2021 in Review: Games, Experiences and Technology

2021 was a stand out year for XR. Both virtual reality (VR) and augmented reality (AR) saw some technological leaps, some great videogames and a glimpse of the future. Both technologies are shaking up several industries while laying the foundations for the metaverse. To celebrate the year, we’ve chosen some of our highlights as we look forward to what 2022 might bring.

After the Fall

Probably the biggest VR launch of 2021, After the Fall brings zombie-slaying back and makes it more fun than ever. With co-op modes, cross-platform play and constant action, it’s a title that feels perfectly at home in VR. The game is gorgeous – aside from the grisly zombies – and playing on high-end hardware ensures a smooth experience. The intuitive controls allow for a great experience, and while there are some minor flaws, After the Fall is set to be one of the biggest and best VR games in recent years.

After the Fall

Resident Evil 4

The best Resident Evil game finally has a VR option! Armature brought everything that made the game such a standout success and revolutionised it with plenty of accessible VR additions. We loved the new interactive features; cocking and reloading the weapons, the malleable storage system, pulling grenade pins, all of these bring the action to life like never before. While it’s not the prettiest game, thanks to the browns and beiges of the original game, it’s still a great spectacle to behold.

Ragnarock

VR often brings out the best in rhythm games, mostly due to the accelerometers embedded in the controllers. It gives a sense of interactivity that button presses can’t achieve. In Ragnarock, thumping away on the drums feels invigorating and refreshing. It helps that this Viking environment is backed by a soundtrack of rock and metal. Energising your boat of rowers, you bash out rhythms and melodies on small drums in the hopes of scoring well. Even when you don’t, it doesn’t feel like a chore replaying songs, because who doesn’t love bashing drums and creating a foot-tapping moment of bliss?

Ragnarock

Pikmin Bloom

Niantic Labs’ games always want us to go outside. They’re urging us to put down the mouse or controller and interact with life outside our four walls. Pikmin Bloom is its latest attempt to get us exercising and interacting with the natural world. It’s more about walking than Pokemon Go, as there’s very little need to stand around. Players must find seeds that hatch into cute Pikmin then nurture the relationship by walking, with the app counting steps. It’s a very sedate experience, it’s one that teams up with the nature around us offering a peaceful escape from our world.

The Climb 2

If there’s a better looking videogame in VR, we haven’t seen it. And we’ve played a lot of games! The Climb 2 is a stunning view, whether climbing snow-capped mountains or high rise skyscrapers. Stopping every few minutes to appreciate the scenery is a joy, and that’s no surprise given the game is running on the Crytek CryEngine. Perhaps better than the view is the feeling of adrenaline when climbing, leaping and saving yourself from a deathly fall. The game gives a light workout to your arms, but it’s entirely welcome. The dynamic objects which could spell disaster at any second keep your heart in your mouth and your fingertips gripping on for dear life. The Climb 2 sounds sedate on paper, but in (virtual) reality it’s a nerve-shredding experience!

The Climb 2

VR/AR Concerts

Sadly, in 2021 the global COVID-19 pandemic is still a thing. This means that artists, musicians and film studios are looking for new ways to interact with fans. VR and AR experiences are a booming business and a guaranteed path to extra revenue in a world where concerts are being cancelled or moved from date to date. Through VR apps like Oculus Venues and MelodyVR, you can still attend the gigs of your favourite stars. Megastars Billie Eilish, Lewis Capaldi and Khalid are leading the way, and the adoption of low-cost headsets will make these experiences even more common in a post-pandemic world.

Wizards Unite is Closing

Sometimes you can have too many eggs in a basket. Niantic Labs has seen massive success with their headline game Pokemon Go and their latest release, Pikmin Bloom. This has perhaps overshadowed Harry Potter Wizards Unite; it certainly didn’t help that players didn’t shift from pocket monsters to waving magic wands. Wizards Unite just wasn’t sustaining itself, making $39.4 million in lifetime revenue compared to the $1.1 billion from Pokemon Go in 2021 alone. Sometimes a smash hit brand just isn’t enough.

Harry Potter: Wizards Unite teaser

Haptic Feedback

As VR technology evolves, so too does the need and want for more haptic feedback. We’re beyond rumbling controllers and racing seats that thud and jerk along with a game. Companies like HaptX, Meta and Tesla are all investing heavily into technology that will encompass our entire bodies; gloves that mimic the pressure and weight of physical objects when in a digital world; bodysuits which can react to impacts or environmental changes in a metaverse space. Each of these companies showcased their tech in 2021 to the astonishment of pretty much everyone, for better or for worse.

Facebook rebrand

If you somehow missed Facebook rebranding to Meta, you must have been living under a rock! Mark Zuckerberg shook up the tech world by announcing his company Facebook would now be known as Meta. Why? Because he envisions the future of the internet as the metaverse, a term first coined in the novel Snow Crash by Neal Stephenson. This future, according to Zuckerberg, will be an extension of our physical selves into the digital landscape of web 3.0, through VR and AR technology. Meta wants to help usher in this technological revolution using its power, influence and money to research and launch new hardware and software which will take us into the next evolution of the internet. 

Meta - Zuckerberg

Metaverse

The metaverse is here! Well, kind of. The latter half of 2021 has been awash with talk around a metaverse. What was once a concept that few people acknowledged has now become a buzzword that even your grandmother knows (Thanks Facebook… oh, Meta). Whatever your thoughts on the metaverse, it’s coming up fast. In fact, to some, it’s already here. If you’re playing Fortnite or Roblox then you’re already on the first rung of the ladder, and projects such as Somnium Space, Decentraland and The Sandbox are waiting for you to jump in. This ownership driven, decentralised digital space is an important change to the way we use the internet. Are you ready?

Unreal Engine 5

2021 finally saw the release of Epic Games’ Unreal Engine 5, bringing a dearth of powerful development tools to the industry. With so many developers utilising Unreal Engine to create their projects, this new iteration gives us a glimpse of what’s to come over the next decade. Launching with an interactive ‘“experience” collaborating with The Matrix Awakens, players and creators have seen the potential and it’s revolutionary. The level of detail and fidelity UE5 will bring is likely to change the landscape of games, from battle royales to VR puzzlers.

Unreal Engine 5

Sony’s 8K headset

As reported by our very own Peter Graham, Sony unveiled a prototype VR headset with not only 8K visuals (4K per eye) but also ultra-low latency. This bodes well for the company’s future, given they are soon releasing an upgraded VR headset for the PlayStation brand. Will we see this fidelity over there? It’s unlikely, but the new technology could make waves in industrial and medical avenues. This jump in technology bodes well for the future of Virtual Reality.

Niantic Lightship

If you’re an AR developer, then 2021 was a good year. Niantic Labs, the company behind pretty much every hugely successful AR mobile game, released their ARDK tools for developers to use. What does this mean? Well, it means that the software they use for their titles, including mesh mapping and semantic wrapping, two features that track and map the world seen through a smartphone camera, as well as their multiplayer API, can be utilised by any development team. This sharing of technologies can only benefit the AR community as a whole and further achieve great things in the world of AR.

Niantic Lightship

AR/VR in medicine

Many see Augmented and Virtual Reality as something built for games and experiences. Contrary to that view, both AR and VR are breaking down barriers in the world of medicine. Therapists are using VR to virtually visit their clients or help PTSD sufferers acclimate to the world. AR helped frontline workers learn how to care for those ill with COVID, using phone apps to triage patients when needed. Back in the virtual world, surgeons are completing spinal surgeries and trainee medical students are learning how to intubate patients using the technology rather than plastic dummies.

Digital Influencers

In 2021, the world of influencers got a bit more digital and a bit more creative. Since the advent of social media, influencers have become ubiquitous with the software – a selection of people touting products for corporations. However, with graphical software innovations, virtual and augmented reality, plus motion capture, we can now find digital avatars living the influencer life. Though right now, they aren’t trying to sell us anything, except maybe their art. CB from Casas Bahias, CodeMiko and Blu are amazing CGI avatars living digital lives, creating comedy, drama or interactive experiences. 

Wolves in the Walls’ Lucy Steps Beyond VR Into Sundance Film Festival

Lucy's Life

Neil Gaiman & Dave McKean’s Wolves in the Walls and its star character Lucy might have been brought into virtual reality (VR) by Fable Studio but the team has far greater plans for its Virtual Being. This was showcased during the Sundance Film Festival this past week with Lucy attending the event to get feedback for her very own short film.

Lucy's Sundance 2021 Journey in Polaroids

The very first Virtual Being to attend the festival, Lucy held meet and greets with other Sundance artists to discuss ideas for her film Dracula (working title) with the Fable team then taking those to create the very first screening which took place on Tuesday 2nd.

“As an aspiring artist and a work of art, she relates to festival-goers on multiple levels,” said Halley Lamberson, Producer, Lucy, in a statement. “The meta creative process for our team, trying to capture the behind the scenes of creation, the layers of creativity between character, team and movie…Nostalgic style yet simultaneously a paradoxical mix of old tech and new tech.”

The purpose was to further push Fable’s AI vision for virtual beings, where they can become more than just pre-programmed characters. The idea is to create interactive characters, whether that’s for VR or any other media, which can learn and remember their interactions with you for a far more engaging experience. This was put to the test by Lucy responding to the audience via video chat.

Lucy's Sundance 2021 on Zoom

In the video below you can view the short film and see how Lucy responded to questions about the film, being at the festival and more. It provides a tantalising glimpse at the future of AI storytelling.

“Sundance is about community building, risk taking and the new and crazy in storytelling. So putting Lucy in the midst of a community and have her learn about community building – and this community especially as she’s an aspiring animator made perfect sense for us,” adds director Philipp Maas.

Lucy’s first film may not be ready for the bigscreen just yet so in the meantime there’s always Wolves in the Walls for Oculus Quest and Rift. As Fable Studio continues its work in AI, VRFocus will keep you updated.

Virtual Beings Summit Returns, First Grant Winners Revealed

In the summer the first Virtual Beings Summit was held in San Francisco, bringing together innovators in this space as the experimentation into virtual beings continues to grow. Today, sees the arrival of the second summit, this time held at the United Talent Agency (UTA) Theater in Beverly Hills alongside revealing the first Virtual Beings Grants winners.

UTA Building crop

The summit aims to bring leaders in the field of entertainment and artificial intelligence to discuss virtual beings, avatars, agents, assistants, and influencers. If you’re not sure what a virtual being is they’re described as: “A character that you know isn’t real but with whom you can build a Two-way emotional relationship.” You’ve probably already come across one in your everyday life, such as Amazon’s Alexa, Lil Miquela on Instagram or even the recent news that James Dean is being brought back to life as a virtual actor. When it comes to virtual reality (VR) the best example currently is Fable’s Wolves in the Walls featuring central character Lucy, with the final chapter arriving this month.

Experts talking at the Virtual Beings Summit will include Doug Roble (Digital Domain), Geoff McFetridge (artist), Chris Bregler (Google AI), and Emma Coats (Editorial Lead in Personality for Google Assistant), discussing topics across Digital Humans, Virtual Friends, Virtual Influencers, Conversational AI, Machine Learning and more. UTA’s Head of Ventures Sam Wick will also be hosting an Investor Panel featuring David Min, Jon Goldman, Clinton Foy, and Will Thompson.

As for the Virtual Beings Grant winners three have been chosen, Joylab, Rattapallax and Thoughtfish. It hasn’t been revealed how much each project received but the grants range from $1,000 to $25,000 USD depending on the idea.

Joylab - diner
Image credit: Joylab – diner

The key aspect for employing a virtual being within a VR experience is the ability to evoke a stronger emotional connection, therefore increasing that sense of presence and immersion a player feels. Using machine learning these virtual beings can then remember conversations and interactions, offering a unique experience for each person.

VRFocus will continue its coverage of the summit and virtual beings in general, reporting back as their implementation grows and becomes more advanced.

Wolves In The Walls Chapter 3 Is A Thrilling Conclusion To Lucy’s Story

Wolves in the Walls, the VR adaptation of Neil Gaiman and Dave Mckean’s classic children’s book by the same name, reaches its thrilling conclusion with the release of Chapter 3: They’re Everywhere! out today for Oculus Rift.

From the opening moments of the first chapter to the closing moments of the finale, Wolves in the Walls is a gripping, emotional story that feels not only enhanced by existing exclusively in VR, but feels like that’s the only way it could be experienced.

In it you take on the role of Lucy’s seemingly “imaginary” friend that she draws out of chalk. When no one believes her that wolves are living in the walls she has to create someone that will.

“No one believes Lucy, so she had to go as far as to create someone who does… that’s why she created us, the audience, her imaginary friend,” said Jessica Shamash, Wolves in the Walls VR co-creator. “A companion, someone who will listen to her and go on this adventure with her. We are responsible for creating the inciting incident. By taking a photo, and getting evidence of wolves, you send Lucy on her quest. It’s as if you gave Harry Potter his wand, or you steal the bicycle in The Bicycle Thief. Your actions are that important. It’s not Lucy’s picture who gets proof, it’s yours. You finally provide the evidence she’s been looking for.”

Lucy doesn’t just exist to let you watch her experience things as a passive viewer, but looks to you as an active participant throughout and the degree of believable interaction on display here is a spellbinding kind of magic that I hope to see in VR far more often going forward. The team at Fable managed to make me truly care about a fictional, digital character.

It’s both the small things, like how she believably follows you with her eyes and seems aware of your physical space inside the digital world, and the major things, like how she speaks with you directly and remembers your actions. Those memories and callbacks to previous Chapters in the narrative and further establish Lucy as a virtual character that really feels alive.

“This is an experience about togetherness, a relationship between a character, Lucy and a person, You,” say co-creators Pete Billington and Jessica Shamash. “This is about a child’s imagination and taking you back to your childhood friendships. The feelings where anything was possible and everything was larger than life. It’s seeing the world through an 8-year old’s eyes. We go so far as to rescale you to Lucy’s height, which creates this intimate bond and connection so you are literally seeing the world through her eyes. You’re not just watching a character’s story, you’re a part of it. “

At the end of Wolves in the Walls: They’re Everywhere! there is a tease of what’s to come next. The next step in the story is Whispers in the Night, which will further lean into the memories Lucy has formed with you and carry them over into the forthcoming new experience. Whispers in the Night is reportedly focused even more on building and expanding your relationship with Lucy so I can’t wait to see where things go next.

Fable have done incredible work with Wolves in the Walls — even winning an Emmy for their efforts — so I’m absolutely strapped in for wherever they take me next.

wolves in the walls lucy all cover art work


The entirety of Wolves in the Walls is available FOR FREE for Oculus Rift on Oculus Home today as of 10AM PT and we highly recommend checking it out. Additionally, Fable is putting on the Virtual Beings Summit on November 19th in Los Angeles, CA with speakers from the worlds of virtual assistants, influencers, and machine learning/AI.

The post Wolves In The Walls Chapter 3 Is A Thrilling Conclusion To Lucy’s Story appeared first on UploadVR.

Thinking About Creating a Virtual Being? Applications now Open for Grants up to $25,000

Yesterday saw the launch of the first Virtual Beings Summit in San Francisco, a conference aimed at those interested in the idea of digital humans. As part of the event, the organisers announced the launch of the Virtual Beings Grants, an initiative designed to help fund creators with interesting ideas for a virtual being.

Virtual Beings Summit

The new programme will provide successful applicants with grants ranging from $1,000 to $25,000 USD depending on the idea. While creators projects can cover a range of Virtual Beings, whether that’s a Digital Human; Virtual Influencer, Virtual Assistant; Creative AIs, AI Tools for Virtual Beings or an Enterprise Virtual Being application, for example, there are four key grant categories applicants need to be aware of:

  • Games – how we play with virtual beings.

  • Enterprise – how a virtual being can assist us with our work

  • Social – How a virtual being can connect us

  • Education – how a virtual being can teach us things

There’s plenty of time to enter with the submission deadline being 17th September. Once in, applications will be judged by top founders, VCs, CEOs and researchers across Virtual Beings ecosystem. And winners will be announced 15th October 2019. For further information on the Virtual Beings Grant head to the official website.

Lil Miquela Instagram
Image of Lil Miquela off Instagram: @lilmiquela

If you’re unsure who or what a virtual being is, you may have already come across one. Those who use Instagram will likely have come across Virtual Influencers such as Lil Miquela, or in the realm of VR there’s Lucy from Wolves in the Walls, created by one of the biggest proponents for Virtual Beings; Fable, a company co-founded by Edward Saatchi, Executive Producer and Pete Billington, Creative Director.

Unlike a normal videogame character a Virtual Being such as Lucy utilises AI and machine learning, enabling her to evoke an emotional response from interactions and eventually have memories – thus creating a character with tangible human qualities. While still in its early stages the goal is to have Virtual Beings who – as Fable describes – ‘have their own lives and stories’, of which you can then become a part.

As the Virtual Beings Summit proved, there are plenty of industry professionals interested in this tech path, with the likes of Epic Games, Niantic Labs, Google, Microsoft and many more holding talks. As the technology develops VRFocus will keep you updated.

Fable to Debut Chapter 2 of Wolves in the Walls at Tribeca

This week it’s the annual Tribeca Film Festival in New York, with over 30 immersive experiences to make their debuts like Felix & Paul’s Gymnasia and Doctor Who: The Runaway by the BBC and Passion Animation Studios. Also set to make an appearance is the next instalment of the Wolves in the Walls series by Fable.

Wolves in the WallsWolves in the Walls: It’s All Over is the latest in The Lucy Stories, a series based on the Wolves in the Walls book by Neil Gaiman (American Gods) and Dave Mckean. The original Wolves in the Walls made its debut in 2018 at the Sundance Film Festival, with Whispers in the Night – confusingly the first in the series – set to premiere later this year at the Virtual Beings Conference.

“What makes the noises we can’t explain? 8 year old Lucy is convinced it’s the wolves,” explains the story summary for chapter 2. “Her family is not so sure. But something’s been stealing Mom’s jam, glitching Brother’s games and howling over Dad’s music. Lucy desperately wants to warn them all, and she needs your help to do it. Will you believe her? Because when the wolves do, in fact, come out of the walls, it’s all over.”

Guests at Tribeca will be able to help Lucy discover what is precisely hiding inside the walls of her home as well as enjoying live actors choreographed by New York’s critically acclaimed immersive theatre company, Third Rail Projects.

lucy poster

The star of the show is Fable’s AI-powered virtual being Lucy with which viewers can build a two-way friendship. Fable sees virtual beings as the next step in storytelling, able to interact with viewers in more natural ways. There are several unique aspects being introduced in Wolves in the Walls: It’s All Over. Apart from Third Rail, chapter two shows that Lucy has memory and that the audience’s actions do have consequences. They’re also able to see her evolve as the story progresses. Finally, Fable has revealed that Oculus’ Quill was used in the previsualization, asset creation and final animation of Wolves in the Walls.

Co-Created by Pete Billington and Jessica Shamash, there’s no official release date just yet for Wolves in the Walls: It’s All Over. When that happens VRFocus will let you know.

Whispers in the Night Will Introduce Fable’s Virtual Being Lucy to the World

While you may not have heard of Edward Saatchi before, if you own an Oculus headset then it’s more than likely you’ve come across his previous projects which include Henry and Dear Angelica, as a founder of Oculus Story Studio. When the studio closed Saatchi went on to open Fable Studio as a new avenue for his storytelling. Today, the company has announced a rebranding of sorts, simply called Fable, it is now a virtual beings company ready to reveal its first experience, Whispers in the Night.

Whispers in the Night

Whispers in the Night is merely a platform for Fable’s AI-powered character Lucy, with whom you can build a two-way relationship. Lucy first appeared in Wolves in the Walls, but this time you’ll actually get to have a conversation with her.

Fable sees the creation of virtual beings like Lucy as the next step on from normal virtual reality (VR) content, being able to converse with the audience through natural language processing. This isn’t just about a one to one conversation, Lucy will be able to track your movement, offer and receive objects, and probably most important of all remember who you are and what actions you’ve taken, changing her response accordingly.

As the synopsis explains: “Whispers in the Night transports you into a memory where you and 8-year old Lucy share an emotionally connected moment through a conversation. It is part of a collection of interwoven chapters. Audiences will discover and grow alongside Lucy as she shares her deepest thoughts and imaginations, completely unique to their personal exchange.”

“A fable entertains while teaching about morals and life lessons. They can be deeply philosophical and deliver lessons about love, friendships and being a good person. We are taking the same approach with our characters that a fable takes with it’s stories. We’re excited to set this precedent with Lucy in Whispers in the Night,” comments Jessica Shamash, Whispers in the Night, Creative Director.

Whispers in the Night

“We are living the “Experience” generation, which supplanted the “Things” generation. Whispers in the Night is our first experiment that will drive towards the “Unique” generation. We see a future where media is aware of who we are, and adapts to create something that is uniquely ours,” says Pete Billington, co-founder, Fable.

Today’s announcement isn’t solely about Whispers in the Night and Lucy. Fable has also revealed a new event taking place this summer, the Virtual Beings Conference, bringing together 200 entrepreneurs, investors, immersive storytellers and machine learning engineers. This will be where Whispers in the Night will make its first official debut.

For those at Sundance Film Festival this week, Fable will be hosting a VIP premiere of a new never seen before Lucy scene on Oculus Rift. As further information regarding Whispers in the Night is released, VRFocus will keep you updated.