The VR Job Hub: Vicarious Surgical & Magnopus

Welcome to another VR Job Hub where every weekend gmw3 gathers together vacancies from across the virtual reality (VR), augmented reality (AR), mixed reality (MR) and now Web3 industries, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Location Company Role Link
Waltham, MA Vicarious Surgical Chief of Staff Click Here to Apply
Waltham, MA Vicarious Surgical Senior Manager of Downstream Marketing Click Here to Apply
Waltham, MA Vicarious Surgical UI Designer Click Here to Apply
Waltham, MA Vicarious Surgical Advanced Manufacturing Engineer Click Here to Apply
Waltham, MA Vicarious Surgical Senior Human Resources Business Partner Click Here to Apply
Waltham, MA Vicarious Surgical Senior Director of Quality Click Here to Apply
Waltham, MA Vicarious Surgical Electrical Engineer II Click Here to Apply
Waltham, MA Vicarious Surgical Senior Mechanical Designer Click Here to Apply
Waltham, MA Vicarious Surgical Senior Systems Engineer Click Here to Apply
Waltham, MA Vicarious Surgical Director of Software Engineering Click Here to Apply
Waltham, MA Vicarious Surgical Senior DevOps Engineer Click Here to Apply
Waltham, MA Vicarious Surgical Senior Embedded Software Engineer Click Here to Apply
Waltham, MA Vicarious Surgical Senior Software Architect Click Here to Apply
Waltham, MA Vicarious Surgical Senior Software Product Owner Click Here to Apply
Waltham, MA Vicarious Surgical Vice President of Software Engineering Click Here to Apply
St Albans/Remote (UK) Magnopus Associate Art Director Click Here to Apply
St Albans/Remote (UK) Magnopus Lead Artist Click Here to Apply
St Albans/Remote (UK) Magnopus 3D Motion Designer Click Here to Apply
St Albans/Remote (UK) Magnopus Senior DevOps Engineer Click Here to Apply
St Albans/Remote (UK) Magnopus QA Analyst Click Here to Apply
St Albans/Remote (UK) Magnopus Lead Unity Programmer Click Here to Apply
St Albans/Remote (UK) Magnopus Unreal Programmer Click Here to Apply
St Albans/Remote (UK) Magnopus Senior Web 3D Programmer Click Here to Apply
Los Angeles/Remote (US) Magnopus Senior Backend Server Multiplayer Engineer Click Here to Apply
Los Angeles/Remote (US) Magnopus DevOps Manager Click Here to Apply
Los Angeles/Remote (US) Magnopus Senior Interactive Producer Click Here to Apply
Los Angeles/Remote (US) Magnopus Senior Unity Engineer Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there are always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology-related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (community@gmw3.com).

We’ll see you next week on gmw3 at the usual time of 3PM (UK) for another selection of jobs from around the world.

The Virtual Arena: London’s Immersive Time-traveling Experience

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams in his latest Virtual Arena column. An amazing immersive adventure based in 1605 London is experienced with the launch of The Gunpowder Plot.

The Gunpowder Plot

The creation of an immersive experience that audiences will be prepared to pay ticket prices to participate in has been a constant challenge. The mixing of the right level of immersive, with live performance and themed environments has been attempted as both stage performance, art installation, and attraction. And London played host to the latest adaption of this process into the mainstream.

Based on the historical character Guy Fawkes, and the turbulent period of English history he was embroiled in, Layered Reality has launched The Gunpowder Plot. This is an immersive experience, combining theatrical theming, and live performance, alongside immersive projection, and virtual reality.

The Gunpowder Plot
Image credit: KWP

Located on Tower Hill in the shadow of the historic Tower of London, the Tower Vaults venue has been transformed into an entertainment space, bar, and dining hospitality. The developers have previous experience in offering this level of immersive entertainment, following on from their successful deployment of Jeff Wayne’s The War of The Worlds: The Immersive Experience – which we reported on previously.  

Layered Reality in collaboration with Historic Royal Palaces and Figment Productions has been working to launch this ambitious historical reinterpretation of the gunpowder plot. Figment Productions, best known for their work in creating the ‘Derren Brown’s Ghost Train: Rise of the Demon’ theme park attraction; has worked hard to create a virtual recreation of the London of 1605. The developer employs over 50 actors to be represented virtually within this experience, including accurate period costumes.

The developer does not stop there, representing the old London landscape, with the Thames, the original London Bridge, and the surrounding castles so lovingly that you will want to be able to visually navigate the streets of the historic city – eventually lost to plague, and the Great Fire of London. The VR elements of the experience are broken into three distinct portions of the overall adventure for the audience. With the crossing of the Thames by rope, a harrowing night crossing across the river, and an audience with the King!

The Gunpowder Plot
Image credit: Mark Dawson

The adventure is a true immersive experience and builds greatly on a more theatrical representation of the immersive elements. A troop of well-known stage and screen actors fill the cast – led by Tom Felton, better known for his portrayal of Draco Malfoy in the Harry Potter movies. It is the interweaving of the immersive technology with the live actors that has become a signature of Layered Reality’s artistry.

The Gunpowder Plot
Image credit: KWP

In groups of up to 16, guests are transported through time, with their guides being real actors, using their performances to immerse the audience, complemented by the theming of the vaults. Along the way there are sequences where guests don HTC Cosmos Elite VR headsets and immerse further into the action sequences of the story, concluding with the group having to agree on the moral decisions they should take impacting the conclusion of the adventure. The whole experience lasts over an hour and is broken up with the signature-themed pub area, halfway through the adventure, for the guests to mingle.

The Gunpowder Plot
Image credit: Mark Dawson

Aside from the obvious opening night jitters from the technology, the overall experience was an amazing undertaking and offered a compelling and fun adventure. Only wishing that we could have spent longer admiring the incredible historical recreation rendered virtually of the old city. The experience will be moving from soft opening to taking bookings and is expected to be the first of many immersive themed experiences based on popular properties.

In an interesting quirk of history on its own, the location of The Gunpowder Plot experience is situated in the same vaults that some 28-years ago housed the Legend Quest VR experience. Developed at the time by pioneers, Virtuality, in collaboration with Virtual Reality Design & Leisure, the first true multi-player fantasy VR game was incredibly rudimentary but pointed to the abilities of this fledgling technology. Jump forward to 2022, and again the Tower Hill location offers a tantalizing glimpse of a future in a technological endeavour that will start a revolution in guest entertainment.

The Virtual Arena: Streaming VR Enters Location-Based Entertainment

The application of XR into the attraction and amusement landscape is covered by industry specialist Kevin Williams. His latest Virtual Arena column investigates developments as the LBE sector moves toward applying streaming VR technology to drive a high-fidelity experience.

Zero Latency
Image credit: Zero Latency

While the establishment of location-based entertainment (LBE) takes hold across the international market. The application of the technology deployed within these facilities is in constant flux. Evolving with the latest developments in the immersive entertainment industry. It is this innovation that makes the market a barometer of the latest trends that could play a part in defining the consumer application of this tech.

One of the biggest trends sweeping LBE has been the deployment of free-roaming experiences, as charted in recent coverage in this column. But technological advances have been made that allow the free-roaming VR experience to be significantly improved and made assessable to a wider audience with a much-reduced cost-benefit (removing cumbersome PC backpacks). A higher fidelity of VR experience moves beyond that achieved using just the mobile processor of current standalone headsets. The developer of these low-latency 5G network applications have been actively reaching out to the LBE community for adoption.

What we mean by streaming VR, is pushing high-fidelity VR directly into the latest headsets. Most of these implementations use a 5G connection between the host PC and a VR headset. This streaming infrastructure also supports updated positional tracking for multiple-player deployment. All this is supported by the latest Qualcomm XR2 standalone headsets, such as the HTC Focus 3, along with the latest systems from Varjo, Pico, and Pimax, focused on commercial application, (as is promised with the Meta Project Cambria, still to be released). This is technology that has been refined for enterprise (SeriousVR) applications such as for training, CAD design, and now commercial entertainment.

High End VR Headsets

The deployment of this approach in entertainment has been gathering momentum. Recently AT&T teamed with Warner Bros., Ericsson, Qualcomm, Dreamscape Immersive, Nvidia and Wevr, to create an ambitious proof-of-concept immersive location-based experience. This was based on the already installed Harry Potter: Chaos at Hogwarts free-roaming VR experience opened at the Harry Potter Wizarding World New York venue. Now using AT&T’s 5G streaming technology, and NVIDIA’s CloudXR, Dreamscape were able to create a prototype version of the experience, at their test facility that removed the need for the cumbersome PC backpacks and streamlined the experience. This development was a proof-of-concept towards being able to offer their high-fidelity VR attraction based on this technology.  

The ability for manufacturers in the LBE sector to upgrade towards the latest technology is a benefit of owning the space. Where consumer VR application needs to establish customer penetration, LBE brings the technology to the player, and so upgrades accordingly. This is best illustrated by Zero Latency, a company that has constantly been on an iterative path with its free-roaming attraction. The company announced its move towards ditching PC backpacks and moving to streamed VR but keeping the high-fidelity VR experience. The company deploying a new system streaming over a local Wi-Fi 6E network to players using HTC Focus 3 headsets. This technology has to ensure the high-end performance needed, as seen with their latest free-roam VR adventure, from Ubisoft, set in the world of Far Cry 3.

Zero Latency
Image credit: Zero Latency

The growth in VR entertainment facility deployment has seen the providers of the content also adopting a streaming methodology. SynthesisVR, a location-based virtual reality content distribution and facility management platform, recently partnered with QuarkXR, a trusted solution provider focused on VR streaming. Towards offering all LBE VR arcade operators a simple, and automated VR streaming solution, previously not available. A solution for wireless VR game streaming was created specifically for the industry through this exclusive co-developed solution, connecting the host PC and Android VR Headset. This will allow VR arcade operators to benefit from the opportunities of streamed VR applications, and the cost-saving this will bring.

We are seeing many established LBE developers migrate to a streaming VR approach, such as with the announcement of the new ‘Hologate-X’ platform. Developed by market leader Hologate, who has established their tethered VR arena platform across the market. The company staying on the cutting edge of new development have created their own streamed VR platform. To be launched at their flagship Hologate-World location in Germany, the ‘Hologate-X’ attraction running the inhouse developed game ‘SIGVRIED: Escape from Valhalla’, offers streamed low-latency 5G network VR direct to headsets, allowing the four players to simultaneously explore the virtual world unencumbered. For the application, Hologate has added haptic vests, along with feedback from the weapons the players carry. All supported by the 4D effects of the arena space they play within.

Hologate - SigVRied
SIGVRIED: Escape from Valhalla. Image credit: Hologate

It is this ability to offer such a high-fidelity VR experience, supported by 4D physical effects that separate what is achievable with commercial immersive experiences from the casual consumer experience. Thus showcasing how VR streaming is able to deliver a new level of VR experience to users. We look forward to reporting on further developments in streaming VR soon.

Meta Showcases Future of VR With 3 New Prototypes

Every so often Meta hosts an “Inside the Lab” roundtable where it showcases early technology it’s currently working on, usually on a very specific research field. Today’s was Inside the Lab: Passing the Visual Turing Test focusing on a very important part of a virtual reality (VR) headset’s hardware, the display. Trying to tackle a range of challenges, CEO Mark Zuckerberg, Chief Scientist of Reality Labs, Michael Abrash and several others unveiled three prototype headsets currently being developed.

Meta - Butterscotch Prototype
Meta – Butterscotch Prototype. Image credit: Meta

Prototyping quite often relies on trying to solve a singular problem, be that resolution, weight, size, durability, clarity or any number of other issues. Whilst the Meta Quest 2 does offer a good VR experience, it’s by no means perfect, with areas that can always be improved upon.

Butterscotch

Ensuring a user’s eye sees the best image possible is of utmost importance and Meta is trying to solve that in a number of ways. The first VR prototype shown was Butterscotch, looking like a heavily modded Oculus Rift.

This was built to address VR resolution, more specifically providing retinal resolution in VR. With 60 pixels per degree (ppd) being the benchmark – one which TVs and mobile phones have long surpassed – so that the headset can depict the 20/20 line on an eye chart. “This is the latest of our retinal resolution prototypes, and it gets us to near retinal resolution in VR — 55 pixels per degree. And that’s two and a half times the resolution of Quest 2,” says Abrash on Butterscotch.

While you might expect this to have been achieved via a new panel this wasn’t the case because: “there are currently no display panels that support anything close to retinal resolution for the full field of view of VR headsets today,” Abrash continues. “So what the Butterscotch team did was they shrank the field of view to about half that of a Quest 2 and developed a new hybrid lens that would fully resolve the higher resolution.”

Meta Reality Labs Eye Chart Comparison
Meta Reality Labs Eye Chart Comparison. Image credit: Meta

As you can see from the above images, Butterscotch does achieve excellent clarity but it’s still a bulky, far from a finished prototype.

Starburst

Even bigger and bulkier than Butterscotch is Starburst. With fans on the top and a pair of side handles, Starburst is Reality Labs’ prototype HDR VR headset. Yes, you read that right, this is what High Dynamic Range in a VR headset currently looks like.

HDR will be a crucial addition as it helps to increase that sense of realism and depth to an image. To do this VR headsets need lots of light to play with, with brightness referred to as nits. Meta’s peak brightness goal is 10,000 nits but as TVs have yet to achieve this number – Samsung’s 65Q9 range can hit 2,000 nits in HDR – that goal is still a way off. When it comes to current VR levels the Quest 2 maxes out at 100 nits.

Meta Starburst Research Prototype
Meta – Starburst Research Prototype. Image credit: Meta

Packed into the Starburst prototype is a bright lamp behind the LCD panels. This helps Starburst reach an impressive 20,000 nits, creating what is likely one of the first 3D HDR VR displays. You probably wouldn’t want to use it for long though: “to be clear, [Starburst is] wildly impractical in this first generation for anything that you’d actually ship in a product. But we’re using it to test and for further studies so we can get a sense of what the experience feels like,” says Zuckerberg.

Holocake 2

As the last two headset prototypes look many years away how about something which looks slightly more production-ready. Described by Zuckerberg as: “the thinnest and lightest VR headset that we’ve ever built,” the Holocake 2 certainly looks the part of a futuristic device and it’s already capable of running PC VR games!

That might be impressive in a prototype headset but what’s even more remarkable is Holocake 2’s thin profile. VR headsets are thick because the displays and lenses need to be a certain distance apart so that your eyes can properly focus on the imagery. To achieve this slim design Meta has developed two new technologies; a flat holographic lens and polarized reflection.

Meta - Holocake 2 Research Prototype
Meta – Holocake 2 Research Prototype. Image credit: Meta

When it comes to the holographic lens Zuckerberg explains: “Holographs are basically recordings of what happens when light hits something. So just like a holograph is much flatter than the thing itself, holographic optics are much flatter than the lenses that they model, but they affect incoming light in pretty much the same way. So it’s a pretty neat hack.”

As for the polarized reflection, this method of optical folding reduces the space between the display panel and the lens. Both of these technologies have been combined with specialized lasers rather than LEDs as the light source. There’s only one problem, finding a laser with the performant size and price that you need for consumer VR headsets. “We’ll need to do a lot of engineering to achieve a consumer viable laser that meets our specs — that’s safe, low-cost, and efficient and that can fit in a slim VR headset,” Abrash notes. “As of today, the jury is still out on finding a suitable laser source.”

Meta Reality Labs Lens Comparison
Meta Reality Labs Lens Comparison. Image credit: Meta

If any of these prototypes look familiar its because Butterscotch and Holocake were teased by Zuckerberg and CTO Andrew “Boz” Bosworth in 2021. No sign of the Meta Quest prototype previously mentioned.

Mirror Lake

Finally, there’s Mirror Lake. This isn’t even a prototype at this stage merely a research concept the Display Systems Research (DSR) team at Reality Labs rustled up. This is pie-in-the-sky thinking, coming up with a ski goggle-like form factor combining all the varifocal (Half-Dome) and eye-tracking and other tech Reality Labs has been working on.

Meta - Mirror Lake concept
Meta – Mirror Lake concept. Image credit: Meta

And there you have it, all the prototype VR headsets Meta has currently revealed and the challenges it’s trying to solve. While Holocake 2 might be on the near horizon the next headset from Meta is Project Cambria, expected to arrive later this year. For continued updates on the latest Meta VR devices, keep reading gmw3.

The VR Job Hub: Pico Interactive, Cloudhead Games & Leia Inc.

Welcome to another VR Job Hub where every weekend gmw3 gathers together vacancies from across the virtual reality (VR), augmented reality (AR), mixed reality (MR) and now Web3 industries, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Location Company Role Link
Mountain View, CA Pico Interactive Game Operation Manager, Pico Studios Click Here to Apply
Seattle, WA Pico Interactive Head of Overseas Content Eco System, Pico Studios Click Here to Apply
Mountain View, CA Pico Interactive Display Architect (MicroLEDs) Click Here to Apply
Mountain View, CA Pico Interactive Head of Consumer Sales Click Here to Apply
Mountain View, CA Pico Interactive Operation Manager Click Here to Apply
Mountain View, CA Pico Interactive Head of VR Game Strategy – Pico Studios Click Here to Apply
Mountain View, CA Pico Interactive User Researcher VR – Pico Studios Click Here to Apply
Mountain View, CA Pico Interactive Optical Design Engineer Click Here to Apply
Mountain View, CA Pico Interactive Head of Pico Studios Click Here to Apply
Mountain View, CA Pico Interactive Color Scientist Click Here to Apply
Mountain View, CA Pico Interactive Business Development Manager – Games Click Here to Apply
Mountain View, CA Pico Interactive Tech Lead Manager, Product Design Click Here to Apply
Mountain View, CA Pico Interactive Enterprise Marketing Manager Click Here to Apply
Seattle, WA Pico Interactive Haptic UX Prototyper Click Here to Apply
Seattle, WA Pico Interactive Haptic Software Engineer Click Here to Apply
Seattle, WA Pico Interactive Haptic Hardware Scientist Click Here to Apply
Seattle, WA Pico Interactive Haptic Controls Engineer Click Here to Apply
Seattle, WA Pico Interactive Haptic Research Scientist (Perception & Interactions) Click Here to Apply
Mountain View, CA Pico Interactive Imaging Display Architect Click Here to Apply
Mountain View, CA Pico Interactive Optical Design Engineer Click Here to Apply
Mountain View, CA Pico Interactive Vision Scientist Click Here to Apply
Mountain View, CA Pico Interactive Perceptual Imaging Architect Click Here to Apply
Vancouver, Canada/Remote Cloudhead Games Lead Engineer Click Here to Apply
Vancouver, Canada/Remote Cloudhead Games Gameplay Engineer Click Here to Apply
Menlo Park, CA Leia Inc. Display Optical Engineer Click Here to Apply
Menlo Park, CA Leia Inc. Display Optical Metrology Engineer Click Here to Apply
Menlo Park, CA Leia Inc. Field Solution Engineer Click Here to Apply
Menlo Park, CA/Remote Leia Inc. Principle Graphics Engineer Click Here to Apply
Menlo Park, CA Leia Inc. Procurement Technician Click Here to Apply
Menlo Park, CA Leia Inc. Senior Software Engineer – Unreal SDK & Tools Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there are always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology-related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (community@gmw3.com).

We’ll see you next week on gmw3 at the usual time of 3PM (UK) for another selection of jobs from around the world.

Curse of the Serpent Lord Expands Demeo’s Adventures Today

As Resolution Games continue to release new adventures for tabletop experience Demeo, the videogame goes from strength to strength. Today sees the latest instalment arrive in the form of Curse of the Serpent Lord, adding not only a new environment but also new enemies and gameplay mechanics.

Demeo Curse of the Serpent Lord

In Curse of the Serpent Lord players are able to venture into a new Demeo region, Ronth, a desert land under the gaze of a scorching sun. All adventures need a bit of backstory and this new addition is no different. “In the desolate wastelands of Ronth Desert, the village of Izteria was built to be a shielded sanctuary to protect the followers of Iztir so they could worship in peace and solitude. But with the arrival of their serpent god, that peace broke — turning the townsfolk into monsters clad in the skin of reptiles,” the synopsis explains.

As you may already suspect, with its sandy domain Curse of the Serpent Lord is filled with scorpions, scarabs and more unusually shockwave-summoning Brutes. Oh, and snakes, big, red-eyed monstrous reptiles that cause havoc. In addition to those beasts are corruption tiles. This new environmental hazard can poison the minds of players and cause them to turn on their teammates.

There are new perks to make the challenge a little easier. First up are the merchants who can be found in-game to trade rare items with for valuable cards. Then there’s the new potion stand where you can pick up random potions for everyone in your party, with some new concoctions added in the update.

Demeo Curse of the Serpent Lord

Key to it all are the characters you choose and now there’s another, the Warlock Oana. Always accompanied by her Astacat, Cána, she’s a mighty warrior who can cast portals, fire magic missiles, and deploy magical barriers. Resolution Games has also taken player feedback on board regarding the Sorcerer. Zedokar’s new skill Overcharge fills him with electrical energy to stun any attacker whilst his Zap power is now a powerful Lightning Bolt.

“Our players may have started their journeys in the depth of the Elven Necropolis, but they’ve long since ventured beyond its crypt walls,” said Tommy Palm, founder and CEO of Resolution Games. “The world of Demeo is vast and varied, and we’ve revealed just a sliver of it so far. With today’s update players can explore the harsh desert environment for the first time — and there’s plenty more to come.”

Curse of the Serpent Lord is freely available to Demeo owners today. It won’t be the final adventure of 2022 either, with Resolution Games planning the fifth instalment for later in the year. For further updates keep reading gmw3.

Steam Comes to Nreal’s AR Glasses, AR Hackathon Announced

One company at the forefront of augmented reality (AR) glasses is China-based Nreal, having released the Nreal Light followed by the Nreal Air. Outside of its traditional market in Asia, Nreal’s devices have only started to see global availability in the last year and in doing so the company is increasing content efforts. It’s doing so in a couple of ways, one with Steam compatibility and the other via its first hackathon event.

Nreal AR Cloud Gaming

Unlike AR smartglasses that have features like 6DoF tracking, Nreal’s AR glasses allow users to connect their smartphones to watch movies or play videogames on giant virtual screens. Hence why the company has pushed towards native AR cloud gaming experiences by releasing “Steam on Nreal”. So yes, that does mean you can now stream Steam games from your PC onto a huge 130-inch HD virtual display.

Nreal does note that “Steam on Nreal” is a beta release that requires a bit of setup effort without going into specifics. The software isn’t yet optimized for all Steam games but gamers can enjoy titles like DiRT Rally and the Halo series. As an additional benefit, Nreal Light and Air users can already utilise Xbox Cloud Gaming via a browser inside Nebula, Nreal’s 3D system.

“We are excited to be the first to bring Steam into AR,” said Peng Jin, co-founder of Nreal in a statement. “The beta release is meant to give people a glimpse into what is possible. After all, AAA games should be played on a 200″ HD screen and they should be played free of location restrictions.”

Nreal Air

As for the AR Jam, this will be Nreal’s first augmented reality hackathon, an online international contest with more than $100,000 USD in cash prizes to be won by creators. Kicking off on 27th June 2022, the AR Jam is looking for developers to compete in at-home fitness, art; games, video (highlighting Nebula’s multi-screen functionality) and Port (converting existing apps into AR) categories. There will also be three bonus categories should participants wish to enter, Multiplayer/Social/Networks; NFT Galleries, and Students.

“We’ve always been focused on creating consumer-ready AR experiences with groundbreaking tech, to redefine the way we interact with information and content in our everyday lives. With the AR Jam and content fund, Nreal is demonstrating its commitment to supporting pioneering developers and their AR passion projects,” Jin added.

Category winners will receive $10k, whilst those in second and third places will receive small cash prizes. Honourable mentions will get their very own Nreal Light Dev kit. The AR Jam will run until 27th July 2022.

For continued updates on Nreal and the AR market, keep reading gmw3.

How VRJAM is Redefining Live Experiences in the Metaverse

If you’re like most of us, your favourite concert experiences were desperately missed during the pandemic. Artists also suffered significantly — according to an annual report conducted by UK Music, almost one in three industry-related jobs were lost during COVID-19. Employment in the sector also fell by a devastating 35%. 

It’s easy to wonder: what if we’d been able to experience live concerts remotely at the start of 2020 (set designs, lights and all)? Better yet, what if said experiences allowed us to interact with artists in real-time — a feature not (so easily) allowed at typical gigs? After major artists such as Ariana Grande, Lil Nas X and Post Malone have used virtual concerts to increase their fan engagement within the last year, a rising startup is here to show us what the next step of this looks like.

gmw3 recently attended the exclusive platform preview of VRJAM, a ‘multiverse’ platform for music and live entertainment in the metaverse. With an upcoming launch date in the coming months, we were thrilled to be in the front row of a live show performed by record producer and artist DJ Junior Sanchez. We also had the opportunity to speak with Marc Daille, VRJAM’s Head of Marketing, to learn more about the company’s objectives and plans to release its technology this year.

How VRJAM works


According to their official website, VRJAM “empowers creators, platform owners and brands to effortlessly create inspiring immersive experiences that redefine fan engagement.” They’re hoping to achieve this “by making content beautiful, interactive and immersive.” Using blockchain technology, the company also aims to help artists more easily monetise their work by selling tokenised versions of concert tickets, merchandise and other assets on the platform.

How are the worlds created? According to Marc Wille, VRJAM’s Head of Marketing: “We first create a 3D model of a venue (if it also exists in the real world) using a laser scan technique. We then have a basic layout of the place and add in the details and specifics. This, of course, can be an (almost) exact copy of the real-world venue, but we can also add things or alter things. Our tech gives us limitless possibilities.”

Photo by © VRJAM – https://vrjam.com

VRJAM is also currently in the process of signing a series of well-known artists (who are yet to be named). Artists and record labels will have the opportunity to join VRJAM’s Creator Guild, which is a “rapidly growing network of creators and industry members driving the evolution of live music” in the metaverse. Members of the Creator Guild can create, publish and trade their work as NFTs, create and publish avatar concerts and live events, look for new ways to publish their music and more.

Additionally, the company has launched its own native cryptocurrency token — the VRJAM Coin. Recently, VRJAM raised over $2 million USD in a pre-sale of its VRJAM Coin (with a market cap of $50 million). Once the platform has officially launched, the VRJAM Coin will be listed on an exchange, which will enable anyone to buy and sell the platform’s native cryptocurrency. A blockchain ticketing feature is set to go live this summer (according to the company’s roadmap).

Artists and labels that join VRJAM’s Creator Guild will receive an allocation of the VRJAM Coin, which can be used for all transactions made on the platform. As more artists are poised to use the platform to sell their work as NFTs, tickets, merchandise and other products, the more the volume of trade in VRJAM Coin will increase — thereby stabilising its value.

An immersive street party

During the preview, I was seated at a pre-prepared station inside London’s Shoreditch House (equipped with my own table, laptop, customised avatar and Meta Quest 2).

After putting on my headset, I found myself (in floating avatar form) standing within what looked like a fun and busy suburban block, lit by the muted glow of overhead lanterns and streetlights. The streets were also dotted with various tables, drinks and discarded red cups, mimicking the appearance of a real-life street party gone right. A diverse and colourful crowd of in-game NPCs also materialised around my avatar, dancing and vibing in tune with the surrounding beats. 

The life-like avatar of DJ Junior Sanchez — who was physically located in Brooklyn, New York while donning a full motion-capture suit — appeared at his own dedicated set, equipped with strobe lights, laser beams and mock fireworks. The other attendees also joined the virtual space — also floating around the pavement as their own respective avatars. 

Photo by © VRJAM – https://vrjam.com

Throughout the course of the set, we were able to teleport around the block party and speak with the other attendees’ avatars as if they were actually beside us in real life. I said hello to some other industry professionals that I had spoken with (in person) prior to joining the live event. Luckily, I also got the chance to speak with company CEO Sam Speaight (who was physically situated inside his hotel room in Los Angeles).

Once DJ Junior Sanchez finished his virtual set, we were given the chance to ask him questions. I asked him: “Where do you see the metaverse in five years?” His response was that he believed it would become a ubiquitous part of our lives and take over the internet as we know it.

What’s next?

The COVID-19 pandemic can aptly be characterised as one of the darkest periods the music industry has ever seen. In addition to the aforementioned numbers, figures now reveal that live music revenues suffered by about 90% as artists were unable to tour or perform. Musicians have also since started standing up to leading mechanisms (such as music streaming platforms like Spotify) for clawing away at any last dregs of revenue they were able to hang onto.

Will platforms like VRJAM change this landscape?

“This is exactly one of the reasons we started VRJAM,” says Baille. “With big tech dominating the music industry more and more, artists are looking for different models to connect with their audiences and generate new revenue models. We are offering that. But we also allow artists to push the creative boundaries of their art and move into the virtual space. We strongly believe that in a more decentralised model like VRJAM is offering, artists [will] have more control over their art and over how and when they wish to monetise it.”

Photo by © VRJAM – https://vrjam.com

In the future, VRJAM also plans on creating more immersive event spaces in the metaverse. “Think about arenas, comedy clubs, whisky bars or underground dance locations,” Baille describes. “Also, here, the only limit is our imagination.”

VRJAM plans on releasing its tech to the public later this year. To stay up-to-date on what’s next and join the VRJAM community, be sure to join their Discord and Telegram groups and follow their Twitter page for more updates.

ByteDance Expanding Pico Interactive’s VR Plans Into the US

May saw Pico Interactive finally take its first steps out of the consumer market in Asia with a limited release of the Neo3 Link headset in Europe. Up until this point, Pico had only focused on enterprise customers globally. Now the company is looking towards the US market as job listings on ByteDance’s website show a range of positions available across the West Coast.

Pico Neo 3 Link
Image credit: Pico Interactive

First spotted by Protocol, there are more than 40 vacancies ByteDance is looking to fill for Pico Interactive’s expansion. With the website saying ByteDance has: ““tons of money” for VR games and experiences”, the listings mainly focus on the San Francisco Bay Area, Seattle and San Diego.

Looking to fund lots of new content through Pico Studios, positions available include Head of Pico Studios, Head of VR Game Strategy, Head of Consumer Sales, Head of Overseas Content Ecosystem and an Operation Manager. There are also plenty of engineering roles across systems, optics, and other disciplines.

While nothing official has been announced regarding a consumer launch in the US, Pico Interactive is certainly looking to increase its presence there to compete with Meta. The Pico Neo3 Link is seen as one of the very few competitors to the Meta Quest 2, sporting a very similar specification list and videogame library. Titles such as SUPERHOT VR, Puzzling Places, After the Fall, Walkabout Mini Golf, Elven Table Tennis, and Demeo are all natively supported by the device which is also compatible with StereamVR.

Pico Neo3 Link

Nothing is likely to happen in the US until Pico has completed its European role out. Pico has continually said that the European release of Neo3 Link is a “beta Launch”, where only one headset can be purchased per customer. The headset is available in Germany (where the Quest 2 isn’t available), France, Spain, The Netherlands and now the UK for £399 GBP.

Whether ByteDance and Pico can compete with Meta is another question entirely, with the latest IDC figures putting Meta Quest 2 sales at nearly 15 million. Attracting more developers, as well as funding original content, might help Pico but the Neo3 Link’s biggest draw could be not having to connect it to a social network.

As Pico Interactive reveal further details, gmw3 will keep you informed.

Meta’s Metaverse Horizon Worlds Lands on UK Shores

Facebook might have changed its name to Meta as company CEO Mark Zuckerberg continues to push his metaverse vision, but its actual metaverse Horizon Worlds hasn’t been that accessible globally. Previously only available for North American Meta Quest owners, this week finally sees Horizon Worlds coming to UK headsets.

Horizon Worlds

Just as with any of Meta’s bigger software updates Horizon Worlds will gradually roll out to UK Meta Quest owners over the coming week, so if you can’t access it now keep checking back. Initially released in beta in 2021, Meta’s metaverse aims to be a one-stop-shop for all your online social needs, whether that’s just hanging out with friends or playing a game together. As reported in May, Meta is adding more content by integrating apps like Venues, where you can watch concerts or enjoy film shorts from the Tribeca Festival.

As the name indicates, Horizon Worlds is made up of individual worlds for users to explore, or they can make their own. Hence why Meta has been encouraging creators onto the platform to build worlds for new users to venture into. Starting with a $10 million USD fund to help support the initiative, the company then began testing monetization features allowing builders to make money from their creations.

The roll-out of Horizon Worlds to the UK is just the start of a wider expansion to more European countries during the course of the summer. Meta hasn’t said which will be next on the list. The UK launch announcement also includes several platform updates to improve the user experience.

Horizon Worlds

All new Horizon Worlds users go through an onboarding process to teach them about the Safe Zone tools that can block, mute, or report anyone engaging in unwanted behaviour. Adding to that list is Voice Mode, giving you the option to choose how you hear people who aren’t friends. The default setting is as you’d expect, you can hear everyone at the same volume. Or you can select Garbled Voices where strangers’ voices are unintelligible, yet friendly sounds. They’ll see an indicator so they know you’re not ignoring them and if you do want to un-garble their voice simply bring the controller next to your ear.

Voice Mode will be rolling out to Horizon Worlds in the next few weeks.

The Horizon Worlds metaverse is free to download for Quest owners who are 18+. For continued updates keep reading gmw3.