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Kite & Lightning, the studio behind some of VR’s earliest experiences, is one of 13 developers receiving a portion of over $200,000 in ‘Unreal Dev Grants’, a program set up by Epic Games to showcase and provide financial support to projects using Unreal Engine 4. million in seed funding to expand the scope of the title.
Epic Games, the creators of Unreal Engine, said it would consider building a launch title for Sony’s “next VR platform” during negotiations about Fortnite cross-play on PlayStation in 2018. Thief in the Shadows – GDC 2015. Bullet Train – Oculus Connect 2015.
The earlier Oculus Lipsync SDK from 2015 offered this capability for lip movement only, and Meta's Audio To Expression is its official replacement, offering cheeks, eyelid, and eyebrow movement too. Developers can find the Audio To Expression documentation here: Unity / Unreal / Custom Engines.
Among the 11 picked for the company’s 2017 Accelerator is location-based VR arcade The Void and Unreal Engine creator Epic Games. The Walt Disney Company has announced participants in its 2017 incubator Disney Accelerator , a program intended for early and venture-backed tech startups working in media and entertainment.
Epic have been running developer-focused funding initiatives for many years now, with the original ‘Unreal Dev Grants’ fund announced back in 2015. In many ways, those grants have reflected Epic and Unreal Engine’s early and consistently prominent support of VR since the early days of VR’s latest resurgence.
Schwab continues, introducing a technically ‘wearable’, albeit very uncomfortable looking prototype from 2015 (below), “This thing is called Cheese Head. ” The WD3 from 2015 is pictured below. Use of Unreal Engine 4’s desktop and mobile forward rendering paths. Photo: Road to VR. Eye tracking.
Epic’s Unreal Engine 4 started out in the high end, and it has moved lower through pricing tactics and revisions that enable it to be the foundation of mobile games. Riccitiello said in a press event and in our interview that Unity-based games were installed more than 16 billion times in 2016, up 31 percent from 2015.
AmazeVR Background Founded in 2015, AmazeVR aims to connect record labels and artists with their fans, regardless of their location or budgets. Based on Epic Games’ Unreal Engine , AmazeVR also developed its technical foundation with Roc Nation in 2020, leading to a further $15 million.
The demonstration included the now familar Unreal Engine 3 powered citadel area, one which would become the setting for one of the most famous early VR applications of all time, Rift Coaster. CES 2015: Consumer VR Takes Shape. CES 2015 brought yet more impressive advancements from VR and AR fields, and some notable setbacks.
Facebook’s VR headset subsidiary Oculus is finally integrating a native tool that will let you capture and share your Rift experiences through 360 photos and videos—one that developers can integrate into Unity and Unreal Engines, and across NVIDIA and AMD GPUs— and it’s available today on GitHub.
It was back at the end of 2015 that Epic Games Founder Tim Sweeney teased “something much bigger” than the VR tech demos the company has done in the past. Last year at Oculus Connect 2015, Epic revealed the Bullet Train tech demo for Oculus Touch. We’ve played it and it’s awesome (and beautiful).
This also means app developers can create cooperative games that involve people outside the headset like VR party game Keep Talking and Nobody Explodes (2015). Unity and Unreal support. Google Cast-support is also coming to Daydream devices so people outside of VR can see what you’re doing. image courtesy Google. Performance.
Oculus announced the internal Story Studio at the start of 2015, saying that its mission would be to explore VR film and inspire the world to see VR as a medium for narrative and storytelling. At the start of 2015, that made a lot of sense. ‘Lost’, the first VR short film released by Story Studio | Photo courtesy Oculus.
Yale Anthropologist Lisa Messeri spent a year doing field work in Los Angeles in 2018 studying the political ecology of the VR community, and will be releasing her landmark book called In the Land of the Unreal: Virtual and Other Realities in Los Angeles on Friday, March 8th.
Feelreal had its first taste of notoriety back at GDC 2015 when the company debuted its public prototype, a sort of smell-o-vision add-on for VR headsets that provided users with a number of scents through a clip-in cartridge system as well as hot and cool wind, water mist, and haptic vibrations. Image courtesy Feelreal Inc.
Bebylon Battle Royale was first announced by studio Kite & Lightning back in 2015. In early 2018, the studio received $200,000 as part of Epic Game’s Unreal Dev Grant program. Coming off of several impressive early VR experiences, the pivot toward a full fledged game was an exciting new path for the studio.
Thief in the Shadows – GDC 2015 | Read More. Bullet Train – Oculus Connect 2015 | Read More. ‘Showdown’, one of Epic’s VR tech demos build on Unreal Engine. Fast forward to 2015, the Oculus Connect 2 developer conference.
Glassbox launched in 2015. However, the company is partnered with household names like nvidia, Unity, Unreal Engine, and HTC. More impressively and importantly, DragonFly works with Unreal Engine, Unity 3D, and Autodesk Maya. If something goes wrong, they don’t find out until later in the developing process.
We were in the last six months of working on The Order (2015) and we had ideas in the team about what we wanted to do next. And so work began in earnest in May 2015 on the project that was to become Lone Echo. Was there a temptation to jump into engines such as Unity or Unreal to jumpstart development? As it turns out, no.
Its first VR concert tour springs from years of R&D that resulted in proprietary 9K cameras and software that can automate complex unreal engine-based VR concert visual effects (VFX) modules and run more than 100 headsets at a time. Oh wow… 2015 has called and said that it wants its user experience back.
In 2015, major artists like Bjork, Muse, and U2 took the dive into this new frontier. ” Like “Surge,” “Apex” renders in real-time (via Unreal Engine 4). I don’t want to spoil the story, but I’ll say this much: be ready for a healthy tug on ye olde heartstrings. Apex – Arjan van Meerten.
Robo Recall is easily one of the most exciting VR experience coming in 2017, but its roots actually trace back to a relatively simple tech demo from 2015. There’s no two ways about it; Robo Recall is looking gorgeous, no doubt thanks to the intimate knowledge the developer has with its popular development toolkit, Unreal Engine.
According to the Improbable website, SpatialOS “gives you the power to seamlessly stitch together multiple servers and game engines like Unreal and Unity to power massive, persistent worlds with more players than ever before.” The company’s main product is a new platform for networked 3D graphics called SpatialOS.
I have been working in the immersive space since 2015 and my personal vision is to inspire and educate people to think and act in a socially, economically, and environmentally sustainable way. Unity and Unreal are both incredible game engines and both require specialized training and/or teams to develop for.
Now officially integrated in Unreal Engine 4.11 , getnamo’s independent plugin for Leap Motion makes it faster and easier than ever to integrate Leap Motion Orion into your VR projects! Visit developer.leapmotion.com/unreal to get started. Unreal Engine 4 and Open Source. There is no return from that.”. Next Up: NexusVR.io.
My carreer as an “influencer” (I hate this world, really) started in 2015 when Gianni advised me to recover an old Twitter account of mine with the nick “Skarredghost” just to make some noise for the startup. My suggestion to them is to start first of all to learn Unity and C#, or Unreal and C++.
According to Laverde, this began in 2015. Laverde also pointed out that while VIVE’s hand tracking SDK works with a number of common platforms including Unity and Unreal, there can be complications for different hardware. It also hinted at some developments to come in the future. Tips on Incorporating Hand Tracking.
In 2015, Snapchat acquired Looksery for $150M. The Seebright SDK also supports Unity and Unreal engines and is compatible with both iOS and Android. Although Facebook has had 360 video capabilities since September 2015, it’s not clear why they have waited so long to release 360 photo functionality.
The exhibit is rooted in her 2015 album Vulnicura – a dizzying dive into the depths of post-breakup despair. Seattle-based Polyarc received an Epic Games Unreal Developer grant for an unannounced project, code name: Moss.
It brings a new level of visual fidelity in Unreal Engine 4 to the series, but will also deliver a well-known brand to the PlayStation VR ecosystem when it releases. Ace Combat 7 was announced at the previous PlayStation Experience in 2015 and things have been mostly quiet since then.
Gunjack was praised for its breakthrough graphics when it launched on Gear VR in November 2015, and with Gunjack 2: End of Shift, our development team has raised the bar again for mobile VR games,” said Michael Lee, Gunjack 2: End of Shift ’s Senior Brand Manager. SRP to $4.99
Ridley Scott’s 2015 sci-fi blockbuster, The Martian , is considered a return to form for the legendary director. It’s built in Epic Games’ Unreal Engine 4. This week, you’ll be able to enter the world of the movie with a new VR experience. You may have heard of The Martian VR Experience before.
First launched in the spring of 2015, Kaleidoscope emerged as a global virtual reality festival — bringing audiences all over the world premiere VR content. CALLING ALL CREATORS: HERE’S A MARKETPLACE FOR YOUR VR CONTENT. …and just a few more… FUNDING IN Q2 RESULTS ARE IN.
Going by the descriptions for the images, the project was developed for the HTC Vive and Oculus Rift using Unreal Engine 4. You might remember, though, that the publisher showed off a prototype of Eagle Flight at E3 2015 before it was confirmed as a full game later in the year, so its possible it could grow into a product too.
Fove raised $480,000 on Kickstarter (along with an undisclosed amount from Samsung Ventures) in summer 2015 to manufacture their eye-tracking headset, a technology that’s useful for a number of important applications such as foveated rendering, avatar eye-mapping, simulated depth-of field, and eye-based user interfaces.
We’ve also switched up the 2015 competition with two tracks: AR/VR and Open. On the Unreal side, we’re collaborating with the enormously talented getnamo to bring new assets to his community plugin. Right now, the plugin includes full support for Unreal 4.9.1 The post Welcome to the 2015 3D Jam!
That’s a lot of investments for a fund that was announced in December 2015. Before his entrepreneurial work, Mahajan was an engineer at Epic Games on the Unreal Engine and Gears of War. Presence Capital has invested in Baobab Studios, Bigscreen, Harmonix, Nomadic, Meta, Resolution Games, Scope AR, Strivr, TheWaveVR, and Visbit.
And while the easy path would likely have been to take one of the readily available built-for-VR engines—like Unreal Engine or Unity—to develop a one-off Battlefront VR experience, the developers behind the X-Wing VR Mission have confirmed that it is indeed the Frostbite engine powering the experience.
Their OctaneRender is GPU-based, physically correct renderer that has been integrated into 24 special effects industry tools with support for Unity and Unreal Engine on the way. — John Carmack (@ID_AA_Carmack) February 6, 2015. OTOY added support for rendering stereo cube maps in the Octane renderer.
When Epic Games showed its VR mode, that let you develop in Unreal Engine all within VR thanks to a dedicated editor, everyone got crazy and people for days started saying that all VR developers would have developed that way. This is a prediction for the VR market I used in a business plan around 2015. Don’t you believe me?
Or Unreal if that’s your language. Derek graduates January 1st, 2015, and then shocks everybody by signing six national football league teams in a couple of months to multiyear six-figure contracts. For four years, I stayed at UCSB and I learned how to program VR. I learned how to do the coding. Then Strivr is born, the company.
The creators hail from the Vancouver area, just a three or four hour drive across the border from Seattle-based Valve, and when they took a trip down to Valve’s offices in the summer of 2015 they got a look at an early HTC Vive with controllers that brought hands into VR. Learning New Skills.
The company will also be developing software compatibility to support MacOS, iOS, and Unreal Engine in the near future. The company was founded in November 2015, as a spin-out from the University of Tokyo, with offices in Tokyo (Japan) and Worcester, MA (USA).
Earlier this year, Seattle-based Polyarc received an Epic Games Unreal Developer grant for an unannounced project, code named “Moss.” After the April announcement of its $100M Vive X VR Accelerator program, it’s funding of Steel Wool further illustrates that HTC is investing heavily in the virtual reality ecosystem. FOR VR GAME IN 2017.
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