VR: Investing, Exclusives and Mobile’s Future

August 7, 2016 — by David Radd


Recently, we posted an article talking about the near future of VR. Given the statements made on the state of VR from various industry luminaries at Casual Connect USA, we’re taking a look back at the market to reflect on its current state.

“Scary” VR Investment

Mitch Lasky, who has had multiple successful investments in their career including Riot Games and Snapchat, considers the current state of the VR market as overfunded. They’re a bit gun-shy about investing in VR, and it goes back to Facebook acquiring Oculus.

“When I look at it more structurally, I’d say something that may sound a little strange: perhaps the Facebook acquisition of Oculus wasn’t the greatest thing for the development of virtual reality in the long-run,” said Mitch. “It set such a high watermark, and it rung the bell so loudly for the industry, that it sort of forced the hand.”


The Future is Here with VR and AR at Casual Connect USA

June 27, 2016 — by David Radd and Sasha Paleeva


Mobile is a significant growth sector for the gaming industry and many are expecting VR to be the next big thing for the industry. In Next-Gen: VR & AR track, Casual Connect USA will explore the what game makers are doing to make the sector take off and what investors want it to succeed.

VR’s Rapid Growth

While there’s a lot of excitement surrounding augmented reality and virtual reality, there’s also a lot of confusion as well. The potential for VR is huge while AR might be even larger over the long term, right now there are more questions than there are answers. Looking at the full breadth of the industry, Tim Merel, founder/CEO of Eyetouch Reality and Digi-Capital, will look at AR/VR revenue forecasts, sectors, business models, investment, core tech, pricing and users. The session titled “The Reality of AR/VR” will look extensively at the facts and figures of AR/VR.vrcollage

With platforms like Vive, Oculus, PlayStation VR and Samsung Gear VR, consumer VR has definitely arrived. However, it can be a challenge for developers to make sense of these myriad platforms and decided which to target. Game developer Edward McNeill will talk about the differences between these various VR platforms, talking from the experience of someone who has already launched to VR titles in “How to Pick a VR Platform”.

EditorialGame Development

VR: Why Developers Should be Wary in 2016

April 15, 2016 — by David Radd


2016 will be remembered as the year when VR touched down for consumers. While headsets have been available for a while now for those who backed certain Kickstarters or were willing to pay for expensive developers kits, it’s 2016 that they will be available to purchase by the mass consumer. The HTC Vive, the Oculus Rift and PlayStation VR will all be available to purchase by the end of the year, with more to follow.

VR is something that’s received a lot of media attention; not just by enthusiasts, but by mainstream outlets as well. It’s understandable, since the advancement of technology has made VR possible in a way it never was before (like 20 years ago, during VR’s first abortive emergence). It also shows really well at trade shows and press events, which is how most people have experienced VR so far.

VR is something that’s received a lot of media attention; not just by enthusiasts, but by mainstream outlets as well.

At a trade show or press event, typically there’s usually about 10 to 15 minutes to experience whatever the product is. A lot of the VR experiences so far have been crafted around these limitations, designed to be played and finished within the set period of time. These sorts of experiences (many of which are very limited in their gameplay aspects) are nonetheless impressive and have demonstrates how compelling VR can be.

So whether the technology works or not isn’t really in question anymore. Many in the press and hardcore enthusiasts have seen it, played around with it, and been sold on it (quite literally). That is not the core of this article; what is the viability of VR as a good short-term way to focus development resources. Before anyone gets too exited over the long-term prospects, consider these logistical issues with VR for 2016.


AuraVisor Adds Front-Facing Camera

November 13, 2015 — by Steve Kent


AuraVisor, a VR platform currently raising money on Kickstarter, has announced that it will add a front-facing camera to its design.
In a press release, AuraVisor CEO James Talbot is quoted as saying “The front-facing camera allows the user to keep the headset on if they need to move around or see something in front of them (a person, phone, etc.).”