Disney Sells VR Game Developer FoxNext, Alien Game’s Fate Uncertain

The Walt Disney Company will sell FoxNext Games and Cold Iron Studios to Scopely, a games studio that produces mobile games for Android and iOS.

FoxNext is a developer and publisher of VR content that Disney acquired as part of its purchase of 21st Century Fox in 2019. The developer had already released a VR Planet of the Apes game and a Predator VR game is listed for release on Steam. Cold Iron Studios was previously developing a game based on the Alien franchise, which could have possibly supported VR.

As reported by GamesIndustry.biz, while the deal will see Scopely acquire both publisher FoxNext Games and developer Cold Iron Studio, it will not include the Disney IP portfolio of licensed games, which includes the Alien series, as part of the now Disney-owned Fox IP.

This leaves the fate of the unnamed Alien game very much up in the air. We heard nothing about the game since early 2018, when a section of the FoxNext website listed a VR Studio and thus led to possibility of VR support for the upcoming Alien title. The game was due to be Cold Iron Studio’s first, led by industry veterans who had worked across a bunch of franchises like Borderlands, Metroid, Bioshock and DOOM.

Despite the acquisition deal not including the licensed IP games, there is a chance that the IP could be licensed out to Scopely as part of a separate deal. That being said, Scopely has only developed for mobile platforms thus far, and so it might be strange to see them pivot into traditional games, and potentially VR, as part of the acquisition.

As it stands, Cold Iron’s website only contains an image of the Alien from the franchise in question, with a “We’re Hiring” banner linking to open FoxNext positions. It’s unclear how long the site has shown the Alien image, but it might be an indication that the game was still being worked on recently.

We have reached out to contacts at both Scopely and Disney for comment on the status of the Alien game, and will update the article if we receive a response.

The post Disney Sells VR Game Developer FoxNext, Alien Game’s Fate Uncertain appeared first on UploadVR.

Star Wars: Galaxy’s Edge – 64 Millionen Pixel für Millennium Falcon

Werbung für Virtual Reality Hygiene

2019 sollen zwei Disneylands in den USA eine neue Attraktion bekommen: Besucher können dann mit dem Millennium Falcon aus Star Wars auf Reisen gehen. Die Berechnung in 180 Grad übernehmen dabei acht Quadro-P6000-Grafikkarten, die insgesamt 64 Millionen Pixel in Echtzeit berechnen sollen. Derzeit sind die Bauarbeiten im Gange, um die Disney-Ressorts um einen Teil des Planeten Batuu zu erweitern. IN Videos lassen sich die Bauarbeiten bewundern, außerdem gibt es einen Vorgeschmack darauf, wie Star Wars: Galaxy’s Edge am Ende aussehen soll.

Star Wars: Galaxy’s Edge für Disneyland und Disney World

Im Rahmen der NVIDIA-Konferenz GTC 2018 stellten Mitarbeiter von Disney erstmals das 180-Grad-Simulations-Konzept zu Star Wars: Galaxy’s Edge vor, das beeindruckende Eckdaten liefert. Die Millennium-Falcon-Erfahrung entsteht in Zusammenarbeit mit ILMxLAB und Epic Games (Unreal Engine). Erst kürzlich erregte ILMxLAB mit einem Video für Aufsehen, das eine Szene aus Star Wars in Echtzeit renderte. Die neue Erfahrung wird in einer Kuppel mit 180 Grad horizontalem und 90 Grad vertikalem Sichtfeld gezeigt, fünf Projektoren zeigen das Bild. Als Auflösung geben die Entwickler 64 Millionen Pixel an. 4K mit 4096 x 2160 Pixeln kommt auf rund 8,84 Millionen Bildpunkte. Um die ganzen Pixel auch noch in Echtzeit berechnen zu können, setzt man als Hardware acht Quadra P6000 von NVIDIA ein, die über Quadro SLI miteinander verbunden sind. Die Workstation-Karten für den profesionellen Einsatz sind bereits im Dezember 2016 erschienen und kosten rund 4500 Euro pro Stück.

Ab 2019 sollen die neuen Attraktionen zur Verfügung stehen, das Video zeigt die Bauarbeiten im Disneyland Anaheim. Außerdem soll Star Wars: Galaxy`s Edge in Florida im Walt Disney World Resort entstehen. Noch nicht klar ist, inwieweit das Echtzeit-Rendering praktische Auswirkungen hat, indem Besucher beispielsweise interaktiv die Flugroute verändern können beziehungsweise ob neue Ansichten zufällig generiert werden und sich damit jede Erfahrung voneinander unterscheidet. Unabhängig davon dürfte sich für Star-Wars-Fans, die sich im nächsten Jahr in einem der Ressorts aufhalten, ein Besuch auf Batuu wohl lohnen.

(Quellen: NVIDIA GTC 2018, NVIDIA-Blog-Post, Golem)

Der Beitrag Star Wars: Galaxy’s Edge – 64 Millionen Pixel für Millennium Falcon zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

The Virtual Arena: The Virtual Theme Park! (Part 1)

With the destination VR approach gathering momentum, the need to establish a profitable model exercises many developer’s minds. Out-of-home entertainment specialist Kevin Williams in his latest two-part column reflects on the influential facility concepts that are shaping development in the virtual reality (VR) scene – this first part looking at the original innovative concept that set the mould.

While some mourned, many may not have been aware of the closure this month of one of the most pivotal (and longest running) entertainment projects in the establishment of the immersive entertainment sector, called DisneyQuest. Even fewer aware of this VR attractions project, let alone why it was now a victim of the axe. But rather the end of a failed experiment, it’s termination comes at the very time where the concept behind the experiment finds fulfilment.

The concept in question is that of an indoor interactive theme park (also seen as a mini-theme park) using VR technology to bring immersion and high thrill levels to make a smaller regional faculty act as compelling as a theme park. DisneyQuest was part of a franchise concept that would have seen multiple facilities opened across the globe.

The first DisneyQuest was opened to much fanfare in 1998, though only a Chicago sister facility would ever follow and shortly close, (while land would be broken for an abandoned Philadelphia site). The aspiration of this approach to a location-based entertainment (LBE) concept would be abandoned but not forgotten. Though the indomitable Orlando DQ facility would go on to become the longest operational LBE franchise with a permanent VR attraction offering. (Aladdin’s Magic Carpet Ride the oldest running continuously.)

The concept of indoor interactive theme park was not originated by Disney however – but was derided from previous development that saw the Japanese amusement industry invest millions into the development of ATP – Amusement Theme Parks. Facilities opened in Japan that married the concept of a deluxe amusement venue, with specially developed interactive media attractions (called Hi-Entertainment machines). Most notable of these by the NAMCO Wonder Eggs facility (first opened in 1992) and the SEGA Joypolis (first opened in 1994) – these venues planned as chain stores than would offer a theme park in a box, with the digital interactive medium offering a repeatability revenue stream that traditional theme resorts achieve through and through.

 

Conceptual art of the type of Hi-Entertainment machines [Credit: Arcade Flyer Archive]

These ATP concepts attempted to apply for the first-time innovative new digital technology. Along with interactive game narrative, the display medium was revolutionized. SEGA’s Joypolis, one of the first to deploy an attraction that used VR technology. The ground-breaking  Head-Mounted Display (HMD) became the first of its kind to be used in a VR motion ride attraction; called the VR-1, and launched in 1994, the six-rider space themed attraction, gave a glimpse of the future of this technology.

 

The SEGA Mega Visor [Credit: Compute.info]
The SEGA VR-1 in action

Seeing the birth of this immersive entertainment, the Walt Disney Corporation looked to play its part in development of this sector. Initially under Michael Eisner’s chairmanship, Disney started high-level negotiations with then ATP leader SEGA, working towards a joint project to bring a version of the Joypolis concept to the West. But at the time, corporate differences between Japanese and California management styles ended in abandonment.

With the collapse of the SEGA negotiations, the two parties would split – SEGA would jump into a partnership with Universal and Dreamworks to create the failed GameWorks amusement chain, (that would inevitably be brought-out from bankruptcy by management). While for Walt Disney, the dream of indoor theme park projects continued, with the formation of Disney Regional Entertainment given the responsibility of operating several concepts that included DisneyQuest, with aspirations that over 20 locations would be placed at major conurbations for maximum foot traffic.

Borrowing heavily from the Japanese amusement trades ATP aspirations, Walt Disney Imagineers (the corporation’s world renown research and development operation) created a concept that comprised the latest digital entertainment platforms within a 90,000-sq.,ft., facility – the most advance undertaking of its kind and pointing to an investment in offering both regional and international entertainment experiences.

DisneyQuest, at its heart, embraced the interactive attraction experience narrative and comprise, for the time, ground breaking VR and immersive technology. Many of the ideas touched on by the original Japanese ATP’s refined for a Western audience. Incredibly ambitious and technically challenging, the multi-million Dollar budget was soon swallowed up in achieving the required “Disney” level entertainment.

One aspect of this innovation was the development of the DisneyVision VR platform, an impressive tethered HMD system, that allowed guests to navigate a virtual world. The VR system in DisneyQuest employed in two experiences (Aladdin’s Magic Carpet Ride and Ride the Comix), running on Silicon Graphics supercomputers. DQ also employed Augmented Reality attractions and immersive projection system – years’ before mainstream adoption.

Launched in 1998 at Downtown Disney Orlando, the imposing building ushered in a new age of immersive entertainment, and received critical success, but was a facility that proved a monster to kept fed and define. The temperamental technology cost much more than expected, and the need for a dedicated staff operation saw a poor return on the grandiose revenue expectations. Likewise, the new Disney Regional Entertainment found it difficult to understand what they had with DQ, or how best to promote it.

 

Exterior of the first DisneyQuest [Credit: Attractions Magazine]
Interior of the first DisneyQuest [Credit: Inside The Magic]

By the time of the planned second facility opening in Chicago, the writing was on the wall for this project, and Disney’s regional chain store aspirations were shelved. DisneyQuest Orlando however defined all the critiques and continued to generate revenue while offering a useful family entertainment in the area. Many times’ staving off closure as it offered a unique interactive entertainment medium in a location bereft of such amenities. However, nothing lasts forever, and at the beginning of July 2017, the venue was finally closed, most of its attractions (and the building itself) far beyond their intended operational life.

Just as DisneyQuest shutters its doors for the last time, (and the amusement machines are auctioned off) there are others that have learned from this failed experiment to develop what could be the successor to the original indoor theme park approach. With the launch of brand new projects from SEGA Joypolis and BANDAI NAMCO. The very manufacturers that fuelled the interest in this approach though their ATP development now driving the next phase of innovation.

The second part of this column lifts the lid on the brand-new developments that hope to raise the crown, and become the new successors to the VR infused indoor theme park throne.

Walt Disney Favored Augmented Reality Headsets Over Virtual Reality

Bob Iger of Walt Disney Co. chose to acquire Augmented Reality for their headsets rather than Virtual reality.

The chief executive shows not having interest in theme park visitors strap headsets from virtual reality since it blocks out the view and abode them inside a digital world.

These are some of Disney’s minor rivals who have switched to virtual reality experience for an affordable practice to spice up rides.

  • Knott’s Berry Farm
  • Seaworld
  • Six Flags

On the other hand, Bob Iger said that headsets which destroy reality would be counterfeit in the stability of parks. For that, he even discouraged his team on thinking about the idea.

Bob Iger’s topics at the USC Marshall and Annenberg affair in Santa Monica On Thursday:

  • The probability of launching high technology augmented reality captivations.
  • Devices that will mix the real and digital worlds but will still involve a headgear.
  • A device that enables one to hold a lightsaber and duel with a stormtrooper.
  • A device that would get lighter and much comfortable someday.

He will expressively be referring to a probable partnership with Magic Leap, the augmented reality device maker. His talk was brief and contains limited but precise details. People would always be on a huge scale that is why it is probable that game would converse with virtual reality trips on another theme parks and would still move around other people as to prevent other to stand in place and focusing only on computer projections. Recently, Disneyland has been offering the famous Jedi Training Academy in Tomorrowland with operative characters who assume to duel with lightsaber wielding children that visit the park.

Iger said that what they create is an experience for real. He also added that when a gamer walks into Cars Land, the feeling would be like in a Radiator Springs because of how it was built with scale and not just with the attention.

Iger said that the characters have an energetic facial expressions and would start attracting this May at the Orlando Theme Park.

Theme park specialists had already figured it out that virtual reality would be more different at Disneyland. An instructor of business management at Farmingdale State College, Martin Lewison, said last year that theme park would no longer be idealist. He also added that theme park would go on a $250 million ride at Disneyland instead of sending a mask strapped to a Samsung smartphones.

Iger said after some test rides that what he has done in simulation was pretty good, real good.

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Life In 360º: It’s The 360 Of Life

I regret to tell you I’m not here today. I’m actually on holiday, a fact which some of my friends will be utterly amazed by. Since it is my day off I thought it might be nice to kick back and take in a show. Because why not, right? When was the last time we took to Broadway for our 360 degree treat?

As such we round off the working week by doing just that. It’s an oldie (November 2015) but a goodie as we journey to Pride Rocktake in Disney’s stage show version of The Lion King and its opening number The Circle Of Life. Take to the stage and welcome the young heir to the pridelands.

VRFocus returns with more Life In 360º on Monday.

Life In 360°: Lights, California, Action!

Merry Christmas everybody, I hope you’re having a good day wherever you are. However just because it’s Christmas that doesn’t mean things aren’t happening on VRFocus. We’ve a number of items coming up today on the site including the second half of Kevin Williams’ Virtual Arena article on the IAAPA Expo. The first part of which you can find here.

But that is then, and this is now. So, for today’s Life In 360° being Christmas Day and a time that is magical for both adults and children today’s 360 degree video selection reflects that. We’re off to the Magic Kingdom. That’s right, we’re all going to Disney Land! Well, Disney California Adventure Park anyway.

Actually we’re going courtesy of Dream Disney, who captured the entirety of the amazing Holiday show ‘World Of Color – Season Of Light’. A presentation that uses lasers, light, classic and contemporary music, Disney and Pixar’s own animation libraries and projectors that brings images to life on the water of numerous high power fountains to make something truly magical. This is by and away the longest video we’ve ever featured on Life In 360° but hey, it’s a special day. And your chance to stand amongst the crowd for a Christmas experience unlike any other.

From myself and the rest of VRFocus have a very Merry Christmas, wherever you are.