forms one of the largest parts of the BaaS – it’s where we store all the information regarding weapons and consumables. Weapons in Reality Clash are defined by a large number of parameters to ensure that combat is as realistic and fun as possible and that each weapon has its own strengths and weaknesses.
The economy can be updated at any time to add new weapons and items to the videogame without requiring an update of the iOS or Android app itself. This provides a smoother user experience, whilst also allowing us to ensure players are always up to date.
DLC
Each weapon’s models and textures are stored in a compressed downloadable package. This means we can add new weapon assets to the app alongside updates to the economy without re-downloading other weapons that haven’t changed, which reduces the bandwidth that Reality Clash uses.
Cloud Code & Data
It used to be that all the data and code needed to be on the device itself, but now we have the ability run code and access data from the cloud. This feature opens up great opportunities to interact with the community, reward players remotely and support future features such as Clans, Tournaments and Competitions.
Push Notifications
We want to ensure that players never miss anything, so the BaaS allows us to send notifications to devices, such as challenges from other players, updates on new available weapons or new safehouses in your area that may be of interest.
Analytics
The analytics system allows us to track how players are using the title and iterate and, as such, improve the gameplay and user experience. For example, if we notice that players are utilising certain features more than others, we can add new shortcuts to make them more accessible.
A/B Testing
A/B testing allows us to try out new features on different focus groups to see how they’re received before we release them to the entire world. We can add a new feature and then test it with different parameters in different geographical locations, monitoring the feedback and tweaking the gameplay accordingly.
The BaaS allows us to easily balance and improve the title once it is released without having to make players download large updates to the videogame on their devices.
It isn’t the only online technology being used however, as Reality Clash also utilises custom servers that ensure players can easily find opponents to fight and validate combat to make it harder for nefarious players to cheat.
But there will be more about that in a later update…
Welcome to the third of our Developer Diaries, keeping you informed on the build progress of Reality Clash, a mobile augmented reality (AR) combat game for iPhone and Android. For this update, we wanted to focus on how we’re prototyping different approaches of blending the real and virtual worlds together.
AR technology has come a long way in recent years, but as with any technology based on cameras, it’s as easy to break as it is to make it look awesome.
It sounds obvious, but it quite literally all depends on what is in front of the lens at any given time. As shown in recent Apple keynote demos, a scripted demo on a stage with an empty table offers a perfectly stable environment to place some virtual objects.
However, in Reality Clash we don’t have this luxury, and expect our players to be running around busy environments where objects may suddenly appear in front of them.
As such we’ve been spending a lot of time exploring visual approaches to blending worlds together in order to evaluate what will work best in-game.
This has seen us prototype various approaches to the problem, such as portals that can magically grow in front of the player, offering a glimpse into a virtual world that you can then walk around.
Alternatively, turning the phone into a portable window into a parallel dimension that tries to mirror reality, as well as trying to blend the virtual and real worlds together without any visual FX.
All of these techniques bring their own advantages and disadvantages and we will continue to iterate on these approaches to find one that can offer the best gameplay solution, alongside a visual approach that will keep players immersed in the game.
In addition, the team has continued to expand in terms of programming staff and the addition of a UI/UX expert who is currently wireframing the journey through the entire Reality Clash experience.
Meanwhile, our team in Manila continue to build exclusive new weapons for our early ICO backers and competition winners, all of which will start to appear on the online trading platform when it’s launched.
Topics for future updates will include the challenge of dealing with GPS location on mobile devices and how inaccurate it can sometimes be, plus our aforementioned approach to UI/UX and the staged approach to game development.
Join Jake for the next edition of the Reality Clash Developer Diaries in two weeks time, here on VRFocus.
Cryptocurrency such as Bitcoin has been a hot topic in 2017. Fortune stated that the cryptocurrency’s market value is now more than $150 Billion (USD). It should therefore come as no surprise that videogames are starting to use cryptocurrency in-game to purchase exclusive skins and weapons. VRFocus speak to Tony Pearce, the co-founder of Reality Gaming Group about how they’ve created Reality Clash, the first augmented reality (AR) videogame that uses cryptocurrency in the hope to make users into virtual arms dealers.
Reality Clash is a first-person shooter (FPS) that allows users to play, compete and join tournaments through their mobile phones. Reality Clash will be downloadable for free next year starting in the UK for both iPhone and Android. Players will be able to map out a three-to-five mile radii in the city or countryside, join teams or tournaments and fight. At this time the title is far from finished, but it will be released as a minimal viable product (MVP) in the UK early next year for two to three months in order to do focus testing and get feedback. After which it will then get a full release towards the end of 2018. If you want to learn more about the development of Reality Clash, and see some of the prototype footage from the videogame you can follow the Dev Diary that Jake Scott is doing exclusively for VRFocushere.
With twenty-five years of videogame industry experience, Pearce boasts that these developers are the best in the world. With the developers all coming from large companies that have all been experimenting with virtual reality (VR) from the very beginning; Oculus, PlayStation VR, Hive and some are award-winning BAFTA developers. He believes that they’ve joined Reality Clash because they believe in the concept of AR, FPS and cryptocurrency. Pearce also notes that FPS is the biggest genre of videogames out there. Pearce describes Reality Clash as the combination between Pokemon Go and Call of Duty. With the success of Pokemon Go, Reality Clash are even more confident and excited about their videogame. Unlike AR FPS Father.IO, Reality Clash does not need additional accessories.
“What we didn’t want to have was too many attachments hence why, what we’ve created now is really quite unique, to be able to play this type of game without having to attach something to the phone, just using the phone’s camera and just using the technology we built around augmented reality. This is ground-breaking stuff. It really is ground breaking.”
What makes Reality Clash so interesting is that they chose to get their funding for Reality Clash by doing an Initial Coin Offering (ICO) in August this year. This is where a company offers virtual coins in exchange for real money such as American Dollars. In this case Reality Clash sold their cryptocurrency named ‘Reality Clash Gold Coin’ and also allowed those who bought their currency to get access to exclusive weapons, guns and gameplay. Pearce explains that they wanted to get the crowd, the gamers and the cryptocurrency enthusiasts. For a period of four weeks during which Reality Clash opened their ICO, they managed to raise 9,000 in Ether (Ether is a type of cryptocurrency such as Bitcoin) with 1,400 investors.
The ICO is now closed and the Reality Clash Gold Coins cannot be bought anymore. Instead you are now able to buy ‘Reality Clash Silver coins’ (RCC) which allow players to exchange £1 for one RCC. The RCC however does not give the buy access to exclusive guns, gameplay or skins. The user will have to pay more RCC to purchase a gun that can only be bought with Reality Clash Gold Coins. These weapons and skins that are exclusive to the Reality Clash Gold Coins are so exclusive that only 10, 100 or 500 will ever be made. In order to purchase one of the exclusive weapons one will have to trade in Reality Clash’s online armoury and thus the virtual arm dealing trade is born.
He says that in games such as World of Warcraft skins and weapons are how the company is making the majority of its money now with swords going for $5,000 (USD)/£10,000 (GBP). That’s what they are trying to do as well. Pearce knows that there is audience out there, when the ICO went live they received over 40,000 followers on both their Twitter and Facebook accounts. Thankful to Pokémon Go for introducing AR videogames to the public he knows that Reality Clash is the first of its kind and that this is the beginning of a new era of videogaming.
Welcome to the second of our updates about mobile augmented reality (AR) combat videogame Reality Clash and what our developers are doing, to keep you informed about our journey and hopefully offering you some useful insight on the creative process.
If you need a reminder about the game itself, it’s essentially ‘Pokémon Go meets Call of Duty’ for iOS and Android devices – but here’s a link to the first instalment to give you an overview.
Our developers are continuing to prototype the core features of the videogame, and the last couple of weeks have seen geolocation and mapping becoming the focus of research and development.
The team has been evaluating various technologies to ensure that Reality Clash maps are of the highest possible resolution.
Offering highly scalable, high-definition maps is an important feature of the game and we want players to feel engaged with the map screen as much as with the AR gameplay. 3D buildings provide an additional level of detail and depth as you scroll around your local environment to find other players.
The current artwork shown here is still placeholder but you can see how this added depth to buildings greatly improves the perception that you are viewing the world from a high-tech vantage point.
Accurate geo-location is difficult to achieve and can raise problems like those seen in the image above when we cannot accurately overlay buildings on their real-world counterparts.
To help address these problems, the design and art teams are working closely with the technology team to ensure that even if the player does not have an accurate GPS signal they can still play the game and these confusing artefacts do not hamper their enjoyment.
There’ll be more about this in future weeks as we start to reveal our work on the AR interface.
Our team is also working round-the-clock on the Reality Clash trading platform to bring this to our Initial Coin Offering (ICO) funding backers, something we touched on briefly in the last diary. The weapon scarcity and valuation structure is nearing completion, while all weaponry for the first batch release has been completed. Community feedback on the weaponry has been very positive so far. Our backers will soon be able to get their hands on the first batch of weaponry and begin building their arsenal.
Above is one example of an exclusive Elite Assault gun, which will be available on the trading platform from launch.
In our next Dev Diary we’ll be focussing on how we’re prototyping different approaches to blending real and virtual worlds together.
The internet is abuzz lately about cryptocurrency and the blockchain. Naturally, it was only a matter of time before a developer decided to tap into each of them, together, for game development — a mission taken on by Reality Gaming Group with their debut mobile AR game, Reality Clash.
Similar in ways to Ingress and Pokemon Go, Reality Clash will be a free-to-play AR game for iOS and Android devices. According to a press release, it will leverage users’ phone camera to render an augmented overlay onto the real world using geolocation features. This means you’ll have to travel to real world locations and battle other players face-to-face.
To get a better understanding of the game, its mechanics, and how it all relates to cryptocurrency and the blockchain, we did an email Q&A with Tony Pearce, Co-Founder of Reality Gaming Group.
UploadVR: Reality Clash combines, AR, multiplayer, geo-location, weapons trading, crypto and the blockchain – what’s the best way to describe the game to a newcomer?
Tony Pearce: We want to give gamers the opportunity to experience the exciting features of augmented reality, multiplayer combat, virtual arms dealing and competitive battles – all on their mobile phone. Reality Clash will allow players to use skill and teamwork to conquer their neighbourhoods and climb the local, regional and world rankings.
Players will be able to build up an arsenal of powerful weaponry, which can be used in game to defeat enemies or speculated on with users of the game’s trading platform acting as virtual arms dealers. Ownership of these assets is backed by a blockchain-based trust list, which will be deployed via the Ethereum network. The global increase in digital asset trading in games such as CS:GO, DOTA 2 and World of Warcraft has shown that gamers want to be able to craft, trade and monetise their in-game content and we aim to do this, but with true ownership of these assets backed by a transparent and immutable blockchain.
UploadVR: How do you approach combining all those elements into a single game?
Tony Pearce: It is challenging, of course. Thankfully, we have a brilliant UK development team headed up by Paul Mottram and Ben Hebb. Development has also been aided by the arrival of BAFTA Breakthrough Brit Henry Hoffman, who joined the team in October. We also have an international team of developers in both Denmark and in the Philippines, who have been working on the trading platform and digital asset elements of Reality Clash.
Game development can be, and often is, developed in phases by separate teams. With consideration of the varying game elements involved in Reality Clash, at this stage we have one team working on our weapons trading platform/digital asset accounts and another team focused on building the game itself. This allows our devs to retain focus on individual development goals, but does mean that communication between the separate teams has to be structured and coordinated at all times.
We are really fortunate to be developing the game at a time when both AR and blockchain technology are really starting to take off in the mainstream. We have a lot of work to do, but this will coincide with ongoing improvements in AR and geo-location tech, as well as an increasing amount of developers using the blockchain.
UploadVR: What have been the key challenges in terms of AR and geo-location?
Tony Pearce: The established geo-location services themselves and their reliability has been a key challenge. Our developers undertook extensive research into the mapping services that are currently used by game developers and we will continue to improve this element as we get closer to game release. Besides the accuracy of GPS and mapping data, the issues of dealing with real world situations, such as people walking in front of the player’s camera, are events that are beyond our control, but something we have to deal with to enable us to deliver a believable, coherent gaming experience.
In relation to the AR side of development – there have been challenges that all developers face: the technology sometimes struggles to recognise distance between the camera and the object, whilst also struggling with the placement of virtual objects in relation to real-world floors and walls. The latest AR Kits for iOS and Android and some dedicated hardware on the devices does make things easier, plus we have a strong partnership with Unity.
There is now major investment behind the AR ecosystem and we just expect things to get better. We also just need to ensure we can feed all these advances into our games/products to maximise the potential of the experiences that we provide to the players.
UploadVR: How does your approach with in-game currency (RCC Gold/Silver) differ from the established virtual currency model used in games?
Tony Pearce: Although virtual currencies have existed in games for a long time, there has never been true user ownership – there has always been a centralised account database which is entirely managed by a 3rd party. Players are not able to move their in-game currency, trade it for other game currency and can only profit from their gameplay via 3rd party providers, with sometimes questionable levels of security.
However, with the rise of distributed ledger technology, smart contracts and cryptocurrency, we are now able to provide gamers with complete ownership of both their in-game currency and digital assets as part of Reality Clash.
RCC Gold is the primary in-game currency for Reality Clash and was distributed to out ICO backers as a means of funding game development. Not only does it act as a payment network that allows players to monetise their gameplay and profit from their digital asset trading (weapons, etc), but it is also the gateway by which gamers (who may not have any experience of cryptocurrency) would be able to learn about the technology.
UploadVR: What role do you see AR having for the future of gaming?
Tony Pearce: Most modern mobile phones are able to run AR applications/games and so the market for these kind of titles is rapidly increasing. We believe that AR will be a sort of ‘stepping-stone’ towards VR, with the technology improving and applications integrating with day-to-day life on a more global basis.
We are already seeing money flowing into the development of AR mobile games and AAA publishers are looking to produce a number of ‘big name’ titles for 2018-2019. We are also excited about seeing the ongoing rise of eSports and believe that there is a market for competitive mobile gaming, which incorporates AR. In fact, physical eSports are something that will inevitably arrive as we realise that we don’t need to be sitting down to play video games. Pokémon Go started off the trend with gamers of all ages going outside with their mobiles to play the game. However, the use of AR in Pokémon Go was actually extremely limited and we aim to make far more innovative use of the tech.
Overall, it’s a very exciting time to be involved with AR and competitive mobile gaming and we’re excited to see innovation from across the industry in the coming years!
Reality Clash is coming to iOS and Android devices from Reality Gaming Group in 2018. Let us know what you think down in the comments below!