Steam Greenlight Is Dead: Valve Introduces Steam Direct

Steam Greenlight Is Dead: Valve Introduces Steam Direct

Valve wants to take itself out of the equation when it comes to the Steam PC gaming marketplace, and that means it is ending the Steam Greenlight program and introducing a far more open platform.

Steam Direct is a new path for developers to bring their games to the Steam store, and Valve is looking to launch it this spring. Under this new program, any and all developers are welcome to launch their games on Steam. All they have to do is fill out some basic paperwork (similar to opening a bank account) and then pay a to-be-determined fee. Valve is still talking with a range of gamemakers about that charge, but it is considering between $200 and $5,000 per game submission. Valve will also do a simple check to ensure that the game runs on the operating systems it says it does and that there is some game-type content, but — beyond that — it’s letting nearly any game loose on the community.

This will end the Greenlight program, which was a service that enabled developers to submit their games for community consideration. If enough Steam users approved of what they saw, Valve would then consider bringing it over to the store. But that system has broken in several ways over the last handful of years. Most notably, it doesn’t work because way too many people are making games. That volume would make curating Steam a near impossibility for Valve.

“There was a time when we would get into a room and there would be 400 good games that we wanted to bring to Steam, and we were looking at the tools we had and the bandwidth we had, and we would say, ‘OK, let’s pick 10,’” Steam business lead Tom Giardino said.

And those 10 games would never serve the tastes of every gamer that is now on Steam. By “getting out of the way,” which was a theme that Valve touched on repeatedly during our conversation, the company is stepping back and treating this PC gaming portal like a much more open market when the consumers will end up choosing the winners and losers instead of Valve.

Of course, this means that Steam may end up getting a lot more crap — only, Valve points out that your definition of crap is likely different from mine. But, that said, the company still plans to offer DMCA takedown options for games that violate copyright law, and it wants to deter lazy pranks. For the latter, that’s one of the reasons the company is considering a per-game submission fee as high as $5,000. Right now, Greenlight developers submit one fee and then they can put as many games as they want up for voting.

With Steam Direct, Valve’s gaming platform is more like Apple’s iOS App Store and the Google Play market than ever before, but the company claims that the big difference is discoverability.

“We want to have happy customers, and we do that by having as much of the content on Steam that customers are interested in,” Steam engineer Alden Knoll said. “It’s really all about building a system where good content will naturally rise to the top.”

Now, I pointed out that Google and Apple would likely point out that, if you don’t count their store ads, they are both trying to enable the best content to rise to the top. But for both of those app markets, most developers believe they will never succeed unless they get a curated Featured slot by Google or Apple. Valve, however, won’t feature certain games for everyone. Instead, it wants Steam to naturally show each game to the customer that is most likely to care about it. The company claims it is already doing that. In a blog post about its Discovery 2.0 features, Valve claims that despite having more games than ever on Steam, key metrics like the time people spend playing games and the number of games that make more than $200,000 in their first three months are on the rise.

Knoll and Giardino credit Greenlight with enabling Valve to figure out how that discovery would work before launching Steam Direct.

“Steam Greenlight, and a bunch of the tools and features that we worked on in the interim years were a super useful bridge, but now, instead of having a bunch of good games where we’re the bottleneck — where we’re in the way — we want to get ourselves out of the way so more of those games can come to Steam faster,” said Giardino. “Greenlight was a super-useful stepping stone. It helped us go through and solve a bunch of problems for developers.”

But now, with Steam growing rapidly, the company sees now as the time to turn the reigns over to the community. That might mean that the service gets hundreds of new games every couple of days, but it is confident that its algorithms will show you the handful that you actually may want to spend money on.

This post by Jeff Grubb originally appeared on VentureBeat.

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The VOID Appoints Former Lucasfilm & Industrial Light & Magic CTO as CEO

Immersive entertainment company THE VOID has announced the appointment of Cliff Plumer as the new CEO.

Plumer succeeds co-founder Ken Bretschneider who has transitioned to the role of committee chair of THE VOID Visions team and will continue to sit on the board of directors.

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The new CEO brings more than 30 years of experience spanning production, creative and technology to the company. He previously served as president of Santa Monica-based Jaunt, and prior to that served as CEO of visual effects studio, Digital Domain and CTO of Lucasfilm and Industrial Light & Magic.

“For years, people have been looking for that killer VR experience and THE VOID is it. The second I experienced it for the first time, I knew I had to be part of its success,” said Plumer. “Seeing truly is believing when it comes to virtual reality, and THE VOID’s immersive experiences are going to be the first real taste of virtual reality for consumers. I am confident that THE VOID will prove to be a leader and pioneer in the virtual reality world, inspiring mass-consumer adoption of VR.”

Cliff has been an adviser to THE VOID for some time now and it’s been amazing to work alongside him. I’m happy to hand the reigns of CEO over to him and trust his exceptional leadership,” said Bretschneider. “He’s an incredibly efficient CEO and more importantly, he’s a visionary. We’re really excited and lucky that he’s decided to join THE VOID.”

Last year THE VOID opened Ghostbusters: Dimension at Madame Tussauds New York in July, allowing visitors to step into the Ghostbusters universe to do battle against ghoulish entities using THE VOID’s proprietary VR system including backpack, head-mounted display (HMD) and gun.

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

The VR Job Hub: Magnopus, NSC Creative, NCTech & EON Reality

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

View the new listings below for more information:

Location Company Role Link
Los Angeles, CA Magnopus Unreal Engine Programmer Click Here to Apply
Los Angeles, CA Magnopus Senior Unity Programmer Click Here to Apply
Los Angeles, CA Magnopus Senior Gameplay Programmer Click Here to Apply
Los Angeles, CA Magnopus Realtime Rendering Engineer Click Here to Apply
Leicester, UK NSC Creative Junior VR Developer Click Here to Apply
Leicester, UK NSC Creative 3D Animator Click Here to Apply
Edinburgh, Scotland NCTech VR Software Engineer Click Here to Apply
Manchester , UK EON Reality Business Development Manager Click Here to Apply

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

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

Sony London Studio Head Forms New VR Studio ‘Dream Reality Interactive’

Dave Ranyard, who headed up Sony’s London Studio throughout PlayStation VR’s development, has announced the formation of a new VR-focused game Dream Reality Interactive.

Dave Ranyard was arguably the public face of Sony’s Morpheus (aka PlayStation VR) project in the early days of its public life, after its unveiling at 2014’s Game Developer Conference. Ranyard headed up Sony’s London Studio and were tasked with exploring the possibilities and pitfalls of VR gaming and just what would become the world’s first console VR platform.

Ranyard led the team responsible for the PSVR launch title VR Worlds, a collection of experiences which represented the most successful of their years of experimentation. The compilation included such varied offerings as London Heist,

However, not long after the PlayStation VR’s launch in October of last year, Sony announced it was making some structural changes to its London Studios which meant job losses. Now, perhaps as a result of those changes, the head of Sony London is stepping down from his post and is setting up a new development house, Dream Reality Interactive, focused on virtual reality gaming.

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Dave Ranyard
Dave Ranyard

Ranyard said of the move “With the availability of a range of VR headsets the question is no longer IF virtual reality will be successful, it is WHEN and most importantly, HOW? None of us really knows the answer but after a fantastic 17 years at Sony, now feels like the right time to explore the possibilities. Going independent allows me to work across all platforms and that’s very liberating.”

And Ranyard won’t be the only Sony London alum. at the studio, as some of his former teammates are joining him. Richard Bates, Artemis Tsouflidou, Albert Bentall and John Foster, who were all “integral to the development of ‘VR Worlds’ for Sony’s PSVR headset” are joining Ranyard at Dream Reality Interactive. The new studio is already is already “working on several projects and prototypes, creating its own IP in addition to developing titles in partnership with other IP owners, across a variety of VR headsets.”

It’s difficult to estimate Sony London Studio’s impact on VR gaming’s landscape. The team were one of the earliest to begin defining the do’s and don’ts of VR as a gaming platform and as such those joining Ranyard on his new venture may arguably have some of the most experienced VR developers in the business. We’re therefore very much looking forward to seeing what Dream Reality Interactive have to offer in the future.

The post Sony London Studio Head Forms New VR Studio ‘Dream Reality Interactive’ appeared first on Road to VR.

How Teledildonics Will Create More Intimate VR Experiences

How Teledildonics Will Create More Intimate VR Experiences

There’s no denying the huge buzz around VR porn at the moment, as most industry pundits seem to think that 2017 will see a lot more people experiencing adult content in virtual worlds. Inevitably, this heightened interest is also spawning a whole variety of hardware to facilitate and enhance those experiences. These gadgets and gizmos range from the intriguing to downright amusing: The Tesla Suit promises to fully immerse you within a VR environment while masturbating devices such as the Ona-hole manages to be simultaneously scary and hilarious. Then you have talking vibrators, and the OhRoma, which looks a bit like a WW2 gas mask and promises to take immersion to the next level by pumping out smells like “panties” or “body odor” – if you’re into that sort of thing.

But this goes far beyond the obvious novelty factor, says Toon Timmermans, co-founder of teledildonics company KIIROO. He believes that the technology has the real potential to improve people’s sex lives, even helping them to overcome intimacy issues in some instances.

“There are some people who lack the ability to be physically intimate; due to distance, disability etc. Adding teledildonics and Virtual Reality gives them an outlet to explore what had never been possible until now,” he says. “We see several positive implications: Improved sexual health and immunity, lower blood pressure, pain and stress relief and improved sleep are just a few of the aspects of our lives that are improved. We become happier and thus, the psychological implications become more positive.”   

“VR has already proved its ability to enable trance like meditative states through its enhanced visual and sensory inputs,” says Ghislaine Boddington, creative director at body>data>space and a reader in Digital Immersion at the University of Greenwich in London, who has been researching “body technologies” for over 20 years. She believes that sense-enhancing and body connection technologies will converge rapidly across the next decade as various forms of haptics and biofeedback become commonplace. “Interchanges of breath, touch, feel, heartbeat, muscle/ blood motion and other data that the living body can transmit are already developed as individual tools. Bring these together and place them with our bodies into connected immersion spaces, and the potential is huge.”

For teledildonics to truly take off, she continues, it needs to incorporate features that will help us achieve what she calls the ” enhanced orgasm” – the potential for extended bodily pleasure that has been explored across the centuries by lovers in many civilizations.

Some in the adult industry also think this more intimate and nuanced approach is where the greatest potential of teledildonics lies. Ela Darling, co-founder at adult live cam site CAM4VR is particularly interested in the way the technology can be used in a live setting to communicate immediacy in touch with a partner.

A scene from 1993’s Demolition Man which depicted brain stimulation headsets for having “sex” in the year 2032.

“I’d love to see some haptic integration that goes beyond the genitalia: the ability to caress someone’s cheek, run your fingers across their shoulder, or drag your nails down their back. We’ve nailed the ability to transmit sexual touch across distances with near immediacy,” she says (her company recently launched a feature that makes it compatible with teledildonics devices such as Kiiroo’s Lovesense). “The closeness established with the person in front of me is incredible. I believe the feeling of touch escalates erotic experiences beyond mere sexual engagement and truly conveys a deeper level of intimacy than ever before.”

Timmermans believes this opens the possibility for people to create an emotional connection through a new kind of immersive experience.

“There is a thin line between the real and the virtual. But, of course this can be different for everybody. We like to facilitate opportunities, and so it is up to everybody who uses the technology to use it in ways that best suit them,” Timmermans said.

That presents us with a whole new set of sensory imperatives according to Trudy Barber, a professor at Portsmouth University in the UK who studies the relationship between sex and technology.

“As we see the Internet of Things becoming more entrenched within our environment and our very bodies and sense of self, it will become a natural part of our concepts of sexual health and our engagement with pleasure as entertainment,” she says. “I am interested in how different sensations will be adapted haptically in the future – such as a light spanking for BDSM fans, for example. There are so many different forms of touch and visual forms of arousal that the permutations for adventurous innovation and development are tremendous.”

Barber’s research in the past observed a group of enthusiasts and fetishists who created their own electronic bodily connections to a server that they had made themselves, and invited friends from abroad to log in and stimulate that body. The person’s sensations could be controlled by a public invited to the experience.

“This techno-sex experience took place some time ago, and I am sure that we have bedroom boffins working away at their own ideas of erotic technology without recognition today and in the future,” she says. “I think there is a whole discipline of design, innovation and development that needs to be encouraged and taken seriously.”

Since connectivity – between people as well as devices – is at the heart of teledildonics, it makes sense that Timmermans is enthusiastic about moving toward greater openness and cross-platform compatibility so different devices will be able to “talk” to each other much more easily.

“We have opened our technology up in order to let other Bluetooth-enabled sex toys connect to our devices and platform. This gives We-Vibe, OhMibod, and Kiiroo (just to name a few) users the ability to pair their devices with one another. In my opinion, this is one of the biggest developments for teledildonics in 2017.”

These experiences, says Barber, are actually nothing new in and of themselves, but what is definitely different this time around is that they will be available to a lot more people. Here’s Barber:

This discussion is identical to historical discussions about VR sex around 25 years ago. At the time I was discussing it in terms of 3D computer graphics and haptic interventions – but the technology was not available at that point. I think today we must not confuse 360 video porn with immersive VR computer representations, as both are entirely different approaches to varying degrees of sensorial experiences of pleasure. It is different yet again if the 360 video experience is live streamed in VR with specific social engagement and interaction for both sex worker and client alike – a bit like having a private dancer booth in your own head.

Yet although more widely available, we’re still not at the stage where teledildonics can be considered a mass-market proposition. As Darling explains, the best and most engaging teledildonics experiences are still reserved for a subset within a subset of a niche where you must not only be a VR user, but a consumer of VR porn or live cams, and willing to invest in a teledildonics device. Even with the rapidly growing VR userbase worldwide, there aren’t that many of those around… yet.

 

 

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‘COMPOUND’ Demo Hits SteamVR, Puts You in a VR World of Lovingly Detailed Retro Graphics

COMPOUND is a VR hobby project from developer ‘NotDead’ which aims to immerse you in a world of lovingly crafted pixel art, retro-styled first person shooter.

Update (4/6/17, 11:48PM PT): Compound has received a major update with v0.03b and has launched on SteamVR as a demo. Developer NotDead has released a new video showing the many improvements in action (see video heading this article).

compound-4A laundry list of tweaks has brought significant improvements to the game, including weapon tweaks, more varied and interactive environments, and improved audio. Here are the highlights (see Compound’s official page for full release notes):

  • Pistol rebalance
  • Total sewer overhaul
  • Total audio overhaul
  • Difficulty options
  • Most objects including dead bodies can be picked up and thrown around
  • Made critical hits clear to the player
  • Items despawn, blink before disappearing
  • Better splash screen
  • Lots more I’ve probably forgotten!

In the next “mini update” promises customizable controls (including a left-handed mode), additional locomotion options (including an enhanced comfort mode). Following that, priorities will be on new weapons, enemies, and levels.

Original Article (2/12/17): Ironically, there is a risk that the over abundance of so-called ‘pixel art’ video games in circulation these days of the nostalgia-fuelled art style is in danger of beginning to look tired and dated. There’s also an erroneous belief by some that creating effective pixel art titles is somehow an easy way out for an indie developer. However, creating really effective pixel art is hard, and it’s even harder when you’re mapping that art onto a realtime 3D world designed to be experienced in VR.

Enter Compound, a “VR hobby project” by developer ‘NotDead’, a virtual reality shooter which lovingly embraces it’s jumbo pixels textures and fuses the look with appropriately simplistic yet elegant gameplay.

Compound throws you into an underground world, filled with futuristic-looking bad guys sporting woefully ineffective armour and marksmanship skills which would embarrass the average Stormtrooper. You have two weapons at your disposal, a laser pistol with infinite ‘ammo’ and an SMG style energy weapon. You wander the titular underground compound, shooting bad guys (I didn’t ask to stop why they were bad it must be said) and security robots, grabbing ammo and burgers (for health) as you go. Shoot everyone and get to the end of the level. That’s pretty much it in terms of objectives.

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But the beauty of Compound is in its execution. The SMG for example requires to be physically reloaded with ammo you’ve collected in your inventory – a nicely satisfying mechanic. You can drift around the levels using ‘artificial’ locomotion (aka full locomotion) or teleportation – and it’ll doubtless make purists happy that you can switch between either method on the fly. Strafing and physically dodging projectiles is great fun and as you dart around the world, one heavily inspired by id’s genre-defining Wolfenstein (1992) in terms of colour palette, you quickly warm to your blocky alternate reality surroundings.

As stated, Compound is a one-man hobby project right now and can the latest version of the demo can be downloaded for free from the developer’s home page here and works on both HTC Vive and Oculus Rift. The developer also states they have high hopes of the project growing beyond its homebrew roots stating “I hope this project eventually evolves into a very fleshed out VR roguelite with a large number of items, weapons, enemies and characters. A non-VR version is also in the works.”

The post ‘COMPOUND’ Demo Hits SteamVR, Puts You in a VR World of Lovingly Detailed Retro Graphics appeared first on Road to VR.

European VR Congress Returns This Spring

Last November the inaugural European VR Congress took place in Poland, seeing over 500 visitors attend. Organised by Konferencje Agora, the 2017 European VR Congress (EVRC) has now been announced with submissions to speak open as well.

Serving as a platform for virtual reality (VR) professionals and enthusiasts alike, the EVRC aims to cover a wide range of disciplines through its various workshops, presentations and talks, such as videogames, construction, architecture, art, marketing, psychology and medicine.

European-VR-Congress-2017

EVRC will also feature a VR EXPO and Startup Zone. The VR EXPO will be expanded from the first event with an enhanced programme of activities such as Speed Dating – in which a series of brief meetings matching VR companies with investors takes place. It’s here that the workshops will take place allowing visitors to broaden their knowledge on selected subjects, like cinematic VR for instance. Whilst the Startup Zone is where innovative projects from Poland and abroad will have a chance to introduce themselves to the public.

Currently no speakers have been confirmed yet but the November event did attract sessions from Ricoh, Discovery, Immersion, Carbon Studio and many more. While it maybe too early for speakers, tickets are on sale offering early bird deals. Until 28th February prices are 655 zł net (approx £130 GBP). Then between 1st March to 17th April that goes up to 835 zł net (approx £165 GBP). And from 18th April onward’s the cost goes up to 1095 zł net (approx 217 GBP).

The EVRC takes place from 23rd – 24th May 2017 at the Copernicus Science Centre, Warsaw, Poland. For any further updates keep reading VRFocus.

Forge Weapons and Brew Potions in Craft Keep VR for Oculus Touch

Last October UK-based studio Excalibur Games launched its debut virtual reality (VR) title, Craft Keep VR on Steam Early Access for HTC Vive. This week sees the developer expand support for the experience with Oculus Touch owners now able to dive into a medieval world of dragons, blacksmithing and alchemy.

Essentially a sort of retail management videogame where players have to forge weapons and create weird concoctions for customers, Craft Keep VR requires a careful juggling of supplies and materials to make what’s needed ensuring a successful business.

Craft Keep VR new screenshot 2

Already receiving a popular rating on Steam, Craft Keep VR had just one chapter available when it originally launched. Since then the studio has released several more updates adding a further two chapters, Mountain Rang and Forest Pick, alongside new crafting items such as sword hilts, explosive arrow heads and even sushi.

If fulfilling orders and building stuff is what you’re after in a virtual reality (VR) title, Craft Keep VR is available to purchase on Steam Early Access now, priced at £10.99 GBP.

For any further updates, keep reading VRFocus.