Sunday, 30 September 2018

The war over music copyrights

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VC firms haven’t been the only ones raising hundreds of millions of dollars to invest in a booming market. After 15+ years of being the last industry anyone wanted to invest in, the music industry is coming back, and money is flooding in to buy up the rights to popular songs.

As paid streaming subscriptions get mainstream adoption, the big music streaming services – namely Spotify, Apple Music, and Tencent Music, but also Pandora, Amazon Music, YouTube Music, Deezer, and others – have entered their prime. There are now over 51 million paid subscription accounts among music streaming services in the US. The music industry grew 8% last year globally to $17.3 billion, driven by a 41% increase in streaming revenue and 45% increase in paid streaming revenue.

The surge in music streaming means a surge in income for those who own the copyrights to songs, and the growth of entertainment in emerging markets, growing use in digital videos, and potential use of music in new content formats like VR only expand this further. Unsurprisingly, private equity firms, family offices, corporates, and pension funds want a piece of the action.

There are two general types of copyrights for a song: the publishing rights and the master rights. The musical composition of a song – the lyrics, melodies, etc. – comes from songwriters who own the publishing right (though generally they sign a publishing deal and their publisher gets ownership of it in addition to half the royalties). Meanwhile, the version of a song being performed comes from the recording artist who owns the master right (though usually they sign a record deal and the record label gets ownership of the masters and most of the royalties).

Popular songs are valuable to own because of all the royalties they collect: whenever the song is played on a streaming service, downloaded from iTunes, or covered on YouTube (a mechanical license), played over radio or in a grocery store (a performance license), played as soundtrack over a movie or TV show (a sync license), and for other uses. More royalty income from a song goes to the master owner since they took on more financial risk marketing it, but publishers collect royalties from some channels that master owners don’t (like radio play, for instance).

For a songwriter behind popular songs, these royalties form a predictable revenue stream that can amount to tens of thousands, hundreds of thousands, or even millions of dollars per year. Of course, most songs that are written or recorded don’t make any money: creating a track that breaks out in a crowded industry is hard. This scarcity – there are only so many thousands of popular musicians and a limited number of legendary artists whose music stays relevant for decades – means copyrights for successful musicians command a premium when they or their publisher decide to sell them.

Investing in streaming economics

In 2017, revenue from streaming services accounted for 38% of worldwide music industry revenue, finally overtaking revenue from traditional album sales and song downloads. Subscription streaming services hit a pivot point in gaining mainstream adoption, but they still have far to go. Goldman Sachs media sector analyst Lisa Yang predicted that by 2030, the global music industry will reach $41 billion in market size as the global streaming market multiplies in size to $34 billion (nearly all of it from paid subscriptions).

Merck Mercuriadis is seen on the left. (Photo by KMazur/WireImage for Conde Nast media group)

Earlier this week, I spoke with Merck Mercuriadis who has managed icons like Elton John, Guns N’ Roses, and BeyoncĂ© and raised £200 million ($260 million) on the London Stock Exchange in June for an investment vehicle (Hipgnosis Songs) to acquire the catalogues of top songwriters. His plan is to raise and invest £1 billion over the next three to five years, arguing that the shift to passive consumers paying for music will take the industry to heights it has never seen before.

Indeed, streaming music is a paradigm shift from the past. With all the world’s music available in one interface for free (with ads) or for an affordable subscription (without ads), consumers no longer have to actively choose which specific songs to buy (or even which to download illegally).

With it all in front of them and all included in the price, people are listening to a broader range of music: they’re exploring more genres, discovering more musicians who aren’t stars on traditional radio, and going back to music from past decades. Consumers who weren’t previously buying a lot of music are now subscribing for $120 per year and spreading it across more artists.

Retail businesses are doing the same: through streaming offerings like Soundtrack Your Brand (which spun out of Spotify), they’re using commercial licenses – which are more expensive – to stream a broader array of music in stores rather than putting on the radio or playing the same few CDs.

Much of the music industry’s market growth is happening in China, India, Latin America, and emerging markets like Nigeria where subscription apps are replacing widespread music piracy or non-consumption. Tencent Music Entertainment, whose three streaming services have roughly 75% market share in China (a music market that expanded by 34% last year), is preparing for an IPO that could give it roughly the same $29 billion valuation Spotify received in its IPO in April. Meanwhile, music industry revenue from Latin America grew 18% last year.

Western music is infused in pop culture worldwide, so as these countries enter the streaming era they are monetizing hundreds of millions of additional listeners, through ad revenue at a minimum but increasingly through paid subscriptions as well.

At the talent management, publishing, and production firm Primary Wave, founder Larry Mestel is seeing emerging markets drive more revenue to his clients (like Smokey Robinson, Alice Cooper, Melissa Etheridge, and the estate of Bob Marley) as new fan bases engage with their music online. He raised a new $300 million fund (backed by Blackrock and other institutions) in 2016 to acquire rights in music catalogues amid a market he says has improved substantially due to growth opportunities stemming from the streaming model.

It’s not just streaming music platforms that are driving growth either. Streaming video has exploded, whether it’s from short YouTube videos or the growing number of shows on platforms like Hulu and Amazon Prime Video, and with that comes growing sync licensing of songs for their soundtracks; global sync licensing revenue was up 10% year-over-year in 2017 alone. Over the last year, Facebook signed licenses with every large publisher to cover use of song clips by its users in Instagram Stories and Facebook videos as well.

The inflating valuations of songs catalogues

Catalogues are commonly valued based on the “net publisher’s share,” which is the average amount of annual royalty money left over after paying out any percentages owed to others (like a partial stake in the royalties still held by the artist).

When Round Hill Music acquired Carlin for $245 million in January to gain ownership in the catalogues of Elvis Presley, James Brown, AC/DC, and others, it paid a 16x multiple on net publisher share, which is high but not uncommon in the current market when trading catalogues of legendary artists. Just three years ago, multiples anchored in the 10-12 range (or less for newer or smaller artists whose music has not yet shown the same longevity).

Avid Larizadeh Duggan left her role as a general partner at GV to become Chief Strategy & Business Officer of Kobalt

Kobalt, which raised $205 million from VC firms like GV and Balderton Capital to become a technology-centric publisher and label services powerhouse, has also become an active player in the space. Aside from its core operating business (where it stands out from traditional publishers and labels for not taking control of clients’ copyrights), it has raised two funds ($600M for the most recent one) to help institutional investors like the Railpen pension fund in the UK gain exposure to music copyrights as an asset class. In December, their fund acquired the catalogue of publisher SONGS Music Publishing for a reported $160M in a sale process against 13 other bidders looking to buy ownership in songs by Lorde, The Weeknd, and other young pop and hip-hop artists.

Too high a price?

The natural question to ask when there’s a rapid surge of money (and a corresponding surge in prices) in an asset class is whether there’s a bubble. After all, last year’s industry revenues were still only 68% of those in 1999 and the rate of growth will inevitably slow once streaming has captured the early majority of consumers.

But the fundamentals driving this capital are in line with a secular shift – it’s evident that music streaming still has a lot of room to grow in a few short years, especially as a large portion of the human population is just coming online (and doing so over mobile first). Plus as new content formats like augmented and virtual reality come to fruition, new categories of music sync licensing will inevitably accompany them for their soundtracks.

Each catalogue is its own case, of course. As Shamrock Capital managing director Jason Sklar emphasized to me, the rising tide isn’t lifting all boats equally. The streaming revolution appears to be disproportionately benefiting hip-hop, rap, and pop given the youth skew of streaming service users and the digital-native social media engagement of the artists in those genres.

Beyond the purchase price, the critical variable for evaluating a deal in this market is also the operational value a potential buyer can provide to the catalogue: their ability to actively promote songs from the past by pitching them to new TV shows, ad campaigns, and any number of other projects that will keep them culturally relevant. This is where strategic investors have an advantage over purely financial investors in publishing rights, especially when it comes to the longer tail of middle-tier artist’s whose music doesn’t naturally get the inbound demand that the Beatles or Prince catalogues do.

With strong long-term market growth and a wide range of possible niches and strategies, music copyrights are an asset class where we’ll see a number of major new players develop.



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Mario Kart GP VR Arrives Stateside This October

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VR Zone’s hit rendition of the original Nintendo classic heads to Washington DC alongside two other LB VR experiences.

Just over one year ago Bandai Namco launched their first VR Zone location in the Shinjuku ward of Tokyo, Japan. Since then the location-based entertainment center has expanded to multiple locations across multiple countries, quickly becoming one of the most prominent location-based VR providers in the world.

This is due in large part to Bandai Namco’s impressive curation of AAA VR games, many of which are based off well-known franchises, such as Dragon Quest,Ghost in the Shell, and Dragon Ball. The VR arcades biggest attraction, however, is without doubt Mario Kart GP VR, an officially licensed VR rendition of Nintendo’s legendary kart-racing franchise.

For the past year, fans stateside have watched as the highly-talked about VR racer made an appearance everywhere from Tokyo to London, patiently awaiting the day they too could physically huck massive turtle shells at their friends and loved ones in glorious virtual reality.

Well it appears as though our time has finally come as Bandai Namco announces the arrival of ‘VR Zone Portal Washington DC.’, Bandai’s first U.S. VR Zone location. Available for 6-months beginning October 1st, fans can visit Union Station located near DC’s National Mall to check out the multiplayer experience, along with Argyle Shift, an action-packed experience that puts you in the role of a next gen pilot tasked with delivering a mech to the battlefield, and Ski Rodeo, an alpine skiing simulation.

“Bandai Namco is thrilled to be a part of the innovative, cutting-edge project that is VR Zone Portal,” spoke Bandai Namco U.S. sales boss, Steve Ignarski, according to Venturebeat. “The launches in Japan and the U.K. brought great success, and we hope to follow suit in Washington, D.C. Mario Kart VR is a long-awaited title, and we have no doubt it will be well-received in the states, due to its incredible, immersive game-play and outstanding equipment from HTC Vive.”

Utilizing HTC Vive headsets, Vive Trackers, and location-based metal go-kart rigs, which include steering wheels, pedals, and haptic feedback, Mario Kart GP VR transports players into the most realistic version of Mario Kart to-date. Up to four friends can compete for glory as they steer around danger and collect valuable items using their own two hands. Players can select from a small handful of classic Nintendo characters, including Luigi, Mario, Peach, and Yoshi. Currently only the one course is available.

Each experience will cost $8 per person; not a bad price for the chance to strike your friends with lighting as you steal their hard-earned coins.

Image Credit: Bandai Namco VR Zone Shinjuku

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Robin Hunicke interview — Why developers should collaborate with VR platform makers

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Robin Hunicke is cofounder of Funomena.
Virtual reality is still a fledgling industry, and it’s hard to make money on the relatively small installed base of VR headsets. But that doesn’t bother Robin Hunicke, the CEO and cofounder of San Francisco-based indie game studio Funomena. Hunicke, who is also director of the Art, Games, & Playable Media BA program at the Universi…Read More

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Saturday, 29 September 2018

3D Scanner App Uses AR To Duplicate & Share Real Objects

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Turn everyday items into 3D models and share them instantly with friends using Apple Quick Look.

Thanks to Apple’s recently announced AR Quick Look feature, friends are now able to easily place and share AR objects throughout the real world directly through their Safari web browser. Running on Apple’s new ARKit 2 platform, the practical new addition is arguable the most attractive aspect of the iOS 12 update, providing users a whole new way to engage with the real-world.

3D Scanner Pro, an upcoming app from developer Laanlabs, will be one of the first smart phone applications to make use of the exciting technology, providing a quick and easy method for duplicating and sharing real-world objects in augmented reality. 

Utilizing the power of Apple’s ARKit 2 platform, 3D Scanner Pro captures high-quality 3D renders of real-world objects and saves them in a digital format for later use. After pointing the camera at a 3D object and “scanning” it from the necessary angles, you can clean up your new render via an onboard 3D editor. Once you’re satisfied with your digital rendition, feel free to play around with its dimensions and place it anywhere within the real world. 

To ensure that sharing your new creation with the world is as painless as possible, Laanlabs incorporated Apple’s new AR Quick Look functionality. This allows you to convert your 3D asset into a USDZ file which can then be shared with friends and family directly through the Messenger app. The receiver then need only click on the item in the chat and watch as it opens directly in the Safari browser. They too now have the ability to resize the object and move it around their own environment.

“3D Content is becoming more ubiquitous, especially with unique one of kind products,” states the company on their official website. “With 3D Scanner Pro, you can easily create 3D models of objects the your potential customers can then see exactly what its going to look like where they want to put it.”

Whether used as a tool by businesses to assist customers in picking out certain products, or by a group of friends simply trying to rearrange their living room, there’s no limit to the potential of an app such as this. Hopefully the convenience of Apple Quick Look integration will be enough to jump-start a new era in augmented shopping.

3D Scanner Pro is still in Early Access. Those interested in partnering can visit the labs.laan.com website.

Image Credit: Laanlabs

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The Oculus Quest’s competitor isn’t Rift or Vive. It’s the Nintendo Switch

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While Oculus is optimistic that its standalone Quest VR headset will deliver a quality experience, the headset was designed on a mobile chipset. That means its less of a Rift replacement and more like the VR equivalent of Nintendo’s Switch.

The post The Oculus Quest’s competitor isn’t Rift or Vive. It’s the Nintendo Switch appeared first on Digital Trends.



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Friday, 28 September 2018

Mario Kart VR is coming to the U.S. thanks to HTC and Bandai Namco

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Luigi Death Stare
Mario Kart VR is coming to the United States. The virtual reality attraction is already running in Japan and the U.K., and now HTC and Bandai Namco are preparing its American debut. This immersive VR Mario Kart experience is launching alongside the new VR Zone Portal Washington, D.C. location in Union Station. VR Zone Portal will feature a number o…Read More

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Post-Oculus Connect 5 Q&A Livestream: Quest Details And Impressions

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Post-Oculus Connect 5 Q&A Livestream: Quest Details And Impressions

Oculus Connect 5 is now officially in the books! The past few days in San Jose, CA have been full of excitement and news for the VR industry from all of the upcoming Rift games like Stormland and Defector to the official announcement of the $399 standalone VR headset, Quest. We’ve got a lot to unpack today and discuss, along with a live Q&A for all your burning questions!

We’ll be livestreaming ourselves (that’s me, David Jagneaux and Ian Hamilton) from meat space as our actual selves in the real world in front of a green screen to show footage and images. The stream will be starting at approximately 2:20 PM PT and we’ll aim to last for around an hour or so. We’ll be livestreaming directly to the UploadVR Facebook page will also be using Restream to go directly to YouTubeTwitchPeriscope, and Mixer as well. Either way, you can see the full stream embedded right here down below once it’s up:

Embedded livestream coming soon

You can see our most recent archived streams over on the UploadVR Facebook Gaming portal right here. There’s lots of good stuff there!

Let us know which games or discussions you want us to livestream next. Comment with feedback down below!

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The Biggest Rift, Vive and Windows VR Releases Of The Week 09/23/18

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The Biggest Rift, Vive and Windows VR Releases Of The Week 09/23/18

Oculus Connect might have stolen the headlines this week but there’s still a pretty healthy selection of new releases for PC VR headsets.

Creed: Rise to Glory, from Survios
Price: $29.99 (Rift, Vive)

The latest game from Sprint Vector developer Survios is a tie-in to the upcoming Creed sequel. Slipping into the gloves of Adonis Creed, you step into the ring to take on opponents in a story that bridges the gap between the films, training with none other than Rocky Balboa himself in your downtime. Creed is the best all-round VR boxing game yet, though it’s the multiplayer support that really makes it.

Vox Machinae, from Space Bullet
Price: $24.99 (Rift, Vive, Windows VR)

One of VR’s most promising mech combat games is finally available via Early Access. Vox Machinae has you taking part in multiplayer or single-player battles with a fully interactive cockpit that you operate with motion controllers. Its explosive battles are some of the most fun you can have in VR, so make sure not to miss out.

Hotel Transylvania Popstic, from Specular Theory
Price: $19.00 (Rift, Vive)

This is the Hotel Transylvania-themed Beat Saber clone you’ve been waiting for. Wait, what? You haven’t been waiting for that? Well you’re getting it anyway. Designed to work with the titular Popstic peripheral, you attend a horrific disco, slicing up notes as they arrive on a beat and dodging incoming lasers. It’s mainly designed for arcades but if you’re so inclined this could be entertaining.

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The Biggest PSVR Releases Of The Week 09/23/18

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The Biggest PSVR Releases Of The Week 09/23/18

No one should be buying any VR games this week because you should all be spending that money on Valkyria Chronicles 4, just saying.

Anyway, if you’re still insisting that money be spent on PSVR then there’s plenty of places to spend it. We’ve got the latest game from Survios and some other interesting experiments.

Dark Eclipse, from Sunsoft
Price: Free-to-play

A new VR MOBA from a well-known Japanese developer. Dark Eclipse has players fighting for control of the battlefield by giving orders to three Leader units that will build towers and tear down your opponent’s structures. It’s got a great navigation system, though we suspect the game will have matchmaking issues in the near future. At least give it a try, seeing as it’s free.

Creed: Rise to Glory, from Survios
Price: $29.99

The latest game from Sprint Vector developer Survios is a tie-in to the upcoming Creed sequel. Slipping into the gloves of Adonis Creed, you step into the ring to take on opponents in a story that bridges the gap between the films, training with none other than Rocky Balboa himself in your downtime. Creed is the best all-round VR boxing game yet, though it’s the multiplayer support that really makes it.

The Grand Museum, from Owlgorithm
Price: $9.99

It’s great to see a more educational experience land on PSVR. This is a virtual museum that lets you explore historic art from across the world, each of which has been photo-scanned from its real-world counterpart. It’s not a game, then, but it’s a great example of the other kinds of experiences PSVR enables.

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Overwatch-Inspired VR Hero Shooter Conjure Strike Hits Steam With Free Weekend

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Overwatch-Inspired VR Hero Shooter Conjure Strike Hits Steam With Free Weekend

Conjure Strike just released in Early Access on Steam with support for Rift and Vive and will feature cross-play with users on Oculus Home. For the launch, it’s free for everyone to download and play on both platforms over the weekend and if you like it enough to buy it, you can do so at 40% off during that period.

The game has a lot of Overwatch influences with its hero shooter angle, objective-based team gameplay mode, and variety of classes to pick from. You can play either 2v2 or 3v3. This weekend, it will be competing directly for time with Echo Combat’s latest beta on Oculus Home for Rift users.

Conjure Strike already has a big assortment of maps and classes to pick from, including a new healer that was just added. In terms of developer updates and support for VR titles, the devs at The Strike Team have gone above and beyond so far.

Hop in for free this weekend and check it out! If you’ve played already, let us know what you think down in the comments below!

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Sony Will Not Host A PlayStation Experience For 2018

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Sony Will Not Host A PlayStation Experience For 2018

The rumors are true: there is no PlayStation Experience happening in 2018. Last year’s PlayStation Experience was down in Anaheim, CA in December and that was the first place that we were able to play games like WipEout VR and Firewall Zero Hour right after they were announced.

Sony made the announcement today on a recording of the 308th episode of PlayStation Blogcast. During the episode Shawn Layden, chairman of Sony Interactive Entertainment Worldwide Studios, made the announcement.

“Now that we have Spider-Man out the door, we’re looking down in 2019 to games like ‘Dreams’ and ‘Days Gone’ but we wouldn’t have enough to bring people altogether in some location in North America to have that event,” Layden said.”We don’t want to set expectations really high and then not deliver on it.”

Basically it sounds like they don’t think they have enough confirmed games for 2019 that they can show off to warrant hosting an event.

Frankly, that doesn’t seem like it can be the real reason. He cites Dreams and Days Gone, but between other titles like The Last of Us II, Ghosts of Tsushima, Resident Evil 2 Remake, Death Stranding, and countless indie titles as well as PSVR titles there should be enough to show off. In fact, they could easily also show games that have just came out and/or are releasing at the end of this year.

I’m not in a position to verifiably say the reason for not having a PlayStation Experience, but the reason must be deeper than they don’t think they’ve got enough games to show since this is both a PSVR and PS4 non-VR event.

What do you think? Is it a budget concern? Let us know down in the comments below!

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VR Rhythm Game ‘Rave Runner’ Announced For Oculus Quest

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Dance like nobody’s watching.

Facebook’s fifth annual Oculus Connect event was arguable its biggest as the company revealed a plethora of updates to its ever growing catalogue of VR software, not to mention an entirely new standalone headset, the Oculus Quest.

The device, while not quite as powerful as its Rift counterpart, features 1600 x 1440 dual resolution, Touch controller support, and is capable of 6 degrees-of-freedom tracking, minus the need of a PC or smartphone. The headset will launch with over 50 immersive titles, such as Robo Recall, Dead & Buried, The Climb, and Moss, just to name a few.

Now it appears as though we can add another game to that list as Job J Stauffer, Co-Founder & CCO of Orpheus Self-Care Entertainment, confirmed via Twitter that the companies upcoming music-driven rhythm title, Rave Runner, is heading to the Oculus Quest alongside other 6DoF VR headsets.

Developed by Orpheus in partnership with Kinemotik Studios, Rave Runner follows a formula similar to that of other VR rhythm games currently available, albeit with a few small twists. Rave Runner was designed by the team as part of a series of fitness-focused VR experiences. As such, the game is designed to get the player moving as much as possible, tasking them with hitting colored blocks to a beat as they rhythmically wiz past. The various positions of these red and blue indicators make full use of a headsets 6DoF technology as the player is forced to slide across the virtual dance floor, busting out super sweet dance moves as a result.

“We set out to make a game that emphasizes the pure joy of movement, that encourages players to open their arms, to begin dancing, and to feel amazing,” spoke Ashley Cooper, designer and choreographer on Rave Runner, in an official release. “We’re now using the universal language of dance to share the joy that we feel while listening to music we love. We are beyond excited to invite everyone to join in our raves at PAX for the first time with our partners at Orpheus. We hope to inspire players everywhere to put time into entertainment that can truly give back to their own well-being, and to enjoy the experience and the results that follow.”

This combination of active movement blends perfectly with the wireless functionality of the Oculus Quest, offering users a rare chance at a completely untethered VR dance experience. While it’s true Beat Saber currently has a strange-hold on the rhythm game market in terms of high-end VR, Rave Runner has the chance to establish itself as THE rhythm-based VR game for standalone 6DoF devices.

This is especially possible due to the companies strong commitment towards self care and good health. The entry-level price tag of the Quest coupled with its wireless functionality could make it the ideal option for fitness-focused users looking to take their home gym to the next level.

Rave Runner arrives on the Oculus Rift, HTC Vive, Playstation VR, and Windows Mixed Reality Fall 2018, with support for the Oculus Quest coming 2019.

Image Credit: Orpheus Self-Care Entertainment & Kinemotik Studios

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Superhot VR on Oculus Quest hands-on — More room to maneuver in slo-mo shooter

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Superhot VR is coming to Oculus Quest.
Facebook’s Oculus Quest wireless virtual reality headset will have 50 titles when it debuts in the spring of 2019. And one of those is Superhot VR, the slow-motion shooter game developed by Superhot Team for the Oculus Rift, HTC Vive, and PlayStation VR devices. The original game was designed to be played while standing in place. The game is…Read More

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Final Assault Hands-On: Become A Conductor Of War In This VR RTS Meets MOBA

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Final Assault Hands-On: Become A Conductor Of War In This VR RTS Meets MOBA

There really haven’t been a whole lot of good VR strategy games. It’s a bit surprising because when they’re done well (Brass Tactics, AirMech Command) they seem to fit the platform like a glove. Pointing to where you want units to go, grabbing troops to issue commands with your hands, and getting a bird’s eye view of the battlefield from inside the headset all feels great — but it’s just been rare. Final Assault, the next game from Phaser Lock Interactive, the same team behind Final Approach (air traffic control arcade game) and Twisted Arrow (a bow and arrow action adventure shooter) is here to try and help make it a more common occurrence.

Some strategy games have tried to toe the line between complexity and accessibility, such as Skyworld, or suffered from crippling balance issues, such as MoonStrike, so those are certainly major areas of concern the devs at Phaser Lock will need to look out for.

During our original demo with the game back at GDC, we got a good taste of the PvP offerings by going head-to-head on the urban map you see featured in a lot of the screenshots. For this latest demo it was a solo match against AI on the snowy level.

In both of my demos the objective has been the same: destroy the enemy base. During a match, each side has infantry constantly spawning and automatically marching down the two lanes around the center courtyard, a bit like a MOBA. Along each path are guard towers with turrets that shoot at enemies automatically, a bit like a tower defense game. And as you play you’ll earn currency that can be spent to spawn more powerful units that you can send out to attack enemy units or to go down specified lanes, a bit like an RTS.

Clearly, Final Assault is the VR melting pot of strategy genres.

As of right now my biggest concern is with depth. There are supposedly a large number of different factions, but I get the feeling so far that they’re all going to feel about the same with slight variations. Both of the maps are basically the same with two bases at opposite ends, a center courtyard, and two lanes around the courtyard. Hopefully the final product has more to it, but it’s certainly lacking the depth and complexity that RTS titles are known for.

There’s good unit variety between jeeps, fighter planes, tanks, bomber planes, artillery units, anti-air units, and more. The main crux of Final Assault’s strategy boils down to pushing down the lane as fast as you can, countering enemy spawns, and trying to hit the enemy’s base before they take out yours.

One thing I noticed is that it was very easy to get tunnel vision and only focus on one lane at a time, but that’s only a good strategy if you don’t like winning. Doing so can easily result in getting overran on the other lane or simply flanked through the central courtyard. Having to pay attention to so many conflict zones, in addition to air vs. ground battle, really does offer a lot of tension, but hopefully every match doesn’t just boil down to the same sticking points.

Final Assault is currently slated for a late 2018 release without a firm date for both Oculus Rift and HTC Vive. You can read our original hands-on preview from earlier this year for more details. Let us know what you think of the game so far down in the comments below!

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Why One Of Sony’s Biggest PSVR Advocates Risked It All On Going Indie

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Why One Of Sony’s Biggest PSVR Advocates Risked It All On Going Indie

Dave Ranyard used to head up one of Sony’s longest-running PlayStation developers, working on its most experimental tech, located in the heart of London. Over the course of the past decade, he’s worked on games that spearheaded PlayStation peripherals from the popular SingStar karaoke series to early augmented reality efforts with Wonderbook. Most recently he was working on PlayStation VR, serving as one of the kit’s key ambassadors in its early days,  presenting the demos that would add up to the popular PlayStation VR Worlds launch compilation. Showing sharks to his mother, watching people fall through virtual desks or simply watching cynics be converted right before his eyes — you might consider him one of the headset’s biggest advocates.

But these days? He’s traded all of that in for a meditation yurt and he couldn’t be happier about it.

Ranyard’s given multiple talks on VR over the years, often showing a video of his mother being attack by virtual sharks

Ranyard is grinning from ear-to-ear as he shows me around Huckletree, west London’s co-working space that houses his latest venture, independent development studio Dream Reality Interactive. He’s feeding off the bubbly vibe of positivity that exudes from the venue, from the hipster-approved hut to the indoor gazebo that sits next to it. DRI itself, now over two years old and soon set to release its second commercial product, is nestled off to the side of the main floor, a team of around 10 all busily working away with a hearty startup spirit. The enthusiasm on display is infectious, but I can’t help wonder if it’s worth the trade-off of that Sony safety net.

“Isn’t that–”

“Madness?” Ranyard interjects with a laugh before I’ve even finished my first question. Well, isn’t it? “I was 48 [when I left Sony],” he explains, “and I thought, if I don’t do it now, I’m not going to do it. It was a bit of personal pressure. I’d always thought “Wouldn’t it be great to have your own studio?””

He’s had his own businesses before, too. In another life, Ranyard was a musician signed to Warner Bros. and he’d even run a vintage clothes store before that. Still, the decision wasn’t made lightly. “When you’re in a big corp it’s quite difficult to [leave] because you’re kind of in this certain lifestyle that’s very busy and it’s reasonably well recompensed. And I’ve got four kids.”

But, having spent years working on PSVR in its R&D stage and developing the game that now comes packaged in with the headset as your first VR experience, Ranyard already had the spirit of adventure in him. “It was a high risk inside Sony to say “Right, let’s do VR!” when it was still like a cycling helmet with bits strapped on it,” he recalls.

The London Heist demo was one of the first VR experiences that used motion controllers as guns and featured detailed human NPCs

“And it was hard in the sense that we did lots of R&D and we found a lot of stuff that doesn’t work and we had quite a lot of people working on it so, financially, it was probably a bit challenging for the business. On the other hand, we learned a lot very quickly and we gave people a suite of things that they could play when they first got their headset, which I think is great.” Eventually, though, adventure called him elsewhere.

“I really enjoyed being at Sony but I got to the point where I was preferring to be more autonomous,” Ranyard explains. “When I was first at Sony it was pretty agile but, as with any business these things grow and more layers come in and more departments and before you know it you’re not super quick on things and you’re going to other people to get their buy-in.”

And so, despite having worked on PSVR pretty much since its inception at the turn of the decade, Ranyard packed his bags before the headset even launched on October 13th 2016. “It was great to be part of that and, actually, if I was purely going with my heart, I would have stayed at Sony for the launch of PSVR,” he says. “But, putting a bit of a commercial head on, it felt smarter to leave before it was launched because there was more opportunity to raise investment.”

Not only is Ranyard now in the “dark woods of indieness”, but he’s also exploring the murkier terrain of VR and AR, a market that hasn’t taken off as quickly as analyst’s astronomical projections said it would. He’s well aware of the risks (“I joke, but there are moments where you’re on the edge of the chasm of despair with an Indiana Jones rope bridge about to snap and people running behind you and you’re like: “Help.””) but, fortunately, there’s method to this developer’s madness.

Hold the World makes excellent use of VR to take you behind the exhibitions of London’s Natural History Museum

For starters, DRI has found its feet by taking on some contract work. For example, it helped out with the brilliant Hold The World, a VR experience which puts you face-to-face with a photoscanned Sir David Attenborough as he takes you on a supernatural tour of London’s Natural History Museum.

“We decided early on to do some paid work as well as some of our own stuff,” Ranyard says. “I had a conversation with an old friend who had been through a similar thing. He said to me: ‘My advice to you is to make some money. It’s not a dirty word, it just gives you more choices.'”

DRI also made a solid partner in Apple for its first AR release, Orbu, a sort of virtual minigolf game that highlights the capabilities of the iOS ARKit. Now, for its anticipated first VR game, Arca’s Path, DRI is cozily paired up with a publisher, Battlezone developer Rebellion, and aiming to hit as many headsets as possible on December 4th. As I said in a preview last week, Arca’s Path strikes a delicate balance between accessible gameplay that anyone can pick up (it doesn’t even require a controller to play) and the kinds of extra challenges and rewards that will have core players coming back for more.

A big part of what’s kept Ranyard and the team sane, though, is outside help. As we talk, Ranyard almost lists off a who’s-who of the UK VR industry, describing people that have offered helpful advice and guidance. “You’re not in competition with any other VR studios. It’s a network, we’re all helping each other.”

He’s also not phased about VR’s slow start, referring back to a talk he used to give comparing the platform to the introduction of audio in movies in the early 1900’s “There was a change then that was quite significant. But, also, it took ten years to change. So in our minds we think the talkies came along and wiped out Hollywood but actually they dual-authored a lot of movies, and it took ten years for all cinemas to get sound systems put in. It took a long time for that change. And if you look at immersive tech through that lens, it looks more realistic that it will change.”

Arca’s Path is a little like a VR marble maze, and it doesn’t require any controllers to play

The future seems bright for this studio, then. Maybe that Sony safety net isn’t needed after all?

I’m especially interested to see what DRI does next, given Ranyard’s work on PSVR’s London Heist experience, which remains one of the most compelling showcases for interaction with NPCs in VR. He even holds a PhD in AI, which gives him some exciting visions of the future. “Making [characters] more and more interactive, for me, is a huge thing,” Ranyard says. “That will bleed into AR because, why can’t I have David Attenborough sitting at my breakfast table? Why can’t I have Siri at my table and I ask them a question and they pull up a Wikipedia page or a map of the world?”

That might be later down the line but, for now, growth is on the cards. “I think we’d like to do a bigger project next, and we’ve got a few healthy discussions about what that will be,” he says, dreaming of expanding the team up to a point where they could make a more expansive game over a longer two-year development cycle. There are other B2B projects in the pipeline as well and the team’s also looking into VR’s educational potential. Even if it came crashing down tomorrow, though, Ranyard says he’s proud of what’s been achieved in the past two years.

“I have to be honest, I haven’t looked back,” he says. “I didn’t have a massive plan, but I think it was the right thing to do.”

There’s 10 developers upstairs that would likely agree with him. Come December, we hopefully all will too.

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VR Motion Platform ‘Feel Three’ Nearly Quadruples Kickstarter Goal as Campaign Comes to Close

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Feel Three, a 3DOF motion simulator for VR, went live on Kickstarter late last month. And owing to its vision in providing a relatively cost-effective solution among a sea of expensive motion platforms, the company not only blasted past their £50,000 funding goal within only five hours of launch, but have finished out their campaign today with an astounding £181,440 (~$237,000 USD).

Update (September 28th, 2018): Feel Three finished out their Kickstarter today with a whopping 263% fulfillment over their original Kickstarter funding goal. Project creator Mark Towner had this to say to backers:

“It’s been a long 4 years to this point and it’s all for you guys. I promise try my damn est to not screw it up and become another failed VR project. No distractions. No first class travel…. just first class vision. Your trust is well placed. Prepare to have your world moved!”

The original article detailing the project follows below:

Original Article (August 29th, 2018): The simulator is built on a half-sphere base, which sits atop a number of motors and special omnidirectional wheels, called ‘omni wheels’, that give the user three degrees of freedom: pitch, roll and yaw. Because of its relatively inexpensive design—it doesn’t include costly linear actuators, which can set you back around £1,000 to £2,000 each—the Feel Three is touted as an affordable solution, starting at £2,000 (~$2,570) for Super Early Birds.

“You’re lifting the user up and down [with linear actuators], which is really expensive mechanically—it takes a lot of power. So by using just omni wheels and DC motors, we can move the user quite quickly. They sit at the center of gravity, they’re balanced. It’s just a simpler solution,” says project founder Mark Towner.

 

The platform also includes tactile transducers, which add vibration from the game in several places, giving you an extra hit of immersion by letting you feel engine revs, gunfire and other impacts. The system’s tactile transducers are placed by your feet, hands and back.

Because it’s a device intended for VR users, tracking is also an important aspect. According to the Kickstarter page, a tracker near the player’s head “constantly updates the orientation of the sphere and cancels the movement of the simulator from the players view.” This is where a pain point arrises however:

“We need to track the platform and uses these readings to cancel the movement in your headset. Many motion simulators have a small range of pitch and roll so the user can simply keep looking forward despite the movement and chance of discomfort. This then means their view will float around in the car as they drive, which is fine for some people, not ok for others.”

Since the platform’s range of movement is so dramatic, motion cancellation will have to be figured out before it’s a perfect fit. Some of the ways the company suggest conquering this challenge include: individual game support, native engine support through Unreal or Unity, an API wrapper (which could break after headset software updates), native support through OpenXR, or native support from headset manufacturers. The company is currently boasting over 100 compatible games, some of which are non-VR games that can be played via a virtual screen while in-headset.

Still, it’s clear this sort of motion platform will appeal to VR simulator enthusiasts looking to fly in Elite Dangerous (2014) or drive in Project Cars 2 (2017), so Feel Three also includes a removable armrest plate so you can swap out and safely bolt down controllers. The final package is said to include armrest plates with pre-drilled holes for “the most popular controllers,” although the company will also provide a chart for other controllers so you can DIY your own setup.

 

As for steering wheels and center-mounted flight yokes, those can can be attached to what the creators call “a lightweight optional shelf which is attached to both armrests and can be rotated forward to let the user enter the cockpit.”

The company is providing their own software suite to control Feel Three, allowing users to adjust the speed and intensity of each game, as well as set limits on their physical rotation.

As a lower-tier item for £400 (~$515), backers can also choose the simulator’s static cockpit piece, which includes a chair mount, armrests, pedal shelf, and four 60W tactile transducers.

Hardware Specs

  • Pitch/Roll: 90/100 degrees
  • Yaw limit: 3600 degrees +
  • Speed: 70-120 degrees/sec (roll & pitch)
  • Weight: 60 kg sphere, 25 kg base (total 85 kg or ~187 lbs)
  • Power requirement base: 220/110V 600W
  • Power requirement sphere: 220/110V 600W
  • User height: 140-200 cm (~4 foot 7 inches – 6 foot 7 inches)
  • User weight limit 3/6 wheels: 110 kg (~240 lbs) / 135 kg (~300 lbs)
  • Materials: 98% aluminium
  • PC requirements: Win 8+, two USB 2.0

Check out the Kickstarter campaign here, which includes a comprehensive FAQ.

The post VR Motion Platform ‘Feel Three’ Nearly Quadruples Kickstarter Goal as Campaign Comes to Close appeared first on Road to VR.



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The DeanBeat: Will the Oculus Quest get Zuckerberg to his 1 billion VR users?

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Mark Zuckerberg unveils the Oculus Quest.
It was a big moment for virtual reality this week when Facebook CEO Mark Zuckerberg unveiled the Oculus Quest, a standalone, wireless VR headset that will debut for $400 in the spring of 2019. The Quest raises the question for game developers about whether it will be the form of VR that takes off in the mass market. Zuckerberg joked that the compan…Read More

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Watch Valve’s Knuckles EV3 Controllers Get Unboxed

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Watch Valve’s Knuckles EV3 Controllers Get Unboxed

The next iteration of Valve’s Knuckles VR controllers are now arriving on developer’s doorsteps, and Climbey developer Brian Lindenhof is providing his typically dependable first look at them.

Lindenhof, who also gave us a glimpse of earlier Knuckles controllers being used to play Lone Echo and Fallout 4, yesterday posted the below video unboxing the latest edition of the devices. EV3 isn’t looking like a massive update over the last version of the devices (Lindenhof even describes them as “really close to EV2”), but it is shipping out to many more developers than the last batch.

Lindehoff goes over the minute changes to the device, summing them up as “good improvements but very minor”. Stick around to see them compared to other VR controllers like Oculus Touch and the Vive wands.

As for when Knuckles will actually release as a product? We still don’t have much of an idea, sadly, though we wouldn’t bet on it being in 2018.

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Last day to buy early-bird tickets for TC Sessions: AR/VR 2018

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Holy smokes, TC Sessions: AR/VR 2018 is less than a month away, and it’s going to be an epic, day-long event. But listen up tech fans, the following reality is neither augmented nor virtual: our $99 early-bird ticket price — a 50 percent savings — ends today. If you want to join us in Los Angeles on October 18 at the lowest possible price, buy your ticket here today.

We’re also offering a special discount to students. You can buy your $45 ticket right here.

Looking to save even more money? Simply tweet your attendance through our ticketing platform, and you’ll save an extra 25 percent — for early-bird tickets — and 15 percent for student tickets.

What can you expect at TC Sessions: AR/VR 2018? An excellent question! We partnered with UCLA’s Anderson Venture Accelerator for a program-packed day featuring some of the world’s brightest minds in AR/VR. You’ll have ample opportunity for hands-on demos, deep-dive conversations, in-depth workshops — and time to network with influential, ground-breaking leaders in all realities augmented and virtual.

Here’s just a quick sampling of our speakers: Parham Aarabi, founder and CEO of ModiFace; Adam Arrigo, co-founder and CEO of TheWaveVR; and Cyan Banister, a partner at Founders Fund.

We have great presentations on tap, too. Hear Ashley Crowder (VNTANA), Shawn Frayne (Looking Glass Factory) and Brett Jones (Lightform) talk about using holograms to replace expensive headsets.

AR and VR — it’s not all fun and games. Derek Belch (STRIVR), Clorama Dorvilias (DebiasVR) and Morgan Mercer (Vantage Point) will talk about ways business can use the technologies to train employees.

Greg Castle (Anorak Ventures) and Peter Rojas (Betaworks) will discuss how early-stage investors have changed their approach to funding new talent and suggest ways founders can grab their attention.

That’s just a taste of what industry leaders, content creators and game changers will present. Take a gander at the full agenda.

Join us October 18 in Los Angeles at TechCrunch Sessions: AR/VR for an incredible gathering of the augmented and virtual reality community. Our early-bird pricing ends today, so get real and buy your ticket today.



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Smash Hit Plunder’s Delightful Chaos Is Even Better With A Friend

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Smash Hit Plunder’s Delightful Chaos Is Even Better With A Friend

I’m pleased to report that, over the past four or so years, Smash Hit Plunder hasn’t really changed. Though it’s been away for some time, moving from Gear VR to PSVR as developer Triangular Pixels itself relocated from the UK capital of London to the calmer coastal scenes of Cornwall, the chaotic core of this smash ’em up remains intact and that’s a great thing. There is one new feature, though, and it’s a welcome one: local multiplayer using PSVR’s social screen support.

In the past I’ve only seen Plunder as a single-player experience in which you tear through a castle, destroying everything in sight as you gather up the sweet loot that spills from within. It’s always made for a fun few minutes, but it was lacking the replayable party atmosphere that its ridiculous premise seemed ideally suited to. That’s no longer the case.

Up to three players can now join the VR user in the game’s primary mode. Now, this isn’t some slight implementation via an app as with The Persistence, nor is it just a subtle feature to entertain those not fortunate enough to be inside the headset; this is full-blown multiplayer support, the likes of which we haven’t seen on PSVR since The Playroom VR. Each player joins you in the world as their own character — a plump little imp or sorts — that can charge about, picking up and smashing all the same objects that you can.

Working together brings out a special kind of silliness that you don’t usually get with VR, though this isn’t a game that strictly encourages teamwork. It’s just too tempting to close a door in a friend’s face and then greet them by hurling a chair at them when they reopen it. Making it even better is the casual competitive element, which has you frantically scrambling to get the best score. The familiarity of the DualShock 4 does give flat-screen players an advantage, but the wonder of VR (which uses Move controllers) helps make up for it.

On the VR side, it’s great to finally play Smash Hit with a motion controller instead of relying on Gear’s head-tracking. The controls themselves are still a little tricky, though there are customization options to help out. I got confused having to hold a button and move my controller to turn in the world, for example (simple button presses have always worked better, I’ve found).

You can get inventive with your smashing, though. Fireplaces will set wood alight, which can help you dismantle some objects, and a Ghostbusters-style showdown at the end of the level had me flinging objects in sheer panic as I tried to protect my loot. I was laughing the entire time, and I can’t say that about many VR games.

For all of the feverish fun, though, withstanding the test of time is going to be the biggest deciding factor in how good Smash Hit Plunder really is. Triangular Pixels is promising a generous amount of modes for the game (including, promising, a narrative co-op campaign), but will they be able to capture that key ‘one more round’ feeling? We’ll find out next week.

Smash Hit Plunder hits PSVR on October 5th.

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