This upcoming VR action combat game might not give you motion sickness!

Virtual reality gaming becoming more accessible with affordable VR gadgets and availability of concrete VR support VR games doesn’t have to meet specification mark like PC games, however, one has to get his/her hands on the VR devices to consume the content. One of the most challenging part of consuming VR content is the motion sickness that a consumer faces.

With the integration of virtual reality into the more commercial mainstream, issues have begun to arise in relation to VR sickness in head-mounted gaming devices. Animationxpress spoke with the team of Switzerland based AR and VR gaming studio Holonautic including founder and CEO Roger Küng, founder and COO Dennys Kuhnert and sound engineer Phil Kung about their upcoming VR action combat game Holoception. The team has also enlightened us how they have solved the challenge of the motion sickness which usually becomes a hindrance for players in consuming VR content.

Holonautic studio founder and CEO Roger Küng, founder and COO Dennys Kuhnert and sound engineer Phil Kung (from left to right)

The studio started in summer 2018 with the creation of their project Spark. It was founded by two graduates from the Swiss Federal Institute of Technology (EPFL), who were both passionate about the latest immersive technologies. “After experiencing state-of-the-art virtual reality for the first time, it became difficult to focus on anything other than the possibilities this new medium provided. Since childhood, we have been passionate about video games, and discovered a unique opportunity to fulfil our lifelong dream of combining our creativity with cutting edge technology, to bring something beautiful into the world,” they expressed.

They believe that the future of VR and AR presents many challenges which are yet to be solved. They were convinced that “the best XR (cross-reality) experiences can only be crafted by perfectly combining hard sciences (cognitive neuroscience, biomechanics, computer sciences and engineering) with an imaginative and powerful art style to submerge the mind completely into an imaginary world” said they.

According to them the name Holonautic comes from the combination of the prefix holo- derived from ancient Greek ὅλος (hólos) meaning whole and the suffix -naut derived from ναύτης (naútēs) meaning sailor. Here is the excerpt which reveals more about the VR game and its aspects:

What kind of game Holoception is?

Phil: Holoception is a cartoonish, physics-based action combat game where you control a stick figure that mirrors your head, hand and finger movements. With a new way to control a 3rd person game, it is finally possible to run and jump around in VR without getting motion sick. On top of that, you always have a good overview of what’s going on. It’s like 1st person control in 3rd person perspective. We call it the first 2nd person VR game. It’s like an out of body experience. In most 3rd person VR games you have a feeling of remotely controlling a character in front of you. But here, after a short amount of time you start to fuse and become one with the hero.

Can you share a brief about the gameplay? 

Phil: You fight against waves of enemies, collect credits to buy and upgrade your weapons and your hero. The longer you stay on a level, the more cash you can gain. Every now and then a portal appears that allows you to teleport home. Be careful, if you are too greedy, miss the portal and die, you will lose most of the cash you collected. Aside from the combat, there is the sandbox level! Here you can go crazy with liquids, swim in a colourful ball pit or go on an obstacle course and try to beat your fastest run (coming soon).

In what platforms it will be available to play?

Phil: Holoception comes out in Early access this July for Oculus and SteamVR with Index support. Later this year it is the plan to launch it also to the Oculus Quest and we hope we will get accepted.

What are the tools your studio uses in the design and development of games?

Dennys: As a game engine, we use unity3D and our artists work with the major 3D modeling Software on the market (Maya, Substance, and Blender).

What is the studio’s workflow?

Rodger: Everyone works relatively independent. We give our employees a task to do while they have a lot of freedom on how they realise it. Then we all look at it, test it, give feedback and iterate until it fits. We rather have people to come up with their own ideas so they feel more invested instead of giving them tight guidelines on how things should be.

What has inspired you to initiate the gaming studio? 

Dennys: One year ago we visited a VR arcade and it was mind-blowing. We knew this is the future of entertainment and we want to be part of it.

Why there is a huge rush of combat games in the Industry?

Roger: Doing something in a video game that you can’t in real life is extremely satisfying. You can let off steam and feel like a badass without dealing with legal consequences. Eliminating an enemy is a clear goal and has been introduced since the beginning of the video game area with Space Invaders.

 

What are the challenges have you faced/facing to reach out to global audience?

Phil: As a new, unknown game studio getting the attention of the press or influencers is incredibly hard. With posting on different social media platforms we managed to get a community that follows us on our discord channel and Reddit.

Dennys: The hardest part is to get your first product out there which people recognise. Once you are a known studio it’s much simpler to reach out to the media. Also, a lot of indie games have a nice looking trailer but due to financial problems, the game never gets published. As a studio, you first need to convince the media that you are capable of delivering.

How long has it been since you started working on the game, design wise?

Roger: Dennys Kuhnert started working on this project since November 2018. In March 2019 we were able to showcase our games to a larger audience. There the potential of Holoception became clear. People who were new to VR had a lot of fun without getting motion sick and VR experts loved it and wanted to buy it on the spot. So we added more and more resources and since May the whole company joined to bring it out in July.

How has been the response so far from steam? when are you planning to launch the game?

Dennys: As soon as we put up the trailer of our game, Valve sent us the Index controllers. We now have more than 1200 on our wish list and the game will be launched this July.

What are the design precautions you have taken to help players to not facing motion sickness while playing the VR game? 

Roger and Dennys: We studied multiple research papers on the subject of how to reduce motion sickness. We tried to combine multiple strategies to reduce motion sickness without the player actually noticing it. A lot of testing, experimenting and adjusting values later that it feels natural. Having no acceleration and that fact that you are six to eight times bigger than your character so you move  six to  eight times slower helps reduce the motion sickness but still be able to play a fast-paced game. Plus the fact that you always focus on the character in front of you reproduces in some way the cockpit effect (which has already been proven to reduce motion sickness in VR in general). We have an approach that you can customise the level of how much motion sickness protection you want in the game. So far, 99 per cent of the people who played the game didn’t get motion sick.

According to you how long a player should play VR games? Why?

Roger: Holoception was designed primarily that you can play it any way you please. To go in for one or two runs can only last for 5 to 10 minutes. But at the same time, you can have hour-long play sessions if you want. When you create a VR game, have the possibilities for short as well as longer play. Since you are very physically active in VR, avoid moments where you have to listen to a dialogue and wait because it gets tiring really fast.

Phil: In general, it depends on so many different factors like your experience in VR, age and fitness level just to name a few that in our opinion, it is impossible to just give a number that applies to everybody. You should listen to your body and not overdo it.

According to you is industry ready for playing mainstream gaming on VR devices? Reasons.

Dennys: What we could see from people playing the first time in VR it’s definitely something that has mainstream appeal. The main issue until now was the high initial cost and complexity VR introduced. With the launch of all-in-one mobile devices like the Quest the entry barrier has been lowered significantly. We believe from 2019 on and further down the road that VR becomes way more mainstream.

According to you what should be the right age to play video games and VR video games? Why?

Roger: We don’t see the need for an age restriction. Compared to any other gaming platform, VR has the player way more physically engaged. As shown by the VR health Institute it can have a positive effect on you. Never use restriction because it leads to so many other problems. You should let people decide for themselves and let parents decide what is appropriate for their children. You can learn a lot from playing games, solving riddles, increase your ability to concentrate and improve your imagination of the third dimension.  The main problem children who want to play VR are facing is because of head size. Most of VR Headsets can’t be adjusted to small heads.

What is your goal for 2019?

Dennys: The main goal for 2019 was to have one game released which people enjoy as much as they enjoyed our videos. Once we release it in early access that we continuously support it also with additional content after early access and hopefully generate enough revenue to continue what we love to do. Hopefully, we get accepted by the end of the year for the Oculus Quest.

What audience can expect from it?

Phil: In early access, we will have 2 levels plus a sandbox experience. But there is so much more to come in the next weeks and months that we will add to the game because we have just too many ideas.

With the game whom are you planning to target?

Phil: Everybody who either wants to feel like an action hero in a movie or who likes to go into a sandbox level and just play around with all kinds of different crazy stuff.

What is your inspiration mantra for the budding game developers?

Roger and Dennys: At Holonautic, everybody can come up with an idea for a game, then build a prototype and show it to the rest of the team to get feedback. No one needs to abandon a project unless the creator him or herself decides it’s not worthwhile. That is exactly how Holoception was created. Of course, if we are close to a deadline, everybody needs to work at the same project for a limited time so we can reach our goal in time.

Design is the key for any content and gaming is no exception. We are sure with better design and precaution one can create a better  VR gaming content like Holonautic.

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Beeple Reveals Everyday Secrets and Shows His Daily C4D Process

Mike Winkelmann, AKA Beeple, shares insight to his daily creative process and offers tips and tricks for 3D artists of all levels.

For the uninitiated, Beeple is a 3D artist and motion designer who has reached legendary status for his daily creations. He helped grow the “everyday” movement which inspires artists to create new pieces of work everyday so they can continue to grow their skills. To date, Beeple has created over 4400 daily renders.

His work has been featured in places like the Louis Vuitton runway and was recently admired on the Joe Rogan Experience podcast.

We asked Beeple about this particular robotic president, and he revealed his use of GorillaCam and HDRI Ultimate Skies.

“I would SUPER recommend people check out gorillacam if they do any camera animation. [It] has so many amazing features and helps you be lazy af like me!!!!!!!!”

 

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“I absolutely love HDRI skies. I can quickly test out a bunch of different lighting setups with one click, hugely useful tool that will definitely speed up your workflow and change they way you light scenes!!” – Beeple


How Beeple Makes Everyday Renders

If you’re curious to Beeple’s everyday workflow, the Greyscalegorilla team and friends joined Mike Winkelman on stage at NAB to create live everydays. The guest hosts were given the opportunity to curate assets, models, and elements ahead of time, all without Beeple knowing what they had chosen.

Creating a Beeple Everyday with Chad Ashley

In the first presentation, Winkelmann has fun combing through the different assets that Chad Ashley selected. He talks about using Cinema 4D and Octane to create his everydays and explains why he like to render in portrait mode. Then he will hop into Photoshop and Topaz Studio to finish the composite.


Creating a Beeple Everyday with Nick Campbell

In the second day of presentations, Nick Campbell joins Beeple with a whole new collection of assets on the NAB Maxon stage. You’ll again see them work in C4D and Octane, plus using plugins like Topowire, HDRI Link, and Ultimate Skies.

“Probably 75% of everydays use the skies. HDRI Link is so much faster for flipping through HDRs and testing them out.” 


Creating a Beeple Everyday with E.J. Hassenfratz

In the final day of live NAB presentations, EJ Hassenfratz, of Eyedesyn and School of Motion, joins Beeple for one last live everyday.


More from Beeple

Interested in learning more about Beeple and following his work?

Website: beeple-crap.com

Instagram: @beeple_crap

Twitter: @beeple

Tumblr: beeple.tumblr.com

YouTube: youtube.com/beeple

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MTV Ident – Energetic Chef

Disney releases the first trailer for Disney’s live-action remake of ‘Mulan’

Disney released the first trailer for its upcoming live-action version of Mulan during today’s Women’s World Cup final, showing off a sweeping adventure flick set in China’s Han dynasty. Mulan’s horse Khan also makes a short appearance at the beginning of the video, which features a classic conversation between Mulan and her parents.

Directed by Niki Caro (The Zookeeper’s Wife), the live-action Mulan will see Chinese actress Liu Yifei also known as Crystal Liu, will play the title role and Jet Li will play the emperor of China.

As reported by Hollywood Reporter, Yoson An will play Chen Honghui, who becomes Mulan’s most important ally and eventual love interest. The remake is based on the 1998 animated movie about a Chinese woman who disguises herself as a warrior to spare her father from joining the military. The original film grossed more than $300 million worldwide.

Mulan will hit the theatres in March 2020.

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Smilegate launches two VR games ‘Focus on You’ and ‘Rogan: The Thief in the Castle’

Smilegate Entertainment has officially launched its dating adventure VR game, FOCUS on YOU and stealth action adventure VR game, ROGAN: The Thief in the Castle.

FOCUS on YOU is a VR game in which player, as a high school student fond of photography, can go on a date with the female character Han Yua at virtual places including a cafe, school, and resort area, enjoying various activities such as photo shoot together.

The VR game differentiates itself with others by allowing players to form a deeper connection to Han Yua and recall their own first love through a bunch of features like voice recognition, changing clothes, and flashback mode where players can replay certain episodes.

In ROGAN: The Thief in the Castle, a stealth action adventure VR game, the player becomes Rogan the thief and solves mysterious incidents happening in Blackstone Castle set in medieval times. Its enormous world and tension-packed story, which are created by a professional writer, are attractive enough to captivate players.

FOCUS on YOU and ROGAN boast a higher level of visual effects and stories than previous VR games and we are expecting good reviews from players. Smilegate is committed to continuing developing high-quality games,” said Smilegate Entertainment a division director  Kim Dae Jin.

Rogan invites players to a high-level stealth action with its 3D surround sound system, enabling users to feel the thrill of the strategic gameplay while they recognize enemies through the sounds and hide behind surrounding objects.

Both games have been showcased at several global game shows including Tokyo Game Show (TGS), Taipei Game Show (TPGS), and Pax Australia (PAX AUS) and well received by the visitors.

FOCUS on YOU and ROGAN are available on PC VR Platforms such as STEAM VR, Oculus, and VIVEPORT. FOCUS on YOU can also be played on PlayStation VR. The pricing of each game is $39.99.

 

 

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World’s Fastest Gamer season two launches with biggest prize pool in esports racing

World’s Fastest Gamer season two will bring together ten of the fastest esports racers on the planet to battle it out to win a year of racing for real at some of the world’s most iconic circuits.

The winner will become a professional driver and race Aston Martins with R-Motorsport at iconic circuits including Monza, Paul Ricard, Brands Hatch, Nurburgring, and in the Spa-Francorchamps and Daytona 24 hours.
Eight finalists come from the biggest esports racing championships of 2019. Two more will enter via wildcard qualifiers held in the coming weeks, one exclusively on mobile on the Gear.

Finalists will undergo rigorous selection trials in the UK with the top six flying to R-Motorsport’s HQ in St. Gallen, Switzerland. Two will go through an intensive four-day set of challenges and will compete in an on-track shootout at the Hockenheim finale for Germany’s Deutsche Tourenwagen Masters – DTM.

Head judge Juan Pablo Montoya and WFG season one winner Rudy Van Buren will decide who has what it takes to claim the prize worth more than $1 million.Indy 500, Monaco Grand Prix and Daytona 24 hours winner Montoya is well placed to pick a worthy winner.

“I have raced online for several years and use simulators to stay sharp. I know there is huge talent in the virtual world because gamers regularly beat me! I know the skills between real and virtual are transferable, so my job on WFG is to make sure these gamers are hungry and perform under pressure,” said Montoya.

Van Buren became a formula one simulator driver with his WFG season one victory. His story was watched by millions online and reached 400 million households on networks including ESPN, CNBC, Sky and Fox.

World’s Fastest Gamer founder, Millennial Esports president, Darren Cox, believes the competition has the potential to unearth real-world motorsport talent.

“Esports racing has grown significantly since our first project more than ten years ago, but still there is a huge undiscovered talent pool out there.WFG is the bridge between the virtual and real worlds and we will again provide unparalleled access to both sides of our sport through all digital and broadcast platforms,” Cox said.

“In our short history R-Motorsport have had great success and impact on track with Aston Martin. With Darren’s team at Millennial Esports we now have a foot in the virtual world that provides our partners with a new platform within motorsport,” R Motorsport’s co-owner and team principal Florian Kamelger said.

The R-Motorsport squad has extensive experience racing Aston Martin entries in high-level global motorsport championships including the Intercontinental GT Challenge, the Blancpain GT Series and the world’s most important international touring car championship, the DTM.

“This project shows the increasing interest in Aston Martin in the real and virtual world and I am confident that this will catapult our brand to leaders in the burgeoning esports space,” said Aston Martin President and Group CEO, Andy Palmer.

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One Take Media Co acquires 3D animation show ‘Nori–Roller Coaster Boy’

One Take Media Co (OTMC) expands its catalogue with the acquisition of Nori– Roller Coaster Boy from Xrisp, South Korea. OTMC has more than 2000 hours of kid’s content which includes series like Jungle Book, Simba the Lion, Kids Animated Movies. The acquired rights includes for broadcast, OTT and Value Added Services.

The 3D animated series has done well worldwide and we look forward to giving new and existing adventures opportunity to kids.

Nori– Roller Coaster Boy is a story of a shy and brave boy, Nori who lives in the famous amusement park, Nori Park. He wants to be the star of roller-coasters and a hero, like his father Dragon Rider, who is the king of racing and looks great on the track rollercoaster in Nori Park. Until one day, the evil villain Vegas appears, who threatens to destroy Nori Park and turn it into his own park, Vega Land.

OTMC founder and CEO Anil Khera said, “We are delighted to have one more feather in our cape by adding world class 3D animation show to our catalogue which is going to be very thrilling viewing experience for kids.”

OTMC has other services like Hollywood movies, Bhojpuri films, Bengali, Marathi, Tamil, Telugu movies and Celebrity Chef based cooking shows. Other unique services also include Hollywood and South Indian movies dubbed in Hindi.

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BARC India to start reporting viewership from free and pay platforms

BARC India, has announced that it would start reporting viewership from free & pay platforms separately starting week 27 (29 June to 5 July).

The systems at BARC India always evolve basis feedback from the industry. In the past  four years, BARC India has enabled granular reporting cuts basis feedback from various stakeholders to better understand viewership habits.

The new Pay and Free platform variable will be offered over and above the current Urban and Rural cuts that are reported by BARC India. It will be made available to all the subscribers for planning and analysis through its proprietary BARC Media Workstation Software. It will also be published on the website for select genres.

A free connection is one where the household incurs only a small one-time fee for installing the set-top box. The major player in this area is DD Free Dish. The household does not pay any monthly subscription fee. Whereas a pay connection is one where the subscriber invests an initial amount for installation and an on-going monthly subscription fee.

In the hindi speaking markets, two out of ten homes are free homes, accounting for almost 140 mn TV viewing individuals. The Pay and Free viewer differ significantly not only in terms of demographics but also their characteristics, values, lifestyle and psychographics. A study done in these homes by BARC India explicates the personas of these two audience types.

“There has been a strong demand from the market for separate reporting of viewership from homes with Pay and Free connection. We have taken the market feedback in consideration with the changes that have come about in the ecosystem post the implementation of the tariff order. We believe this move is a step in the right direction to empower the industry in understanding the distinct consumption patterns of this segment and plan more effectively” says BARC India CEO Partho Dasgupta.

Reporting viewership from Pay and Free platform separately would enable focussed targeting. Advertisers can plan more effectively by placing insertions on the channels available on these platforms in the respective regions. Broadcasters can also make more informed decisions pertaining to content and distribution.

 

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Bublar releases new trailer for the AR location-based MMORPG ‘Otherworld Heroes’

Augmented reality gaming studio Bublar Group has released the new trailer for the fantasy-based mobile game Otherworld Heroes .

Bublar’s proprietary MMO-platform, 3D maps and a unique game concept are the pillars of this real-world AR-game production. All players share the same game world, where fantasy is mixed with reality. Otherworld Heroes is a location-based mobile game, played outdoors, and uses the phone’s GPS- location to navigate in-game.

The platform allows players to join forces all around the world in one shared game world. In Otherworld Heroes, one will explore the world around them, fighting with evil monsters and experiencing epic quests with peers.

The technology provides a unique mobile MMO experience

Bublar develops products and services based on XR technology. At the bottom of this first social MMORPG mobile game is the game engine Unity combined with Bublar’s MMO-gaming platform. The technology is built to handle large user volumes where real-time users create and interact with data linked to real-world locations. The underlying architecture allows Bublar to create MMO games which can unite millions of players in one shared game environment.

Bublar has also developed a proprietary map system based on OpenStreetMap that gives the company the opportunity to create imaginative 3D maps adapted for each game.

Earlier this year, the game has been beta tested by approximately 5,000 players spread out in 70 countries – resulting with very good response and valuable feedback. Otherworld Heroes is planned to be soft launched towards the end of 2019 / early 2020 in strategically selected markets for both iOS and Android. This location-based MMORPG is free-to-play, with the possibility to enrich the in-game experience through in-app purchases (IAP), and advertising revenue through rewarded ads in-game to unlock or speed-up certain game content.

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