News

  • Life In 360°: The Jesus And Buddha Show Saint Young Men's forthcoming series in Japan goes 360°.
  • The Invisible Hours, Farpoint Writer Moves To Valve
    The Invisible Hours, Farpoint Writer Moves To Valve

    Last year’s The Invisible Hours was one of the rare examples of a story-driven experience that really thrived inside VR. It made smart use of a time travelling mechanic and character interactions to weave a captivating narrative we won’t soon forget. We named it one of 2017’s most underrated VR experiences. Good news, then; one of the game’s writers is now working with Valve.

    Rob Yescombe, a games writer that also worked on PSVR’s Farpoint, confirmed yesterday that he had been working for the SteamVR creator since last year. He’ll be moving into the company’s offices in a few week’s time in a Writer role.

    I’ve been quietly working for Valve since The Invisible Hours. I’m moving into the office proper in a few weeks.

    It is truly joyful to collaborate with such remarkable people. Every day is a revelation.

    See you on the shop floor. pic.twitter.com/NBgcEAHxQq

    — Rob Yescombe (@robyescombe) June 26, 2018

    Yescombe didn’t say exactly what he was working on right now, but we’ve got our fingers crossed it’s for a VR project. We know that Valve is working on three full VR games and, given this end to Yescombe’s silence and the company’s recent reveal of its latest Knuckles controllers, we might finally be close to hearing about what they are. Perhaps another positive sign is that Yescombe also retweeted a message from another Valve staffer that’s on the hunt for VR developers in the Seattle area.

    Last year, Valve lost one of its key writers, Chet Faliszek, who had become known as an important evangelist of the VR industry. It’s great to see Valve stocking up in the development department again, and we can’t wait to see what comes of it.

    Tagged with: The Invisible Hours, valve

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    The post The Invisible Hours, Farpoint Writer Moves To Valve appeared first on UploadVR.

  • Gungrave VR to Appear at Anime Expo XSEED Games will be exhibiting a number of titles at Anime Expo, including Gungrave VR.
  • Valve Knuckles Controllers Add Squeezing, Thumbsticks & Finger-Tracking

    The next generation of Valve’s knuckle controllers adds a whole new list of new immersive interactions. Valve has begun rolling out the next evolution of their intuitive knuckle controller prototypes to developers which means a whole bunch of exciting upgrades and additions we being to look forward to. Referred to by Valve as Knuckles EV2,

    The post Valve Knuckles Controllers Add Squeezing, Thumbsticks & Finger-Tracking appeared first on VRScout.

  • Sanctum of Sahir Update for Wands Out Now New 1.4 update brings new content and a new player experience for spell-slinging PvP title.
  • TPCAST Wireless Adapter for Oculus Rift to be Sold at Fry’s Electronics It'll be available in all 34 stores.
  • A Clash of Board Games and First-Person Action Rascals is a title in development that lets you control board game pieces in first-person.
  • Preview: Chiaro and the Elixir of Life – A Charming Steampunk Adventure An early look showcases a curious VR title.
  • PlayStation VR Version of Skyrim VR Gets Visual Upgrade A number of quality-of-life updates improved the experience for PlayStation VR users.
  • Pinball FX2 VR’s Movie-Based Tables Come to PlayStation VR and HTC Vive E.T. the Extra-Terrestrial, Jaws and Back to the Future all feature.
  • Tilt Brush Introduces New Brushes and Tools

    The VR painting tool just got even better. Part of what keeps us coming back to Tilt Brush all the time is seeing what others are able to do with the 3D painting tool. While it can be as simple as choosing from a variety of brushes, colors, and effects to begin painting, we constantly

    The post Tilt Brush Introduces New Brushes and Tools appeared first on VRScout.

  • Coursera Offers Training in Building AR Experiences A new course titled ‘Introduction to Augmented Reality and ARCore is now available for enrolment on Coursera.
  • Co-op Heist Title Covert Revealed for Oculus Go Covert will debut on Oculus Go and Gear VR later this year.
  • How Sinespace May Have Already Beaten Linden Lab To The Second Life Of VR
    How Sinespace May Have Already Beaten Linden Lab To The Second Life Of VR

    The first time I played Second Life I saw someone flying down the street naked over an impromptu group of strangers engaged in a poetry reading session right in the middle of a digital replica of Times Square. It was at once shockingly terrifying but acutely beautiful. That mixture was at the core of what Second Life truly was on a surface level for most that tried it, but underneath all that was a thriving community that existed entirely digitally.

    It was ahead of its time in many ways, establishing one of the first widely accessed and engaging social virtual worlds that millions of people from all across the planet would visit and enjoy. While it may have been called Second Life, for many it became their primary existence. They’d go to work in Second Life, hang out with friends in Second Life, and other than the need to eat and sleep in the real world, they’d more or less live inside Second Life.

    VR doesn’t have anything like that yet. We’re not quite at Ready Player One Oasis levels of immersion and addiction, but the groundwork is established to take us there. The ambitions may not be that high, publicly speaking, for new social VR application Sinespace, but the potential for such ambitions are certainly there.

    We recently got the chance to talk with Adam Frisby, co-founder and Chief Product Officer for Sinespace, about their VR app and the name that it’s made for itself. The UK-based company quietly launched in 2017 and has since gone on to be immediately generate revenue for not only the company itself, but for users as well. He’s describing Sinespace as a “virtual world platform built for developers” and it shows.

    They’re currently sitting at approximately 10,000 monthly active users across all Unity-enabled devices (that means PC, Mac, Linux, browsers, and viewing capabilities on mobile) with about 10% of those users being in VR, primarily Rift and Vive. Sinespace is mostly a third-person experience, but if you’re in VR, the view shifts to first-person.

    That isn’t a lot of VR users right now, but it still puts them just below VRChat and Rec Room in terms of sheer reach and size. Considering they’ve barely made a peep in North America and aren’t even on Steam yet, that’s pretty impressive.

    But most importantly is that the business is making money for itself and its users already. On average, a user currently spends about $17 per month in Sinespace. That’s a lot more than the $0 people spend in Rec Room at the moment, for example. And of all users that have returned to the app after trying it for the first time, they typically average just over two hours per day inside Sinespace.

    Frisby and his team are no stranger to creating social, virtual worlds. Not only has he been building those sorts of frameworks for over 20 years on his own, but he actually built two businesses inside of Second Life itself several years ago that earned over seven figures

    The post How Sinespace May Have Already Beaten Linden Lab To The Second Life Of VR appeared first on UploadVR.

  • Deadline Approaches for Vive X Submissions Time is running out for start-ups to apply to be part of Batch 4 of the Vive X Accelerator programme.