San Francisco VR Weekend Workshop: Learn Unity VR for Vive

San Francisco VR Weekend Workshop: Learn Unity VR for Vive

Start your journey as a VR creator! In just 3 short days you’ll learn how to build a VR experience from scratch using the Unity game engine. You’ll get to work directly with instructors, hear from two industry experts, and meet the local community. Whether you’re exploring a career in VR, want to prototype an idea or just want to learn something new, this weekend workshop taking place in Upload’s San Francisco office will equip you with the key skills to start creating in VR.

Learn More About the San Francisco VR Weekend Workshop and Sign Up to Attend

WHAT’S INCLUDED
• 2 Days of Intensive Skills Training & Networking Dinner
• HTC Vives for Project Testing
• Access to Work with Instructors one-on-one
• One Day Pass to Upload SF or Upload LA
• Healthy Lunch & Refreshments

SAN FRANCISCO VR WEEKEND WORKSHOP FULL SCHEDULE

Friday, May 19th (6:30pm-9pm)
• 6:30pm: Dinner, drinks and play VR games in our Holodeck Rooms (dinner catered by Chewse)
• 7:00pm: VR Weekend Talk: Danny Bitman, Creative Producer, Upload
• 7:20pm: Icebreaker
• 7:30pm: Intro to the VR Industry: history, design contraints, how VR works
• 8:00pm: Intro to Unity | Building your first VR Experience & Selecting your project
• 9:00pm: Light drinks and hanging out then we’re done for the night! Get some rest for a big day tomorrow!

Saturday, May 20th (10am-6pm)
• 10:00am: Meet and greet and play VR games in our Holodeck rooms
• 10:30am-12:30pm: Learn to make your first VR game: Shooters Game, Debugging Methods
• 12:30pm: VR Weekend Talk: Eiran Shalev, CTO, SpiritualVR
• 1:00pm: Lunch
• 2:00pm-6:00pm: Finish making your Shooters Game, Paper Prototyping, Create Challenges

Sunday, May 21st (10am-6pm)
• 10:00am: Doors open, Learning How to Learn on your own in Future
• 11:00am: Continue building Shooters Game and add on Individual Challenges, Showcase Work
• 1:00pm: Lunch
• 2:00 – 4:30pm: Game Development Process, VR Design Principles Analysis, How to Get Started on Your Own
• 4:30pm – 6:00pm : Continue building challenges, Share your work, Game testing and playing in VR

UploadVR is Looking for a Head of Corporate Sales

UploadVR is Looking for a Head of Corporate Sales

We are hiring a Head of Corporate Sales to maximize our monetization power across all our main verticals: media, education, events and coworking. This hire will collaborate with business unit leaders to build our sales strategy, identify targets and close Fortune 500 companies. We’re looking for someone who is not afraid to roll up their sleeves and join the startup culture – whether this means drafting presentations and decks for internal review, executing a mail merge for prospect outreach, or closing a multi-million dollar deal with C-suite executives of F-100 companies.

An amazing Head of Corporates Sales would…..

  • Come in with a rolodex of corporate clients ready to be activated
  • Create a cohesive monetization and sales strategy across our business lines
  • Have a thorough understanding of Upload’s business model, goals and mission
  • Be able to close million dollar deals within one year of joining and 5- to 6-figure opportunities along the way
  • Possess exceptional leadership, organization and sales skills
  • Create processes to optimize the efficiency of our sales operation, identifying tools and procedures and interfacing with vendors if needed
  • Be able to draft several partnership decks in one day
  • Have superb executive presence in meetings and interactions
  • Have a strong knowledge of the VR/AR industry

Qualifications

  • 6+ years of corporate cales experience
  • Very tech-savvy, ideally familiar with virtual reality and augmented reality
  • Experience concepting, packaging and selling media, event sponsorships, or corporate training at a multi-million dollar level
  • Ability to work in either Los Angeles or San Francisco

If this sounds like a perfect fit for you, please send an email to jobs@uploadvr.com with Head of Corporate Sales in the subject line along with your resume and a note telling us why you’re a match for the role.

UploadVR Is Looking For A Social Media Manager

UploadVR is Looking for a Social Media Growth Manager

We’re looking for someone who’s equal parts fun and business to help us grow UploadVR’s digital presence. The ideal candidate is someone who knows how to grow a brand, can talk to anyone, has an analytical mind, is comfortable on camera and is passionate about VR/AR.

This position can work out of the San Francisco or Marina del Rey, CA offices.

What does UploadVR’s Social Media Manager do?

  • Responsible for growing Upload VR’s presence across all channels, including UploadVR.com, Facebook, Twitter, Instagram, Snapchat and YouTube.
  • Work closely with content, events, education, coworking and other departments at UploadVR to expose all of the great things we’re doing to our fans, and in turn, expose all of the great things going on in the community to the rest of the company.
  • Develop social strategy across all channels and know the strengths and weaknesses of each.
  • Concept and execute new and interesting community, social and promotional ideas.
  • Interact with users on UploadVR’s online properties and moderate comments when needed.
  • Compile and evaluate statistics on what promotional strategies work and what don’t on a daily basis.
  • Appear on camera in a variety of videos.
  • Coordinate and collaborate with external Community Managers, Social Media Managers and brands.

Qualifications

  • 2+ years community management and social media growth experience.
  • Content marketing experience a plus.
  • Expertise with Google Analytics, Facebook Insights, YouTube Analytics and other relevant metric analysis packages.
  • Excellent writing skills, especially headline writing.
  • Likeable, fun personality with a sense of humor. You can laugh with others as well as at yourself.
  • Familiar with and extremely passionate about virtual reality, augmented reality and mixed reality.

If this sounds like a perfect fit for you, please send an email to jobs@uploadvr.com with Social Media Manager in the subject line along with your resume and a note telling us why you’re a match for the role.

Google’s VR/AR Team Seeks New Hire to “drive multiple hardware projects simultaneously from prototype to mass production”

A flurry of new job postings suggests Google is ramping up a team to create new consumer VR/AR hardware that goes beyond their Daydream View headset.

Google announced the Daydream View headset in late 2016 amidst a new initiative that saw the company making a strong commitment to designing, building, and selling its own hardware products. Alongside the Daydream View was the announcement of the first of the company’s first-party phones, the Pixel, as well as Google Home, a hardware base station powered by Google Assistant, and Google WiFi, a mesh networking router. All of these products are Google designed and branded, marking a major shift for the company which has formerly largely focused on software.

Through the company’s ‘Nexus’ initiative, in year’s past, the company had collaborated with prominent phone makers to create co-branded phones (Google did the same thing too with its Chromebook initiative), but the Pixel comes as the first phone “by Google.” Google has also previously created first-party tablets and laptops under the Pixel brand.

The Daydream View headset launched in November. The relatively simple device is not much more than a smartphone-holder, which ultimately relies entirely on Daydream-ready phones to render VR experiences.

SEE ALSO
Google Daydream Review: Casual VR Closes the Gap

As the company’s hardware ambitions grow, it appears that Google wants to do more than Daydream View. A slew of new job listings for the company’s VR and AR team over the last 30 days shows a ramping up of hardware expertise, including an Engineering Project Specialist position who can “drive multiple hardware projects simultaneously from prototype to mass production,” and an Electrical Hardware Engineer for Consumer Hardware Platforms role who has “Experience supporting high volume overseas manufacturing builds.”

Three other job listings for Google’s VR/AR Team in the same period further suggest a significant focus on hardware, including expertise in the field of optics.

Last year, amidst the announcement of Daydream, Google went in a VR/AR hiring spree, listing 15 full time job positions in the prior 12 months. At that time, nearly all of the hires were software-focused.

Rumors of a Google all-in-one VR headset—that which is self-contained and doesn’t use a snap-in smartphone—continue to swirl. Mostly recently in late 2016, Engadget reported that Google was working on an all-in-one VR device which would include eye-tracking technology from the company’s recent acquisition of Eyefluence.

The post Google’s VR/AR Team Seeks New Hire to “drive multiple hardware projects simultaneously from prototype to mass production” appeared first on Road to VR.

Game Industry Job Postings Are Decreasing, But VR Jobs Are Up 400% Since 2014

Game Industry Job Postings Are Decreasing, But VR Jobs Are Up 400% Since 2014

The number of jobs posted for game developers has declined 65 percent since 2014, according to an analysis by the job search site Indeed.

The global game industry has grown to $91 billion across multiple platforms, but the number of jobs in the U.S. could be on the decline, at least among larger companies. The data from Indeed does not necessarily include jobs at tiny game companies, known as independent game studios.

Searches for game designer jobs has remained relatively constant since 2014. However, game developer job searches have grown over 50 percent. And searches for augmented reality and virtual reality gaming jobs have skyrocketed, with searches up 1,500 percent. Job postings for AR/VR are up 400 percent. And after a decline in 2014, job growth for esports has steadily increased, up 40 percent overall.

The companies with the most jobs available, in order, are as follows: Electronic Arts, Blizzard Entertainment, Activision, Epic Games, 2K Games, Zynga, Bungie, Nexon America, Ubisoft, and Nintendo of America.

The cities with the highest percentage of video game designer and developer jobs are listed below, followed by the average salary for developers in those metros. These cities are also major tech job hubs:

  • S.F./Oakland/Hayward: $134,796
  • Seattle/Tacoma/Bellevue: $97,558
  • L.A./Long Beach/Anaheim: $80,870
  • N.Y./Newark/Jersey City: $95,367
  • SJ/Sunnyvale/Santa Clara: $111,397
  • Austin/Round Rock: $76, 295
  • Reno: N/A
  • Boston/Cambridge/Newton: N/A
  • San Diego: $84,331
  • Las Vegas: $88,716

Asked why there aren’t more game jobs, the analysts at Indeed said, “There is obviously job seeker demand for careers in gaming, but the way video games are created is changing as new technology like smartphones and virtual reality is advancing. This is leading to drastic changes in the gaming labor market.”

Games have historically been created by teams of developers at large publishers or game studios. But today, many developers are choosing to work at independent video game studios, making mobile games or PC games. The games at the larger companies are on the decline.

But since 2014, AR/VR has seen job growth both at traditional game companies and at technology companies too. The esports scene has also grown.


This post by Dean Takahashi originally appeared on VentureBeat.

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How to Start A Startup: The History Of Virtual Umbrella

How to Start A Startup: The History Of Virtual Umbrella

When you go to a VR event in the UK there are a few things you can depend upon. Firstly, you’ll probably get lost as you try to find the venue. When you get inside, you’ll probably be greeted with a few bottles of beer, and you’ll want to make sure you get your fair share before the supply runs out. Finally, if you scan the stands and demos inside, you’ll be sure to find Virtual Umbrella making sure rigs are running, power is flowing and everyone’s happy.

These events are the natural habitat of co-founders Samantha Kingston and Albert Millis. They’ve helped put on some of the biggest VR shows in the UK over the past two years along with smaller, more consumer-facing affairs, and that’s only one part of this successful startup’s functions.

Together, these two are filling a gap in the VR industry you might not have known existed. Virtual Umbrella is a VR marketing agency, but one that understands the newness of the medium. They know how to set up shows, who to reach out to for content, and how to promote products to an audience that doesn’t necessarily understand the tech. The idea is to simply help people that might know their way around making VR, but not marketing it. “There’s so many VR developers here doing amazing stuff but they don’t know how to promote it or get it out there and really showcase it,” Millis tells me.

Startup Stage 2

Image Credit: Yasmin Balai / Grant Thornton Faces of a Vibrant Economy

Much of that work translates to these events; the pair have handled shows for clients as big as Nokia and helped showcase well-known VR games like Windlands and Gang Beasts. But on a dull September afternoon, the kind that threatens the end of a long and predictably inconsistent British summer, I find them in a different environment; their first office.

Millis and Kingston have recently moved into their first official working space near their home in Southampton, a two hour train journey South West of London. Unlike many of the startups over in Silicon Valley, they’ve got here purely off of the money they’ve made from the work they slaved over in their first year. There’s no Series A investments or external funding here; Virtual Umbrella is 100% theirs.

The room is a small square with two desks, two PCs, a whiteboard with notes and a calendar crammed with important dates. VR kit is stuffed under tables and packed away in corners, most of it ready to be whisked off to another event. It’s far from a palace, but it shows remarkable growth for a company consisting of two young people that officially started back March 2015 in an industry that barely has its first major consumer products out the door.

And it’s only going to grow. “We feel that we’re in that position now where we’re transitioning from being a startup to being an actual functioning company,” Kingston says. “To the point where you hire more people in, having the traditional typical things you should have as a company.

“Our baby is turning into a toddler.”

I didn’t visit Virtual Umbrella to get tips on starting up a VR company, but they’ve clearly done something right, and their story shows it. Huddled round Kingston’s desk, we talked about those steps right from the start.

Support Yourself And Network Like Hell

Image Credit: Nathan Briggs / Rum Runners

If you’d asked these two if they thought Virtual Umbrella would go this far this fast back then, they’d have probably laughed at you. At the time, Millis was working for a B2B tech PR company whilst finishing a degree, and Kingston was freelancing events work for VR companies after parting ways with The Assembly developer nDreams, where she had had her first taste of VR.

“I thought it would be a great idea to start a marketing agency doing something and when you’re marketing, there’s a lot of things that it’s not easy to get excited for,” Millis tells me when I ask how the company came to be. It wasn’t until he spent some time working at Opposable, the Bristol-based company behind the 2015 South West VR event that look place that March (better known as VR World Congress when it returned in 2016), that he thought VR might give him that excitement. Kingston was there too, and took advice to turn her freelancing into her own business. The pair wanted to work together. The seeds of Virtual Umbrella had been sewn and, later that month, they began to grow.

“That first month we had the company official in The Harlington theatre, which is where I used to work,” Kingston recalls. I can only imagine the conversations Millis and Kingston would have had with friends and family when they told them they were betting it all on a new technology that they probably hadn’t heard much about. They soon learned how much work it was going to be.

At first, Millis was continuing to work on his degree and other jobs to keep the company going as Kingston traveled to events and met with contacts to “get the momentum up.” Both describe that period as “stressful” given the lack of funding. “But that was good because it was getting our name out there,” Kingston says. “We were trying to build our online presence and trying to build a bit of a brand.”

Don’t Run Before You Can Walk

Image Credit: Ryan Winterbotham

“At the same time we were planning our first VR in a Bar which happened in late June last year.” Previously handled internally at London-based pub, The Loading Bar, VR in a Bar was a simple evening where people could go heads-on with VR at a time where headsets were much rarer than they are now. After the first event, Kingston was approached to handle future evenings. It was one of the first tasks for this new company.

But, even with early jobs in hand, Millis thinks the pair fired a bit early with starting up the company. “We did sort of the slightly foolish thing of incorporating and legitimizing our idea before we had a formal plan in place,” he said. “But that was semi-due to the fact we were really keen, and another part due to the fact that we knew we wanted to call it Virtual Umbrella. We knew that’s what we wanted but we were scared of making it formal. And then another one of my housemates said “If you don’t make it formal in the next day I’m going to buy the business name.””

The name is somewhat of a joke. Millis originally wanted to call it the Umbrella Corporation based on the Resident Evil franchise. From that foundation they settled on Virtual Umbrella, which means that company cover anything that falls under that umbrella, be it VR, AR or MR. It might also mean they’re one day to blame for the zombie apocalypse.

Hustle Hard

Image Credit: Stephanie Ospina

While a handful of smaller jobs helped occupy Kingston and Millis in the first few months, both have the same answer when I ask them where things started to change: E3. The 2015 iteration of the game industry’s biggest show was big for VR, with Oculus revealing more about the consumer version of the Rift and Sony providing hands-on with PlayStation VR, then known as Project Morpheus. It was an event Virtual Umbrella couldn’t afford to miss and, with the help of nDreams, they didn’t.

As exhibitors at the show, the developer got its former employee and Millis passes. “And then we hustled, majorly,” Kingston says, recalling last year’s trip to LA. “Everyone told us that you’re not going to make money in your first year and I think we kind of accepted that. And then when we went to E3 we met a lot of people. We met a couple of people who were our first clients.”

One such client was Merge VR, the mobile-based VR headset that’s made of a durable foam. Virtual Umbrella helped evangelize the kit, which became the first VR headset to be sold in the UK’s biggest gaming retailer, GAME.

From there, client work has grown into something much more considerable. Earlier this year the pair helped host Ravensbourne University’s VRUK, a two day festival in London that focused on filmmaking. Millis describes it at the company’s first “big gig”, and receiving the paycheck is his proudest moment so far. “That was the jump-off point,” he says. “From that day we didn’t have any external income, it was all on us.”

Get Recognized And Give Back

Image Credit: Virtual Umbrella

While Virtual Umbrella is already impressively successful from a business standpoint, it’s also become well-known for helping push VR in other ways, most notably diversity. Though she might scoff at the idea, Kingston has become one of the figureheads for women in VR. It’s a role she says “fell into her lap.”

“I’m quite active online, especially in the UK where there are not many women in VR,” she explained. “There’s a good handful of us and they’re from developers to artists to people like me who do marketing. But I found that when I was going to events and doing any talks there was never a good kind of representation of women. It’s not always a bad thing because women, if they’re CEOs, are busy.”

Together with Sarah Jones, Kingston helps run VR Girls UK, a group that aims to help the representation of women in the UK VR scene. That involves making sure it’s not just “all white, bald men” speaking at events and “making sure everyone’s getting their fair shot.” As a result, she’s become something of a role model to a lot of women both in and out of VR, which is reinforced by the amount of awards the pair have.

At their flat in Southampton, Millis and Kingston have a small stand where a handful of trophies sit. To name a few: Kingston won the award for New Business at the 2016 Venus Awards for Women (regionals and nationals), and the pair took home the prize for Best VR Marketing & PR Specialists at the TMT Awards. Both have been featured in MCV’s 30 Under 30 over the past two years and MCV also gave Kingston the Unsung Hero nod at its Women in Games Awards.

How did all of that come about? “It just sort of happened,” laughs Kingston, reflecting on the overwhelming recognition the company and its founders have received.

The Signs of Success

There aren’t many VR companies that have had the whirlwind kind of year and a half that Virtual Umbrella has experienced, unless they’ve been bought by Facebook. What Millis and Kingston have achieved in that time is remarkable, and now that VR is finally in its consumer phase they hope there’s plenty more to come. Both of them admit they’ve made a “massive sacrifice” to get to where they are now, and anyone prepared to make it in the VR industry should be ready to do the same.

Virtual Umbrella is proof that you don’t need Silicon Valley’s millions to make your VR dream come true. True, their work isn’t as costly as game development, but this is a company that started out with nothing and has got to where it is through hard work alone. The result is a company that they entirely own, that has the DNA of its founders engraved on it.

“After such an exciting year, we are super excited to see what happens in 2017,” Kingston says. “There are some great VR UK based companies — Psytec Games, Breaking Fourth, Make Real, Curiscope, Wolf and Wood — that we are looking forward to see what they get up too next year in the industry, so make sure you go check them out too. We are super proud to be a part of such a great UK community.”

The VR scene in the UK is indeed strong. These two are partly to thank for it, and it shows. “Being in a position where people ask your advice is a good point to be in a business because it means people rely on you or are interested in your opinion,” Kingston says at one point. “They respect you, basically.”

That respect is well earned.

 

 

Google Goes on VR Hiring Spree Amid Daydream Launch

Google started its virtual reality initiatives early but slowly, announcing the now widely known Cardboard program way back in 2014. As the company nears the launch of Daydream, the next stage in their VR plans, they’re adding significantly to their VR talent pool.

Google announced the Daydream initiative earlier this year at their annual I/O conference. The aim is to bring high quality mobile virtual reality to hundreds of millions of Android phones in the next few years. Earlier this month they finally took the wraps off of the first Daydream ready phone, the Google Pixel, and first Daydream headset, the ‘View’. As the company’s VR ambitions ramp up, so too has their internal virtual reality team. Google declines to specify just how many people it has working on VR, but the figure is certainly growing.

SEE ALSO
Google's (Day)dream: 'Hundreds of Millions of Users in a Couple of Years'

In the last month alone, amid the launch of the Google Pixel and Daydream View, the company has posted seven new full time positions focusing on virtual reality. Including those seven, in the last 12 months the company has listed no less than 15 full time job openings for VR:

With average Google compensation around $150,000 annually for full time employees, that’s a significant new $2,250,000 annual investment in VR talent, not to mention the number of employees already at Google working directly on VR, which we’d guess to be in the neighborhood of 50-100 at this stage (and many more full time folks working tangentially on VR, plus temporary contract positions). With more than 50,000 employees worldwide, that’s just a drop in the bucket for Google, but compared with many of the VR startups on the scene, it’s a significant force.

SEE ALSO
Apple Job Listing Seeks Game Technologies Engineer That is "comfortable with AR and VR concepts"

The post Google Goes on VR Hiring Spree Amid Daydream Launch appeared first on Road to VR.

Apple Job Listing Seeks Game Technologies Engineer That is “comfortable with AR and VR concepts”

apple logo featured photo

Posted earlier this summer, yet another Apple job listing seeks candidates with AR and VR proficiency.

Apple says that their ‘Game Technologies Engineer’ role falls under the company’s Interactive Media Group, which “provides the media and graphics software foundation across all of Apple’s innovative products, such as iPhone, iPod touch, Apple TV, iTunes, and Mac OS X, as well as professional and consumer applications from Final Cut and Aperture to iLife and iWork.” Game Technologies Engineers create the tools and capabilities which allow developers to make great games on Apple platforms.

iphone-7
See Also: Apple Mum on AR/VR for iPhone 7, but Here’s How We Know They’re Still Working on It

A job listing from the company is looking for such an engineer who is “comfortable with AR and VR concepts,” along with familiarity with programming languages and graphics pipelines commonly employed by Apple.

While the AR/VR mention is only a bullet point in the ‘Additional Requirements’ section of the job description, this job listing is just one of several spotted over the last few years that indicate the company’s continued behind-the-scenes work in the augmented and virtual reality fields. In 2014 the company posted an entirely unambiguous job listing for a ‘VR/AR Programer’ who would “develop software and tools that use VR and AR to push the state of the art to enable development of Apple’s next generation of products.”

This new job listing, along with a trail of prior evidence, makes it clear that Apple is spending considerable R&D time on virtual and augmented reality technologies.

The post Apple Job Listing Seeks Game Technologies Engineer That is “comfortable with AR and VR concepts” appeared first on Road to VR.