Hit the Ground Running in GroundRunners

Ground Runner: Trials is a sci-fi virtual reality (VR) videogame that was showcased at Unite Europe. It combines first-person shooter with flight locomotion as you have to survive and scavenge for treasure across a barren world.

You start off as a rookie Ground Runner, where you have to prove yourself by going on missions to destroy drones, cargo ships and collect loot and scavenge treasures. The game takes advantage of the Oculus touch and Vive controllers and uses physical locomotion controls, which prove useful when going into combat and trying to shoot down enemies from the sky whilst simultaneously driving your plasma bike. Survive and build up your resources. With the help of your personal AI assistant Jay, the game has an element of Robin Hood as the world is controlled by a corporation that own everything.

The graphics and art style are inspired by various old science fiction films and books, so you’ll be finding old floppy discs and cartridges instead of lasers and pen drives. Chris Bolton, the CEO and Creative Director of Astrofish Games tells VRFocus that they really wanted nostalgia to play a huge role when it came to the art direction of Ground Runner: Trials. The plasma bike you drive uses a Honda 750 which converts crystals into electricity – it doesn’t get more nostalgic than that!

In the video below he explains which software they use to help build the game, and with the help of their investor Zmapping how they want to provide free content updates for people who buy the game. Each update would contain content from forty minutes up to an hour, so purchasing the game would be an investment in future content as well.

The game might be coming out around August for the HTC Vive and Oculus Rift. You clearly need the controllers and touch controllers to play the game. Check out the video below to find out more.

Sarah Stumbo on Unity 2017.1 and Supporting Virtual Reality

Unity has helped support videogame developers on all platforms, but it looks like they’ve managed to find a way to simplify the processing of creating a videogame by bringing in new features such as Timeline, Unity teams, Cinemachine and much more. What’s so great about these new features is that it enables teams to work on a videogame together at the same time as well as making it easier for videogame devs to control the way in which characters move, are animated as well as controlling when and where the camera moves. 

VRFocusNina Salomons talks to Unity’s XR Evangelist Sarah Stumbo about what Unity is doing when it comes to virtual reality (VR). She explains that these new features are not specifically for conventional gaming but also apply to VR videogames. It can be very expensive and very frustrating for developers to have to upgrade, change and optimize their experience for new headsets being released and their subsequent updates. It seems that Unity aims to fix this with the XR Toolkit.

She discusses that the XR Toolkit will help improve inputs, allowing for developers to create a single experience that can be cross-platform and go on all headsets, including Microsoft’s mixed reality headsets. She also mentions that VRTK and how that is a higher level features for virtual reality. What’s very clear is that Unity aims to help support the community, hoping to create an environment and online community where developers can help support each other when building XR applications for the future. Unity 2017.1 is available now in beta, Check out the video below to get more information.

Ubisoft stellt neue AR-Spiele-Projekte für HoloLens vor

Auf der Unite Europe 2017, der Unity-Entwicklerkonforenz in Amsterdam, hat der Spielepublisher Ubisoft zwei Projekte für Microsofts HoloLens enthüllt: Toy Soldier und Rabbid Rockets. Bei beiden Titeln ist es allerdings unwahrscheinlich, dass Ubisoft sie zu vollwertigen Spielen ausbaut. Aber es zeigt, dass der Entwickler mit HoloLens experimentiert und AR-Games in Zukunft erscheinen könnten.

AR-Prototypen für Microsofts HoloLens

Gezeigt hat die Titel Toy Soldier und Rabbid Rockets David Yue von Ubisoft während der Unite Europe 2017 bei seinem Vortrag zum Thema „AR Prototyping for the HoloLens“. Dabei verfolgen die Projekte unterschiedliche Herangehensweisen. Toy Soldier basiert auf Spatial Mapping, Rabbid Rockets muss ohne auskommen. In Toy Soldier kämpfen zwei Spielzeug-Armeen gegeneinander, das Beispiel zeigt die Krieger im Plastik-Look auf einem Schreibtisch. Der HoloLens-Träger kann mit den Figuren interagieren, dank Spatial Mapping werden die virtuellen Soldaten realistisch in die echte Umgebung eingeblendet. Bei Rabbid Rockets steuert der Spieler hingegen zwei Roboterarme, ein Fadenkreuz dient wohl als Zielerfassung.

Toy Soldiers für HoloLens

Toy Soldiers verlässt sich auf Spatial Mapping

Rabbid Robots

Rabbid Robots hingegen verzichtet auf Spatial Mapping

So unspektakulär die Titel auf den ersten Blick auch wirken mögen, sie zeigen erneut das große Interesse von Ubisoft an neuen Technologien. Für VR hat der Publisher beispielsweise mit Star Trek: Bridge Crew einen der meist erwarteten Titel im Programm, auf der E3 kündigte Ubisoft die Titel Transference und Space Junkies an. Für letzteren Titel entwickelte das Studio von Ubisoft in Montepellier sogar eine eigene Engine namens Brigitte, mit der sich Objekte in Echtzeit direkt in der virtuellen Realität anpassen lassen.

(Quelle: VRFocus)

Der Beitrag Ubisoft stellt neue AR-Spiele-Projekte für HoloLens vor zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

What was Showcased at Unity’s 2017 Unite Conference in Amsterdam

Conferences are always full of speakers, talks and demos, but Unite feels a little different compared to your usual conferences. Despite the rainy weather, Unite managed to create a very relaxed, casual bar-like atmosphere. The great choices of food and drink helped to keep everybody upbeat, excited and positive outlook on the future. Under the easy going hum of geeky conversation VRFocus attended various talks related to virtual reality (VR), augmented reality (AR) and mixed reality (MR). Unity makes it very clear that they’re intent on creating a creative and safe environment for experimenting and building for immersive futures with their software.

At Unite there were several virtual reality (VR) videogames that weren’t finished, but had all been built in Unity. Many of them were still in the beta or experimental stages, and this wasn’t a problem at all. Instead it seemed to help encourage young developers to try and build a VR game themselves. Young developers would come up to software devs showcasing their videogame and ask questions about the videogame, software and hardware. This face-to-face interactivity and genuine conversation from dev-to-dev must be a great way to inspire and ask for help for anybody attending. The various talks discussed mobile VR, VR for advertising, the future of the market, the technical problems you could face as well as live demonstrations on how to create and build in Unity for VR. Microsoft was keen in explaining how mixed reality (MR) was going to change the game when it came to building or creating for various industries whilst Ubisoft showcased some of the MR videogames they’d been experimenting with – explaining why and how things worked when building for augmented reality (AR) and MR.

Stay tuned to VRFocus to see what was being showcased and see how Unity plans to help provide support for developers planning to build for VR, AR and MR.

Unity’s XR Toolkit Aims to Improve VR Development Later this Year

The Unite Europe 2017 conference is well underway in Amsterdam, Netherlands, with plenty of sessions focused on virtual reality (VR), augmented reality (AR) and mixed reality (MR) development. VRFocus is at the event bringing you all the latest news and interviews, and caught up with Unity’s XR Evangelist Sarah Stumbo who revealed the company’s upcoming XR Foundation Toolkit should be ready later this year.

Earlier this year Unity unveiled the XR Foundation Toolkit (XRFT) during the Game Developers Conference (GDC) 2017, a piece of software designed as ‘a framework for XR developers that allows anyone – not just programmers – but artists, and directors, random people who want to get into immersive design.’

XR Foundation Toolkit (Includes)

The premise behind it is to speed up development of immersive content enabling more people to dive into the industry. And while no release date has been confirmed just yet, it’s not too far away.

“XR Toolkit is something that we’re working on right now. It won’t be ready, I believe, until this Fall, but we’re really excited about it, said Stumbo to VRFocus. The toolkit will dramatically aim to improve the experience of developing for VR especially when it comes to the input. So there’s so many VR platforms now Oculus, Vive, Microsoft has their VR headset right now and what we really aim to do is to make all of those inputs, all of the controls for them cross platform so that you can build one experience for VR and deploy it to all of the headsets and the toolkit will be a really great toolkit for developers to get started quickly.”

Unity has been a major player in the VR field, with a significant amount of developers using its softare to create the latest videogames. This has been aided by the release of EditorVR – which saw an alpha release in December 2016 – allowing creators to build their experiences directly in VR.

The first day of Unite Europe 2017 has also seen Ubisoft reveal several prototypes for Microsoft HoloLens and the confirmation that Lenovo’s MR headset will be available prior to Christmas. For any further updates from the conference, keep reading VRFocus.

Microsoft: ‘Mixed Reality is a Generational Shift in Computing’

Microsoft has championed their partnership with Unity Technologies for their holographic computing platform since the initial announcement of the HoloLens. Today, at Unite Europe 2017, Brandon Bray, Principle Program Manager at Microsoft, discussed exactly what this means, and how the Windows Universal Platform is bringing around huge changes in the future of computing.

In a talk entitled ‘Mixed Reality and the Next Evolution in Human Computer Interaction’, Bray made a very bold claim on behalf of Microsoft: “Mixed reality, for us, is really a generational shift in computing… Today is really the mobile generation, but holographic will be the next generation.”

Hololens2

Of course, such a statement would not have been made without some significant evidence to back it up. Bray chose to argue the point not via statistics or charts, but rather through user experience and the opportunities merging digital realities with the real world can bring. Bray explained the difference between augmented reality (AR), virtual reality (VR) and mixed reality (MR) by way of the ‘mixed reality spectrum, a theorem defined in an academic paper written by Paul Milgram and Fumio Kishino.

“Where we start is this idea of a mixed reality spectrum. On one side we all live in a physical world, and we’re used to building digital worlds,” states Bray. “We can live in one or the other, but we can’t really bring them together. That’s what mixed reality does. That’s what’s called the mixed reality spectrum.

“Windows is a platform that lets you target all ends of the spectrum… if you’ve already been building for HoloLens, your target for other platforms will be really easy as you’ve already been using all the APIs you’ll need.”

Bray continues by explaining that there are certain APIs that have been developed for specific aspects of MR devices, such as motion-controllers and the opacity of the HoloLens screen. However, the bulk of the work for bringing titles to new head-mounted displays (HMDs) on the Windows Universal Platform (WUP) will be conducted through familiar tools.

During his talk, Bray also noted that the Lenovo MR HMD will launch in the 2017 holiday period, and offered three tips for developing a great MR App, which can be seen in the video below. VRFocus will keep you updated with all the latest details on the MR developments on WUP and other Microsoft projects.

Ubisoft Reveals Several HoloLens Prototypes

Microsoft’s HoloLens has so far been focussed on the business and education side of the mixed reality (MR) market. Providing educational opportunities such as allowing school children to view the solar system in vivid MR is certainly a worth goal, but there has been little dedicated to the entertainment possibilities of the HoloLens. Ubisoft are trying to change that with some prototype videogames for the HoloLens.

During a talk at Unite Europe 2017 called ‘AR Prototyping for the HoloLens’, David Yue from Ubisoft showed off some images of three prototype videogames that were designed exclusively for the HoloLens. Using ‘spacial mapping’ technology, Ubisoft were trying to make realistic-looking objects appear to HoloLens users, then allow users to interact with those objects.

One of the prototypes displayed involved Toy Soldiers. Two different colours of what appeared to be the typical plastic Army men from the childhood of many people faces off against one another on a wooded floor. A hand hovered above, selecting one of the soldiers, causing it to get a glowing outline. Another example involved the ubiquitous Rabbids titled as Rabbid Rockets. A targeting reticule is in the centre of the screen, with two spindly robot claws also forming part of the interface.

It is currently unlikely that the prototype examples on display will be turned into full videogames. However, that Ubisoft are working closely with Microsoft on augmented reality (AR) and mixed reality (MR) does suggest that there could be some Ubisoft titles appearing on a Microsfot MR platform at some point. It remains to be seen if that platform will be the HoloLens, or the Windows 10 MR headsets.

VRFocus will keep you informed on future developments with Ubisoft, the HoloLens and MR.

Lenovo’s MR Headset Will Be out in Time for Christmas Confirms Microsoft

Yesterday Unity Technologies began its Unite Europe 2017 with an opening keynote revolved around the next version of its middleware development engine Unity 2017. The keynote was devoid of any virtual reality (VR) or augmented reality (AR) mentions, but with the main conference now underway new details are emerging. During an early session Microsoft has confirmed that Lenovo’s mixed reality (MR) headset will be coming out towards the end of the year.

It was already known that the head-mounted display would see a launch in 2017, with VRFocus previously reporting that it could be arriving in August. That date has now slipped it seems as Microsoft’s Brandon Bray, Principal Program Manager, has said during a talk titled ‘Mixed Reality and the Next Evolution in Human Computer Interaction’, that Lenovo’s headset will be arriving ‘this holiday’ (meaning Christmas).

Mixed Reality foundations difference between HoloLens and MR Devices

During the session the Bray discussed some of the differences between the upcoming MR headsets for consumers and Microsoft’s well known device, HoloLens, with is currently only available for enterprise. As you can see from the image above, the two devices will have a lot in common with main difference being user input.

While HoloLens has gesture control – being able to pinch items to select for example – the MR HMDs from companies like Lenovo and Acer will purely use the motion controllers Microsoft unveiled in May.

Unlike companies such as Oculus/Facebook and HTC Vive which are putting more of their efforts into VR, Microsoft has stayed firmly focused on MR. Bray reiterated this by saying: “Mixed reality, for us, is really a generational shift in computing… Today is really the mobile generation, but holographic will be the next generation.”

The latter half of 2017 going into 2018 looks set to be an interesting time for the VR/AR and MR industry. Not only do you have Microsoft’s MR devices coming out from several manufacturers but HTC is keeping the pressure on with its recent collaboration with Google on a standalone HMD that’ll be cable free.

VRFocus will continue its coverage of Microsoft, Lenovo and all the latest headset news, so come back for further updates.

How do You Make Money in VR? Content Comes First

Unite Europe 2017 has officially kicked-off this morning, with the virtual reality (VR) content taking centre stage in a talk by Julie Shumaker, Vice President of Business Development of Advertising at Unity Technologies, subtlety entitled ‘Get Ready: The Money is Coming’. But how, you say? Shumaker insists that if you create compelling content, advertisers will soon follow.

Shumaker began her presentation by discussing the continued development of advertising, from print ads to radio, television, internet and mobile. In each era, advertising copied the principles of the medium before it in the first instance, opposed to adapting to the unique benefits of the new technology. It took time to for advertising creators to learn the rules and establish convention for new opportunities, so VR will follow the same template, right?

Unite Europe 2017 Julie Shumaker

Unity Technologies is keen to ensure that this doesn’t happen.

“At Unity, we believe that advertising in VR can be even bigger than what we’ve achieved in mobile,” states Shumaker. “What it’s not is a micro app that a creator spends millions and millions of dollars distributing… think of it as an easter egg, or a hidden target behind the wall. The user chooses to follow Alice through the looking glass.”

Shumaker suggests that creating an environment or ‘virtual room’ should be the baseline standard for content creators. Placing a billboard, poster or virtual object in these environments is an easy and immediate route to advertising revenue, but possibly not the best opportunity VR provides.

“First of all: content is king,” Shumaker echoes the sentiment of videogame development for the past three decades, before adding: “Advertising drives content.”

It’s a chicken-and-the-egg scenario. Developers need funding to create content, but advertising want existing content as proof for their investment. The new opportunity brought about by VR is one of consumer awareness of advertising and the potential relevancy to a product’s audience.

“Consumers choose ads. Almost 80% of consumers choose ads in exchange for content,” states Shumaker, obviously referring to the modern opportunity given by mobile to exchange advertising revenue for in-app purchases (IAPs). However, will this model catch on in VR?

To Shumaker, context is important. While the above product placement is an easy opportunity, it’s not a huge revenue driver. Furthermore, if the product isn’t one which appeals to the VR experience’s audience it won’t resonate well with consumers. Context, then, has to be positioned ahead of the importance of the revenue stream.

What lessons are to be learnt from Shumaker’s talk? In honesty, it’s the same catch 22 situation that VR developers will already be familiar with: the content needs to be built first to attract consumers, and once the consumers are there the advertising revenues will follow. No answers were provided for that middleground we’re in now: VR is finally becoming established as a consumer medium, but how will developers survive until those revenues become available?