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?

Unity Accepting Applications for its New Global Research Fellowship Program

Unity Technologies is a name synonymous the videogame development as its Unity engine is widely used across the world creating the latest titles whether they’re standard PC/console, virtual reality (VR) or augmented reality (AR) projects. Today the company has announced Unity Labs’ new Global Research Fellowship Program, to support graduate researchers working on research challenges in Machine Learning for videogames.

Unity Labs’ focus is on identifying and supporting cutting edge research, currently working in disciplines such as VR, AR, authoring tools, game AI, and graphics. So it has decided to collaborate with Unity’s AI & Machine Learning Group to nurture the latest research into machine learning that pave the way to the creation of scalable and complex interactive content, as well as understanding game data for the improvement of analytics and developers strategy.

Unity Labs Global Graduate Fellowship Program

On the Unity blog Danny Lange, VP of Machine Learning at Unity Technologies, says: “We recognise that schools around the world, offer programs to teach technical skills in computer games programs in computer science or related fields. We want to provide enrolled graduate students an opportunity to go beyond, and work on relevant and applied research related to games, and enable them to bring this research back to their schools and communities of practice.”

With Unite Europe 2017 beginning today, Unity has announced the opening of applications for the first graduate research fellowship program. Two graduate research fellows will then be selected to work for 6 months – plus they’ll receive a $30,000 USD grant – on research related to state-of-the art Machine Learning algorithms for interactive entertainment content authoring.

To find out more and apply follow this link.

For all the latest updates from Unity, keep reading VRFocus.

Unity Gives Apple the XR Treatment

If you missed the big news yesterday, Apple is now supporting virtual reality (VR) on its Mac platforms thanks to the new OS High Sierra and augmented reality (AR) on iOS with ARKit. During the keynote address the immersive demonstrations from Wingnut AR and ILM used Epic Games’ Unreal Engine, but the other big player in the middleware space, Unity Technologies, will also support Apple’s venture into VR and AR.

Unity is fully integrated with ARKit for iOS, with the company providing an open source bitbucket project for ARKit to get developers started. On the VR side Unity is currently offering an experimental build for content creation with studios able to freely publish to the app store with High Sierra.

Unity Editor on macOS
Unity editor on macOS with Space Pirate Trainer from I-Illusions in VR Mode

Unity has been working with several studios to test out the software, including Space Pirate Trainer developer I-Illusions. On the Unity blog, I-Illusions’ Dirk Van Welden said: “Overall, the porting of Space Pirate Trainer to macOS with Unity went very smooth. We had it running on macOS under a couple of hours. I previously had some concerns about Metal support, but Unity and Apple made the whole process pretty straightforward. Metal support has been hugely optimized in these past weeks and months and most of our custom shaders were supported out-of-the-box, while we never had Metal in mind while creating those shaders. Great job Unity, Valve and Apple!”

Additionally, Unity has been working with Apple and its API for high performance graphics, Metal 2, to gain extra performance by making use of the software’s new features such as the VR-optimised display pipeline.

Developers using Unity can get started straight away with macOS VR by heading to this forum page, or for those interested in AR head here.

For further updates from Apple on VR and AR developments, keep reading VRFocus.

Unity Reveals Plans to Expand into India

Unity Technologies, the firm behind popular game engine Unity 3D, are planning to greatly expand their presence in India, hoping to triple the amount of employees they have located there by the end of the year, and expand the burgeoning Indian videogames scene.

Though noting that India was well behind established markets such as Japan or Europe, Chief revenue officer Dave Rhodes is confident that the slowly expanding games market in India will be of benefit to Unity: “People in India if given the right price of device and bandwidth, will buy more games,” he said. “The developers have an outlet to make money and we want to be there to support them.”

Also included in Unity’s expansion are plans to collaborate with India’s established IT industry on projects for augmented reality (AR) and virtual reality (VR). Quentin Staes-Polet, the company’s director for South Asia, Australia and New Zealand, claims that 70% of virtual reality development around the world is built with Unity: “People in automobile and manufacturing have raised a demand for interactive and immersive platforms for their customers and internal work,” he said. “This high fidelity visualisation cannot be achieved with 3D design tools. Therefore, we are consorting with IT integration firms that are building up augmented and virtual reality practises.”

Unity - John Riccitiello

In addition, Unity is looking to expand its focus to include non-gaming applications for the Unity engine. According to Unity CEO John Riccitiello: “My view was that until we were perfect at nailing the gaming, AR and VR business, I was going to keep our concentration on that so we didn’t dilute our efforts. But there is huge number of folks that use our product outside of the games industry – we just try to keep our focus tight.”

VRFocus will continue to bring you the latest on Unity Technologies and other VR industry figures.

Unity 5.6 Launches Bringing Native Google VR Support for Cardboard and Daydream

Today Unity Technologies launched Unity 5.6, bringing to a close the Unity 5 cycle. The new version brings lots of new features, for virtual reality (VR) there’s now native support for Google VR.

With Google VR support on Unity 5.6, developers will find it easier to publish to Google Cardboard and Google Daydream.

Daydream View Headset

In its blog posting Unity said: “To get optimal performance and latency from the Daydream platform, we integrated with the Google VR NDK to leverage the platform’s asynchronous reprojection and VR performance modes.
“Compared to the Daydream support in the Google VR SDK for Unity released at Google I/O, we now provide a more streamlined workflow, significant optimizations and reduced latency. No prefabs, scripts or manual manifest modifications are required to get started–simply enable VR and add Daydream as a targeted platform to begin making your own virtual worlds.

“We have also made it easy to switch in and out of VR mode so that your applications can easily expand to the full Google VR audience and target Google Cardboard with full native support. Applications which target Cardboard will work on older devices so you can reach as many users as possible. At this time, Cardboard support is exclusive to Android with iOS Cardboard support coming soon.”

Earlier this month Unity also teased details of Unity 2017 beta, saying it would be geared towards non-programmers, with a range of features designed for artists and designers. The beta is due for release next month.

Unity is one of the most popular middleware development engines, utilised by developer for VR and non-VR work the world over. VRFocus will continue its coverage of Unity, reporting back with the latest announcements.

Spatial VR Sound Gets an Upgrade as Valve Launches Steam Audio SDK Beta

Audio quality plays an important part in virtual reality (VR) immersion, so today Valve has announced the launch of its Steam Audio SDK as a free beta for developers.

Designed to enhance all interactive products, specifically VR applications, Steam Audio adds physics-based sound propagation on top of HRTF-based binaural audio. This allows in game audio to interact with and bounce off of scene geometry, aiding players by giving them more information about the virtual world they’re in.

Steam Audio - baked reverb

Steam Audio’s range of features include HRTF-based binaural rendering, occlusion, physics-based reverb, real-time sound propagation and baked reverb and propagation. Supporting multiple platforms: Windows, Linux, macOS, Android, Steam Audio is not restricted to any particular VR device or to Steam.

The Steam Audio SDK currently supports including C API for integration into other game engines and audio middleware. “Adding Steam Audio to the arsenal of tools available to Unity developers gives them an easy solution for extending the acoustic depths of their VR and desktop creations, and is the latest result of out collaboration with Valve,” said Tony Parisi, head of VR/AR strategy at Unity Technologies.

Another popular engine for VR developers is Epic Games’ Unreal Engine which will see support added soon. “As a new plugin for the new Unreal Audio Engine, Steam Audio fundamentally extends its capabilities and provides a multi-platform solution to game audio developers who want to create realistic and high-quality sound propagation, reverberation modeling, and binaural spatialization for their games,” commented Aaron Mcleran, audio programmer at Epic Games.

Free of charge, and without any royalty requirements, the Steam Audio SDK can be downloaded now from github.

“Valve is always trying to advance what the very best games and entertainment can offer,” said Valve’s Anish Chandak. “Steam Audio is a feature-rich spatial audio solution available to all developers, for use wherever and however they want to use it.”

For the latest Steam Audio updates from Valve, keep reading VRFocus.

Unity CEO John Riccitiello Hosting Keynote at VRLA

Earlier this month Virtual Reality Los Angeles (VRLA) announced that Justin Roiland, creator of Rick & Morty would be delivering a keynote address at April’s event. That would be taking place on the Saturday, and for the Friday’s address organisers have secured Unity Technologies CEO John Riccitiello.

The Unity videogame engine is one of the most widely used for virtual reality (VR) and augmented reality (AR) development, most recently launching an experimental build of EditorVR. This allows studio’s to create experiences in VR rather than on a desktop monitor, with a range of customised functions for use with motion controllers like Oculus Touch or HTC Vive.

Unity - John Riccitiello

“Unity is proud to support the industry’s creators whether leading names or those just starting out, and I look forward to sharing more about our vision of VR and AR development at VRLA,” said Riccitiello

“Unity has done so much to support and accelerate the VR ecosystem,” said Adam Levine, co-founder of VRLA. “Were proud to host John as Unity continues its mission to educate and empower the industry and VRLAs vibrant community of VR creators, companies and enthusiasts.”

The expo will take place 14th – 15th April, 2017 at the Los Angeles Convention Center, and will include demos, educational sessions, experimental work and presentations. Registrations have now opened for the VRLA, with the business-focused 2-Day Pro Pass at $299 USD and a 1-Day Pass for Saturday priced at $40.

For the latest updates on VRLA 2017, keep reading VRFocus.

The VR Job Hub: Unity, Felix & Paul & CCP Games

Whether you’re an experienced designer, programmer, engineer, or maybe you’ve just been inspired after reading VRFocus articles, the jobs listed here are located worldwide, from major game players to humble indie developers – the one thing they all have in common is that they are all jobs in VR.

View the new listings below for more information:

Location Company Role Link
Atlanta, US CCP Games Senior Console Engineer Click Here to Apply
Atlanta, US CCP Games

Visual Effects Artist

Click Here to Apply
Atlanta, US CCP Games Quality Assurance Lead Click Here to Apply
San Francisco, US Unity

Virtual Reality Evangelist

Click Here to Apply
Montreal, Canada Felix & Paul

Application Developer

Click Here to Apply

Look back at last week’s post for ongoing listings. If you’re an employer and are looking for someone to fill a VR or AR related gap on your workforce and would like your role to feature on next week’s VR Job Hub please send details of the role to either pgraham@vrfocus.com or keva@vrfocus.com

Check back with VRFocus at the new time of 3pm GMT every Sunday for the latest positions in this ever growing industry.

SuperData and Unity Research Finds Total Revenue During 2016 for VR was $1.8 Billion

2016 was certainly a roller coaster year for virtual reality (VR). The last 12 months have seen the release of several major head-mounted displays (HMDs), a raft of content across multiple disciplines – video games, 360 video, animation – and new and exciting innovations. But has all of that turned into profitable success? This week SuperData Research, in collaboration with Unity Technologies have released a report “Can’t Stop, Won’t Stop: The 2016 Mobile and VR Games Year in Review“, looking at how the markets have performed.

In the companies findings they report that the total revenue for VR’s first year was $1.8 billion USD, attributing $718 million to PC, $687 million to mobile and $411 million to console. While actual headsets sold came in at 6.3 million, with Samsung Gear VR making up the majority with 4.51 million units, next was PlayStation VR with 750,000, HTC Vive at 420,000, Google Daydream VR at 260,000 and Oculus Rift comes in at 240,000. The report does note the total figure doesn’t include Google Cardboard, which has often been given out for free for promotional purposes.

SuperData Research VR 2016

For the general mobile video game industry the report found that $40.6 billion in worldwide revenue was generated in 2016, with Asia representing the largest mobile games market in the world, producing $24.8 billion in revenue, while North America and Europe generated $6.9 billion and $5.7 billion respectively.

“The sustained growth of the global mobile games market is helping to legitimize games in the traditional media landscape,” says Stephanie Llamas, VP of Research and Strategy of SuperData Research. “The size of the market is also attracting the leading players in the gaming market, as can be seen with Activision’s Blizzard deal to buy King and Tencent acquiring Supercell.”

“Players are installing more apps than ever and are more engaged with mobile games than TV and online videos,” shared John Cheng, General Manager of Unity Analytics. “They play six days a week and watch content only five. It’s been phenomenal to watch engagement on the different mobile and VR platforms grow, and that trend will continue to increase in the foreseeable future.”

The mobile and VR studies were based on the following: 49 million unique transacMons and 15 million unique gamers between January 1, 2015 and December 31, 2016, a survey of 1,000 U.S. mobile gamers from July 2016, data collected from partners in the VR Data Network and data from Unity, pulled from billions of installs across over 2.4bn unique devices. As yet none of the VR headset manufacturers – apart from Samsung – have released official sales figures so currently this report is the best you’ll get currently.

For all the latest VR news from around the world, keep reading VRFocus.

Unity CEO: ‘VR will be mainstream’ by 2020

Virtual reality (VR) may have gained a lot of ground this year with multiple headset launches, more developers and companies getting involved, and brands utilising VR as a new means of promotion, but it’s still a long way off being called mainstream. There are numerous predictions on when and if this may happen, estimating unit sales or how much the market will be worth in 2/5/10 years time. One person who estimates this may not be too far away is John Riccitiello, the CEO of videogame development platform Unity.

Unity - John Riccitiello

Riccitiello recently held a Reddit AMA (Ask Me Anything), in which he talked about the future of VR and where he thinks the industry is headed. In response to one post he commented: “I think VR will be mainstream — meaning 100m consumers using the tech regularly — by 2020. And, i believe that within 10 years we will see > 1B consumers globally using VR apps.”

“I am a huge believer, long term, in AR / VR. When I put on an AR or VR device and try something great (like Unity’s Editor VR) i am so convinced that the future for these types of platforms will be HUGE. But, i think it is going to take a few years for these platforms to reach audiences of 10’s or 100’s of millions like today’s game consoles, or even billions like mobile does today. Net — 2017 will be a growth year, but likely not explosive growth. Watch for big / massive games in 3 to 5 years.”

Videogames have been the driving force behind VR but the industry is rapidly expanding into many other avenues including industrial, medical and educational verticals. While entertainment will play a big part Riccitiello sees the non-gaming apps growing quickly. “I’d guess non-game ends up bigger than games for the total world of VR. Initially, gaming is more than 2/3 but i think over time non game apps will grow more rapidly,” he adds.

Over the last few weeks Unity has been busy releasing more updates and betas. Unity 5.5 got released at the end of November, then Unity 5.6 beta appeared last week along with an experimental build of EditorVR.

VRFocus will continue its coverage of Unity, reporting back with any further announcements.