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On this episode of the Ruff Talk VR podcast we are going over our experience at PAX East this year. Including the VR booths that were at the convention - including Schell Games, Owlchemy Labs, Tunnels, Stay: Forever Home, and Pin City. We also talk the VR Freeplay area. Meeting the other VR creators, and more! We also talk the early access launch of Surviving Mars: Pioneer as well as the launch of Ghosts of Tabor on PS VR2Big thank you to all of our Patreon supporters! Become a supporter of the show today at https://www.patreon.com/rufftalkvrDiscord: https://discord.gg/9JTdCccucSPatreon: https://www.patreon.com/rufftalkvrTabor Radio: https://www.buzzsprout.com/2216985If you enjoy the podcast be sure to rate us 5 stars and subscribe! Join our official subreddit at https://www.reddit.com/r/RuffTalkVR/ Send us a text to the Ruff Talk VR fan mail line!Support the show
Send us a textIan Hamilton and Don Hopper discuss what improvements a 5090 brings for PC VR gamers, a recap of our interview with Andrew Eiche, CEOwl of Owlchemy Labs & much more.
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#366OptimizationInterview2024.09.26Entering the clubhouse this week is our the third Owl (employee of Owlchemy Labs) and first Peabody Award winner (as lead developer for We Are OFK), to talk about the "dos," "don'ts," and "good enoughs" of optimization.Cleveland video game designer Jarryd Huntley wins Peabody Award for ‘We Are OFK' - Joey Morona, cleveland.comWe are OFK - Peabody AwardsCleveland Game Developers - LinktreeOptimizationHardwareProductionProgrammingIs Using LINQ in C# Bad for Performance? - James Vickers, The Startup For Vs Foreach In C# - Sagar Gavand, C# CornerJarryd HuntleyGuest
I interviewed Andrew Eiche, CEOwl at Owlchemy Labs, at Meta Connect 2024 about their latest title Dimensional Double Shift. See more context in the rough transcript below. Here's their launch trailer. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
On this episode of Ruff Talk VR we have a collection of the interviews we conducted on campus at Meta Connect 2024! Including interviews with Andrew Eiche CEOwl of Owlchemy Labs, Jon Hibbins of Windlands 1/2, Lucas Martell the founder of Mighty Coconut / Walkabout Mini Golf, Ben Olding the creator of Dragon Fist VR Kung Fu, Mark Schramm of Creature and their new game Starship Home, Robin Moulder the CEO and Founder of 3LB Games, and Alicia Berry the Executive Producer for Hello Dot and Peridot! Big thank you to all of our Patreon supporters! Become a supporter of the show today at https://www.patreon.com/rufftalkvrPatreon: https://www.patreon.com/rufftalkvrRuff Talk VR Discord: https://discord.gg/9JTdCccucSIf you enjoy the podcast be sure to rate us 5 stars and subscribe! Join our official subreddit at https://www.reddit.com/r/RuffTalkVR/Dimensional Double Shift: https://www.meta.com/en-gb/experiences/dimensional-double-shift/4449903565103159/ Windlands 2: https://www.meta.com/en-gb/experiences/windlands-2/5418402731545943/Walkabout Mini Golf: https://www.meta.com/en-gb/experiences/walkabout-mini-golf/2462678267173943/Dragon Fist VR Kung Fu: https://www.meta.com/en-gb/experiences/dragon-fist-vr-kung-fu/5075285115918784/ Starship Home: https://www.meta.com/en-gb/experiences/starship-home/5959677854068956/Grokit: https://www.meta.com/en-gb/experiences/grokit/3388893331234972/Hello, Dot: https://www.meta.com/en-gb/experiences/hello-dot/25825290007070369/Send us a text to the Ruff Talk VR fan mail line!Support the show
Entering the clubhouse this week is our the third Owl (employee of Owlchemy Labs) and first Peabody Award winner (as lead developer for We Are OFK), to talk about the "dos," "don'ts," and "good enoughs" of optimization.Cleveland video game designer Jarryd Huntley wins Peabody Award for ‘We Are OFK' - Joey Morona, cleveland.comWe are OFK - Peabody AwardsCleveland Game Developers - LinktreeOptimizationHardwareProductionProgrammingIs Using LINQ in C# Bad for Performance? - James Vickers, The Startup For Vs Foreach In C# - Sagar Gavand, C# CornerJarryd HuntleyGuest
Layoffs have plagued the gaming industry recently, making gamers and developers alike think about what really matters. Are giants like Sony and Xbox the be all end all? Or are smaller studios the ones making creativity prosper in the gaming world? CEOwl of Owlchemy Labs, Andrew Eiche, joins us for a conversation about how his XR studio operates, the accessibility of VR and its need to innovate. Join our host Jon Weigell, for an in-depth conversation with Andrew Eiche. Get HubSpot's Free AI-Powered Sales Hub: enhance support, retention, and revenue all in one place https://clickhubspot.com/bdn Follow us on social media: TikTok: https://www.tiktok.com/@thehustle.co Instagram: https://www.instagram.com/thehustledaily/ Thank You For Listening to The Hustle Daily Show. Don't forget to hit Subscribe or Follow us on Apple Podcasts so you never miss an episode! If you want this news delivered to your inbox, join millions of others and sign up for The Hustle Daily newsletter, here: https://thehustle.co/email/ Plus! Your engagement matters to us. If you are a fan of the show, be sure to leave us a 5-Star Review on Apple Podcasts https://podcasts.apple.com/us/podcast/the-hustle-daily-show/id1606449047 (and share your favorite episodes with your friends, clients, and colleagues).
Die Gamesbranche ist noch immer die größte Cashcow der XR Industrie. Passend dazu gibt es einige News aus der Branche, die uns aufhorchen lassen. Und nicht zuletzt hat uns Varjo ein neues Headset spendiert, das wir uns genau angeschaut haben. Die Themen in dieser Ausgabe: - Unity 6 angekündigt - Unity kürzt Weta zusammen - Verkauf des Quest Elite Straps gestoppt - Owlchemy Labs mit Verkaufsrekord - AmongUS VR kommt auf Pico und PSVR2 mit Crossplay - nDreams für 110 Millionen Euro verkauft - Wie gut ist Assassins Creed Nexus VR? - Die XR Studie der Woche - Varjo XR-4 angekündigt
On this episode of Ruff Talk VR our hosts review Cosmonious High! The much requested conclusion of our Owlchemy Labs trifecta, this game takes everything Owlchemy learned and made in their first two games - Job Simulator and Vacation Simulator - and pump them up to the max. A brand new universe than their first games, this game has you play as Prismi a new student at Cosmonious High who has crash landed into the school malfunctioning on your first day. Explore Cosmonious High, meet the students, earn credits, and bring the school back to normal in this game that shows the full potential of VR intractability. Listen for our full thoughts and rating!*We received free game keys for this review however we did not receive any other compensation*Patreon: https://www.patreon.com/rufftalkvrIf you enjoy the podcast be sure to rate us 5 stars and subscribe!Discord: https://discord.gg/9JTdCccucSThis podcast was sponsored by Kiwi Design - the premier company for Oculus Quest accessories. Visit our affiliate link below to shop for your VR accessories including knuckle straps, lens protectors, head straps, link cables, and more while also supporting the podcast!Affiliate Link: https://www.kiwidesign.com/?ref=RuffTalkVRGet 20% OFF @manscaped + Free Shipping with promo code RUFFTALKVR at MANSCAPED.com!Cosmonious High Store Link: https://www.oculus.com/experiences/quest/4554248281328321/Store Description:From the creators of award winning titles 'Job Simulator' and 'Vacation Simulator', comes a new original creation—the comically catastrophic Cosmonious High!Welcome to your alien high school that's definitely completely free of malfunctions! After crash-landing into your first day, you'll unlock powers, explore the halls, and save the school from cosmic chaos.New update: adds Blind and Low Vision Accessibility features that allow players to receive game information through audio descriptions using Text To Speech (TTS). Vision Assistance Mode allows high contrast and object-highlighting outlines for players with low vision.Living Characters - High five, fist bump, and converse with a quirky cast. Experience the latest in VR interactions with dynamic characters that respond to natural gestures.Powerful World - The entire school is a big interactive playground for your alien powers. Extinguish fires, resize anything, and create crystal sculptures!Unprecedented Exploration - Explore the biggest space Owlchemy Labs has ever built! Hang with your friends in the Grand Hall, perform experiments in Chemosophy, and get creative in Visualetics.Gorgeous Visuals - Enjoy the vibrant, colorful world of Cosmonious High in an art style that's fun, unique, and playful!*We are paid a commission through affiliate links to help support the podcast on the Kiwi link abovePatreon: https://www.patreon.com/rufftalkvr Support the show
Michael Cooper works for the World Wide Web Consortium's Web Accessibility Initiative, and he was attending the XR Access Symposium to learn more about the existing XR accessibility efforts but also to moderate a break-out session about captions in XR. One of Cooper's big takeaways is that there is no magical, one-size-fits-all solution to captioning in XR because people have different needs, different preferences, and different contexts that means that there is a need for frameworks to help make captions easily customizable. There are a lot of potential customizable options for spatial captions that include distance from the speaker, text size, text color, weight, layout, the size of the box, whether or not they have transparent boxes, preventing occlusion of objects by the captions, whether it moves with the speaker or not, and how to handle off-screen speakers. Gallaudet University's Christian Vogler warned XR Access participants about the dangers of doing a one-to-one translation for how captions are handled in 2D into how they're handled in 3D since there different modalities like haptics that could help reduce information overload. One of the demos that was being shown at the XR Access Symposium implemented a wide range of these different spatial caption options, and so there is a need to develop an framework for the different game engines and the open web with WebXR as well as an opportunity at the platform level like with the Apple Vision Pro or Meta Quest ecosystem to implement a captioning framework. Cooper told me in this interview, "I do think that we need design guidance. There are a lot of good ways to do captions in XR. There are some bad ways to do it, and so we need people to know about that. Going down the road, I think that we are going to need to develop semantic formats for the captions and for the objects that they represent. So there's a lot of excitement about that. But again, there's a big sense of caution that the space is so early that we don't want to overstandardize. And as a person who works for a standards organization, that's a big takeaway that I have to take." It's again worth bringing up what Khronos Group President Neil Trevett told to me about the process of standardization, “The number one golden rule of standardization is don't do R&D by standardization committee… Until we have multiple folks doing the awesome necessary work of Darwinian experimentation, until we have multiple examples of a needed technology and everyone is agreeing that it's needed and how we would do it, but we're just doing it in annoyingly different ways. That's the point at which standardization can help.” It's still very early days for this type of Darwinian experimentation with Owlchemy Labs' innovations of captioning starting with Vacation Simulator in October 2019 as well as the captioning experiments and accessibility features by ILM Immersive (formerly ILMxLAB) within Star Wars: Tales from the Galaxy's Edge. The live captioning within social VR platform of AltSpaceVR was also pretty groundbreaking (RIP AltSpaceVR), and VRChat has had a number of Speech-to-Text implementations including ones that can be integrated into an avatar including VRCstt (and their RabidCrab's TTS Patreon), VRCWizard's TTS-Voice-Wizard, and VRC STT System. There were also a number of unofficial, community-made accessibility mods before VRChat's Easy Anti-Cheat change eliminated all quality-of-life mods such as VRC-CC and VRC Live Captions Mod. There have also been a number of different strategies within 360 videos over the years that would burn in captions at either 1, 2, or 3 different locations. The more locations the captions, then more ability one has to to look around without missing any action within the environment and still be able to read the captions. At Laval Virtual 2023, I saw some integrations of OpenAI's Whisper to do live transcription and captioning as they were feeding text into ChatGPT 3.5.
Owlchemy Labs has been on the leading edge of accessible VR game design since 2016. starting with Job Simulator, and then following up with key accessibility features for Vacation Simulator, and Cosmonious High. They were at XR Access Symposium showing off their pioneering work on low-vision VR features for Cosmonious High launched last March, and I had a chance to sit down with their Accessibility Product Manager Jazmin Cano and Senior Accessibility Engineer Peter Galbraith to unpack their journey into XR Accessibility since 2016, and some of their key innovations along the way as well as a deep dive into their low-vision VR features. Owlchemy Labs shipped a Smaller Human mode to Job Simulator on May 3, 2016 saying, "We've received a ton of requests from some of the less vertically-gifted players to build in a way to reach all of the areas of Job Simulator that may have been previously out of reach. We've delivered!" This allowed kids to play the game, but also had a number of accessibility implications for folks who not able to stand up. Owlchemy Lab's senior accessibility engineer Galbraith told me in this interview, "It allowed players who were shorter or seated to reach things that were higher up. And that was sort of our first foray into this. We understood that VR is a very physical medium, so we had to make considerations for the different physicalities that people have. That was one of our first things. We also, at that time, we didn't necessarily realize we were making some accessibility features, but to combat things like the screen door effect that was present on a lot of headsets at the time, it was important that we made our text large and clear." Owlchemy Labs announced a one-handed mode in Vacation Simulator on June 2, 2019 saying, "We strive to create interactions that feel natural, and we understand that not all players may not be able to use two arms simultaneously. We now fully support one handed play for 100 percent of the game!" Owlchemy Labs announced their subtitle update for Vacation Simulator on October 28, 2019 saying, "The elements of space and presence in virtual reality added a whole new dimension to the challenge that demanded we tackle things with a fresh perspective. After a boat load of research, prototyping, and user feedback, our subtitle system defines a new standard for VR... Our subtitles are both functional and playful. No matter where you look, the subtitles are always visible and can help guide you back to the speaker. Transparency helps keep them unobtrusive and integrated into the world, while high contrast ensures they're legible no matter what you're looking at. Step away from the speaker and they'll enlarge; turn your back and icons ensure you know exactly who's saying what." Owlchemy Labs' next title of Cosmonious High launched on March 31, 2022, and then later shipped their first accessibility update on June 09, 2022 that featured One-Handed Mode, Play Seated, Enhanced Object Interactions, Tutorials, and More Icons. On March 23, 2023, Owlchemy Labs announced their first-of-a-kind VR features for low-vision users that included a vision assistance mode with high contrast object highlighting, haptic feedback for object selection and teleporting, cancelable audio of audio description, grab and release confirmation of objects, and audio descriptions of objects, environments, areas, and tutorials. Owlchemy Labs told me that they didn't do any user testing with any blind users for these features, and in my brief testing these accessibility features felt much more optimized for low-vision users than for folks who are blind. But given how visual of a medium virtual reality is, then these are pioneering features that will no doubt provide inspiration for other features and implementations for blind and low-vision users. Owlchemy Labs' Cano and Galbraith gave an amazing presentation at XR Access Symposium going through some of the pioneering work on low-vision access...
Yvonne Felix has been using augmented reality as an assistive technology since 2012. They tell me, "I actually wear an augmented reality device that allows me to see. I'm legally blind, so that means that I have about 2% of my vision left. And I use something called eSight Eyewear that actually gives me access to 100% of my vision, depending on the situation." I recorded this interview with Felix the VRTO conference back in 2018, and I wanted to include it in this series because I heard a lot of excitement from attendees at the XR Access Symposium 2023 on the assistive technology potential of XR. Felix told me, "Because we are actually the first people who are mobile with an AR device, using it for a specific application, I think we're actually going to start the trend that it's okay to wear AR in society and that it's accepted because look at the impact it's making." XR Access co-founder Shiri Azenkot told me, "There's a very exciting opportunity to take these technologies, especially augmented reality, and to use them as accessibility tools. So to look at how we can use these new platforms to solve current unsolved problems that specifically people with disabilities experience... There's so many other potential applications out there. It's a very exciting opportunity." Some of the most compelling applications of Augmented Reality are likely to going to be in the realm of assistive technologies like Felix explores in this interview. The endgame of XR Accessibility is not just to make VR and AR technologies more accessible, but to make physical reality itself more accessible. Again, Azenkot told me, "You need to think more about how we make the physical world accessible and think about how that can be incorporated into these experiences rather than trying to take a two-dimensional accessibility framework and trying to kind of fit it, squash it into this new paradigm." Making the physical world more accessible is going to be a long journey as there are a lot of problems yet to be solved. But the consensus from the XR Access Symposium 2023 gathering seemed to be that solving accessibility problems for low-vision users within virtual reality like Owlchemy Labs has done with Cosmonious High, is likely going to provide design inspiration for helping to solve some of the more intractable problems in helping make the physical world more accessible through AR technologies. As the pioneering work of Felix shows, then there is certainly a huge amount of potential for XR to be used as an assistive technology. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
Sean Dougherty and Jeffrey Colon are Access Technology Experts who work for the LightHouse for the Blind and Visually Impaired non-profit, and they were very active at the XR Access Symposium during a number of sessions focusing on the NSF-grant funded SocialSense XR: Making the Invisible Visible program, doing a review of Vision Accessibility with AR+AI Tools, and facilitating a group discussion about Exploring Accessible VR for Blind Users. This was the final interview from my trip to XR Access Symposium, and a fitting end to my 15-part series on XR Accessibility because we explore both the many challenges of making XR accessible for blind and low-vision users, but also some of the many exciting possibilities for how XR can be used as assistive technologies to help solve real problems. Mobile-phone based AR apps that integrate AI and computer vision features are already seeing a lot of early adoption within their communities, and there's lots of work that's happening on the VR and virtual meeting front (including Zoom) that has the potential to feed into more AR assistive technology features in the future that help make the physical world more accessible. You can read a rough transcript of my interview with Sean and Jeffery down below. There's still lots of work yet to be done with XR Accessibility, but hopefully this 15-part and 8-hour series has helped to map out out the landscape and contextualize the work that has already been done and also what is yet to be done in the future. Again, here is all 15-episodes of this Voices of VR podcast series on XR Accessibility: Shiri Azenkot on founding XR Access Christine Hemphill on defining disability through difference Reginé Gilbert on her book about Accessibility & XR Heuristics Christian Vogler on captions in VR & potential of haptics Six interviews from the XR Access Symposium poster session Dylan Fox on the journey towards XR Accessibility Liz Hyman on the public policy POV on XR Accessibility Mark Steelman on accessible XR for career exploration W3C's Michael Cooper on customizable captions in XR Joel Ward on challenges with government contracting for accessibility and live captioning with XREAL glasses Jazmin Cano & Peter Galbraith on Owlchemy Labs' pioneering low-vision features for Cosmonious High Liv Erickson on intersection between AI & Spatial Computing for Accessibility Ohan Oda on upcoming accessibility AR features in Google Maps Yvonne Felix on using AR HMDs as an assistive technology for blind and low-vision users Sean Dougherty & Jeffrey Colon on the challenges and opportunities in making XR accessible for blind & low-vision users This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
This is the first of fifteen in a Voices of VR podcast series on XR Accessibility based upon my coverage from the XR Access Symposium 2023 that happened in New York City on June 15th and 16th. I'm kicking off my 8 hours of coverage with an interview with XR Access co-founder Shiri Azenkot, who is an associate professor at Cornell Tech researching accessibility. She is focusing on making augmented and virtual reality technologies accessible as well as trying to leverage XR to solve accessibility problems. XR Access was started in 2019, which was an opportunity to bring the community together and highlight some of the pioneering accessibility research such as SeeingVR: A Set of Tools to Make Virtual Reality More Accessible to People with Low Vision. Here is an overview of the 15 episodes in my XR Accessibility series: Shiri Azenkot on founding XR Access Christine Hemphill on defining disability through difference Reginé Gilbert on her book about Accessibility & XR Heuristics Christian Vogler on captions in VR & potential of haptics Six interviews from the XR Access Symposium poster session Dylan Fox on the journey towards XR Accessibility Liz Hyman on the public policy POV on XR Accessibility Mark Steelman on accessible XR for career exploration Michael Cooper on customizable captions Joel Ward on challenges with government contracting for accessibility and live captioning with XREAL glasses Jazmin Cano & Peter Galbraith on Owlchemy Labs' pioneering low-vision features for Cosmonious High Liv Erickson on intersection between AI & Spatial Computing for Accessibility Ohan Oda on upcoming accessibility AR features in Google Maps Yvonne Felix on using AR HMDs as an assistive technology for blind and low-vision users Sean Dougherty & Jeffrey Colon on the challenges and opportunities in making XR accessible for blind & low-vision users I'm also including rough transcripts for all episodes in this series as well as for my entire backlog of more than 1200 Voices of VR podcast interviews. I'm also in the process of adding categories to my episodes, which you can explore on this overview page showing the different categories. There's still more work to be done in order to make my website fully accessible, and feel to reach out to accessibility@drawtheskies.com. if you have any specific requests, feedback, questions, or comments. This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
On this episode of Ruff Talk VR our hosts Dscruffles and Stratus breakdown and review Vacation Simulator! Part two of our Owlchemy Labs trilogy, this game takes everything Job Simulator had going on with NPCs, lore, and interaction and completely pumped them full of steroids and caffeine! This game features 3 "Vacations" with beach, forest, and mountain simulations and a plethora of NPCs and challenges/puzzles to unlock memories to complete the ultimate vacation! Listen for our full thoughts and rating!Patreon: https://www.patreon.com/rufftalkvrIf you enjoy the podcast be sure to rate us 5 stars and subscribe! Join our official subreddit at https://www.reddit.com/r/RuffTalkVR/Discord: https://discord.gg/9JTdCccucSThis podcast was sponsored by Kiwi Design - the premier company for Oculus Quest accessories. Visit our affiliate link below to shop for your VR accessories including knuckle straps, lens protectors, head straps, link cables, and more while also supporting the podcast!Affiliate Link: https://www.kiwidesign.com/?ref=RuffTalkVRGet 20% OFF @manscaped + Free Shipping with promo code RUFFTALKVR at MANSCAPED.com!Vacation Simulator Store Link: Store Description:*NEW UPDATE* Introducing experimental Hand Tracking! Enjoy a new way to play with your very own HUMAN hands!*NEW DLC* Provide 5-Star service and enjoy endless tasks in new DLC ‘Vacation Simulator: Back to JobWelcome to the Vacation Simulator: a rough approximation of VACATION inspired by real human NOT JOBBING. Reallocate your bandwidth and get ready to splash, s'more, snowball, and selfie your way to optimal relaxation! Amenities:● Experience Vacation Island, your destination for optimal relaxation and/or efficient memory-making!● Customize a virtual YOU for picture-perfect selfies!● Wave to interact with a colorful cast of Bots!● Splash in the silicon sea and bask in simulated sunlight, all without getting sand in your… hands! ● Get lost connecting with your roots, nodes, and branches... then get actually lost on a hike! ● Elevate your ice-sculpting skills to new heights and reach peak cozy by knitting mittens for a snowhuman!*We are paid a commission through affiliate links to help support the podcast on the Kiwi links abovePatreon: https://www.patreon.com/rufftalkvr Support the show
On this episode of Ruff Talk VR our hosts Dscruffles and Stratus breakdown and review Job Simulator! One of the most popular VR games on the official Meta Quest store made and published by developer Owlchemy Labs, we are long overdue to review this one! This game has an emphasis on silly humor and intractability as you explore the "simulations" of common human jobs with hilarious robot characters that fill the game with life. Listen for our full thoughts and rating!Patreon: https://www.patreon.com/rufftalkvrIf you enjoy the podcast be sure to rate us 5 stars and subscribe! Join our official subreddit at https://www.reddit.com/r/RuffTalkVR/Discord: https://discord.gg/9JTdCccucSThis podcast was sponsored by Kiwi Design - the premier company for Oculus Quest accessories. Visit our affiliate link below to shop for your VR accessories including knuckle straps, lens protectors, head straps, link cables, and more while also supporting the podcast!Affiliate Link: https://www.kiwidesign.com/?ref=RuffTalkVRGet 20% OFF @manscaped + Free Shipping with promo code RUFFTALKVR at MANSCAPED.com!Job Simulator Store Link: https://www.oculus.com/appreferrals/DScruffles/3235570703151406/?utm_source=4Store Description:*NEW UPDATE!* All Jobs + Infinite Overtime now include subtitles and additional language support! In a world where robots have replaced all human jobs, step into the "Job Simulator" to learn what it was like 'to job'. Players can relive the glory days of work by simulating the ins and outs of being a gourmet chef, an office worker, a convenience store clerk, and more. Key Jobbing Features: ● Throw a stapler at your boss! ● Learn to 'job' in four not-so historically accurate representations of work-life before society was automated by robots! ● Use your hands to stack, manipulate, throw, and smash physics objects in an inexplicably satisfying way! ● Aggressively chug coffee and eat questionable food from the trash! ● Gain valuable life experience by firing new employees, serving slushy treats, brewing English tea, and ripping apart car engines! ● Work the never-ending night shift with Infinite Overtime mode!*We are paid a commission through affiliate links to help support the podcast on the Kiwi links abovePatreon: https://www.patreon.com/rufftalkvr Support the show
On this edition of Monday Morning News we go over the next few weeks of game reviews featuring the collection from Owlchemy Labs. We also cover the latest update for Little Cities featuring little population! This is our last edition of Monday Morning News leading in to PAX East! As well Breachers VR is getting an official release date. Listen for all the news!Mondays are dedicated to our series of episodes about the discussion of Virtual Reality (VR) news and interviews with Oculus Quest game developers and others of influence in the VR world.Patreon: https://www.patreon.com/rufftalkvrIf you enjoy the podcast be sure to rate us 5 stars and subscribe! Join our official subreddit at https://www.reddit.com/r/RuffTalkVR/Discord: https://discord.gg/9JTdCccucSThis podcast was sponsored by Kiwi Design - the premier company for Oculus Quest accessories. Visit our affiliate link below to shop for your VR accessories including knuckle straps, lens protectors, head straps, link cables, and more while also supporting the podcast!Affiliate Link: https://www.kiwidesign.com/?ref=RuffTalkVRGet 20% OFF @manscaped + Free Shipping with promo code RUFFTALKVR at MANSCAPED.com!Visit Mindway to get your meditation and mindfulness started today! https://www.oculus.com/experiences/quest/5978805525464490/*We are paid a commission through affiliate links to help support the podcast on the Kiwi links abovePatreon: https://www.patreon.com/rufftalkvr Support the show
#273 The State of VR in 2022Interview 2022.08.11 Your nice hosts talk to Andrew Eiche, COO at Owlchemy Labs (Job Simulator, Vacation Simulator, Cosmonious High) about the state of VR in 2022, and where VR and VR development tools may be going in the coming years.Andrew talks about how industrial design should influence VR design, why you shouldn't take inspiration from movies, and how ergonomics are important. Also, Ellen takes a hard stand on the right way to use a dial. VR in 2022 and its Future VR / AR / XROwlchemy LabsThe Design of Everyday Things - Don Norman, bookHeadsetsPico VR HeadsetPlaystation VR2VR EnginesVRTK (Virtual Reality Tool Kit)TButt - Turbo ButtonCosmonious HighCosmonius High on Tik Tok - Tik TokCosmonius High on TwitterCosmonius High on SteamAndrew EicheGuest Andrew Eiche is Chief Operating Owl and Cable Slinger at Owlchemy Labs. Andrew's background is game development and computer programing External link Andrew Eiche is on Twitter @buddingmonkeyOwlchemy Labs on Twitter @olwchemylabsOwlchemy Labs website
Your nice hosts talk to Andrew Eiche, COO at Owlchemy Labs (Job Simulator, Vacation Simulator, Cosmonious High) about the state of VR in 2022, and where VR and VR development tools may be going in the coming years.Andrew talks about how industrial design should influence VR design, why you shouldn't take inspiration from movies, and how ergonomics are important. Also, Ellen takes a hard stand on the right way to use a dial. VR in 2022 and its Future VR / AR / XROwlchemy LabsThe Design of Everyday Things - Don Norman, bookHeadsetsPico VR HeadsetPlaystation VR2VR EnginesVRTK (Virtual Reality Tool Kit)TButt - Turbo ButtonCosmonious HighCosmonius High on Tik Tok - Tik TokCosmonius High on TwitterCosmonius High on SteamAndrew EicheGuest Andrew Eiche is Chief Operating Owl and Cable Slinger at Owlchemy Labs. Andrew's background is game development and computer programing External link Andrew Eiche is on Twitter @buddingmonkeyOwlchemy Labs on Twitter @olwchemylabsOwlchemy Labs website
Your nice hosts talk to Andrew Eiche, COO at Owlchemy Labs (Job Simulator, Vacation Simulator, Cosmonious High) about the state of VR in 2022, and where VR and VR development tools may be going in the coming years.Andrew talks about how industrial design should influence VR design, why you shouldn't take inspiration from movies, and how ergonomics are important. Also, Ellen takes a hard stand on the right way to use a dial. VR in 2022 and its Future VR / AR / XROwlchemy LabsThe Design of Everyday Things - Don Norman, bookHeadsetsPico VR HeadsetPlaystation VR2VR EnginesVRTK (Virtual Reality Tool Kit)TButt - Turbo ButtonCosmonious HighCosmonius High on Tik Tok - Tik TokCosmonius High on TwitterCosmonius High on SteamAndrew EicheGuest Andrew Eiche is Chief Operating Owl and Cable Slinger at Owlchemy Labs. Andrew's background is game development and computer programing External link Andrew Eiche is on Twitter @buddingmonkeyOwlchemy Labs on Twitter @olwchemylabsOwlchemy Labs website
Progress is happening within an inacessible genre.
Sometimes the magic of VR is found in the most absurd of moments, and the games created by Owlchemy Labs provide a safe space for this to unfold. The high-quality interactions found in Job Simulator, Vacation Simulator and the new Cosmonious High keep players immersed in the shenanigans for a highly polished and often wacky experience. Andrew Eiche, COO and Cable Slinger at Owlchemy Labs, joins us today to have some fun and discuss their approach to game design. --Guest Links-- Website: https://owlchemylabs.com/ Twitter: @owlchemylabs https://twitter.com/owlchemylabs YouTube: https://www.youtube.com/owlchemylabs Discord: https://discord.gg/owlchemylabs Instagram: https://www.instagram.com/owlchemylabs/ Facebook: https://www.facebook.com/OwlchemyLabs/ TikTok: https://www.tiktok.com/@owlchemylabs/ -- Between Realities Links -- Merch Store: https://teespring.com/stores/between-realities-vr-podcast Patreon - https://www.patreon.com/BetweenRealities YouTube - https://www.YouTube.com/BetweenRealities Twitter - https://twitter.com/BtweenRealities Discord - https://discord.gg/EvNnj2w Facebook - https://fb.me/BetweenRealities Alex VR - https://www.YouTube.com/Alex_VR Alex VR's Twitter – https://www.Twitter.com/Alex__VR Skeeva - https://www.YouTube.com/Skeeva007 Skeeva's Twitter - https://www.Twitter.com/Skeeva All the most current VR news with the best journalists in the industry! https://www.UploadVR.com VRTrend Magazine Use code: between realities To receive $5 off any back issue of VRTrend Magazine use code: “between realities” (with no quotes) at checkout! https://www.vrtrendmagazine.com/ We'd like to thank our Patrons: -VIP- RobynzReality Jonathun Zug Cody - All-access- Studioform VR (studioformcreative.com) John Westra -Official - deliriemVR Samson Egilman Glitch Fandango Graham Gettel The Virtual Boys Podcast QUIKCOSPLAY Mike Newton Jansen Fox Brittany Meland void-citizen Bluebell You're support means so much to us! We're truly humbled that you choose to help us in our journey to make the XR industry thrive! All funds are used to fund the giveaways and to make this show better as we continuously strive to improve! Thank you so much for supporting Between Realities VR Podcast. -- Affiliate Links -- If you're going to buy VR stuff then why not support us by clicking though one of our links to make your purchase! Every little bit helps []-) Walk, run and jump in VR using your own two feet! Cybershoes - https://www.cybershoes.io/product/cybershoes-gaming-station/?aff=14 Make your headset as comfy as it can be! Studioform VR - https://www.studioformcreative.com/?ref=25z8i95j09
Jessica joins us on the podcast this week. Together we explore Owlchemy labs, and their latest title: Cosmonious High. Plus, we take a look into the world of QA work with Paul and Jessica. Then, we get into the nitty gritty with Activision Blizzard and an alleged involvement with Gavin Newsom. Plus, QuakeCon says it's completely online this year. Is this the new norm? Find Jessica on Twitter: https://twitter.com/shandrak Check out Owlchemy Labs on Twitter: https://twitter.com/OwlchemyLabs Check out Cosmonious High on Twitter: https://twitter.com/CosmoniousHigh Find Paul on Twitter: https://twitter.com/PaulsRockinTwit / https://twitter.com/paulsworkintwit Logo by Corgian of DogHouse Esports: https://twitter.com/doghousecorgian Intro music by Riki: https://twitter.com/DOG_NOISE Website: www.wkcooldown.com Twitter: @Kamijacegaming / @WkCooldown Facebook: https://www.facebook.com/TheWeeklyCooldown/ Question? Comment? Concern? Want to tell me how great I am? Email me! - Kamijacegaming@gmail.com The VR Gaming Bundle: https://bit.ly/3JOPTb3 --- Send in a voice message: https://anchor.fm/wkcooldown/message Support this podcast: https://anchor.fm/wkcooldown/support
On January 14, 2021, VR developer Fox Buchele announced on Twitter that he was fired by Owlchemy Labs in 2020, and 'I'm sharing this now because I'm done with this industry. And I don't see myself coming back.' He described being a VR developer as 'hard, thankless work - made worse by toxic, business-first development cycles, authoritarian 'trickle down' management and design, and a general lack of respect for the grunts in the trenches.' And that 'I can't in good conscience continue to support an industry so broken and exploitative while pretending everything is normal.'
Zi is an engineer at Owlchemy Labs, having worked on titles such as Job Simulator, Vacation Simulator, and Rick & Morty: Virtual Rickality. He enjoys working on complex things, wacky things, and everything in between. He has a good dog.
Everything Virtual - Your Source for Everything VR and Virtual Reality
In this episode, Ronnie chats with Devin Reimer, the CEO (Chief Executive Owl) of Owlchemy Labs about his studio's development for the Quest. The team is targeting a holiday release for the Quest version of Vacation SImulator, so he has a lot to say on the subject. Devin also shares his thoughts on Michael Abrash and John Carmack's competing visions for VR, hand tracking, and other developments from OC6. Devin is always a pleasure to speak with and his enthusiasm is truly contagious. More about Owlchemy Labs: https://www.owlchemylabs.com --- Support this podcast: https://anchor.fm/everythingvirtual/support
Everything Virtual - Your Source for Everything VR and Virtual Reality
In this episode, Ronnie speaks with Devin Reimer (Cheif Executive Owl) and Andrew Eiche (Chief Technology Owl) from Owlchemy Labs. From Job Simulator and Rick & Morty Virtual Rick-Ality, to their latest release Vacation Simulator, Owlchemy Labs has developed some of the greatest VR experiences available. Devin and Andrew explain their company's unique creative process and share stories about the development of Vacation Simulator. --- Support this podcast: https://anchor.fm/everythingvirtual/support
Everything Virtual - Your Source for Everything VR and Virtual Reality
In this episode, Ronnie has a quick chat with Autumn Taylor (Studio Director) and Chelsea Howe (Creative Producer) of Owlchemy Labs on the new features and development of their upcoming title, Vacation Simulator. Ronnie and Zain both had a chance to try out the game and it is more than just a spiritual successor to their previous release - Job Simulator. Highly anticipating the release of this title and wish the folks at Owlchemy the best on the home stretch of development! Thanks for listening! --- Support this podcast: https://anchor.fm/everythingvirtual/support
Graeme Borland is a multidisciplinary game developer, frequent game jam participant, and tall person who does not play basketball. From working on VR games at Owlchemy Labs to his daily sketch blog, Graeme is seldom without a handful of projects on the go. He enjoys coming up with tasty bite-sized games for events like Ludum Dare and Pegjam, and daydreaming about what to work on next. He also likes cats, ramen, and grapefruit juice - none of which are discussed in this episode.
This is an episode from BosBattle, the predecessor to How Indie Games Get Made.Earplay's Jon Myers discusses what led him to the emerging field of interactive audio storytelling, how he ended up working with the team behind the popular Mr. Robot TV show and the unique design challenges associated with audio. Prior to starting Earplay, Myers worked as a writer and narrative designer for Disruptor Beam, Owlchemy Labs and Zynga Boston.Subscribe to BosBattle's newsletter: http://bit.ly/bosbattle.Music by Jesse Gertz: http://jessegertz.com/.Mastering by Kegan Zema: https://www.keganzema.com/.Recorded at PRX's Podcast Garage in Allston: https://www.podcastgarage.org/.
Chris Wade is an Austin-based game designer, programmer and 3D artist who just released his first title: Sausage Sports Club for Switch and PC on July 19th, 2018. Over the past few years, Chris has been developing Sausage Sports Club and working on titles such as Vacation Simulator, Battle Chef Brigade, Manifold Garden and Mortal Kombat X. Sausage Sports Club is a physics game about floppy animals playing sports and is available now on Nintendo Switch and PC. To find out more, you can go to sausagesports.club or check out the game on Twitter. Dev Chats is a semi-regular series within the Left Behind Game Club podcast feed featuring people from the video game industry, their stories and their games. Player: Jacob McCourt (@JacobMcCourt) Guest: Chris Wade (@chriswade__) Website: LeftBehindGame.Club | Twitter: @LeftBehindClub | Instagram: @LeftBehindGameClub Show Notes: 0:45 "When did you know that you wanted to make games?" 2:00 Game jams in college 3:20 What is a game jam? 4:45 Train Jam and PSHNGGG 6:30 The difficulties of developing a game on a train 8:25 Working as a contractor in Chicago at the Indie City Co-op 9:45 Working on Battle Chef Brigade and Manifold Garden 13:25 Learning BizDev and launching a game on Kickstarter 16:50 What surprised Chris most about the business 18:40 Working with Nintendo and the Nindies Program 19:40 Dealing with feature creep and adding a single-player mode 24:20 The release of Sausage Sports Club and moving to Austin to work at Owlchemy Labs 25:50 Advice for a younger Chris
We welcome back Charlie Smith to the show to share his review on the popular shooter from Arkane Studios, Prey. He has a lot to say about his fear of coffee mugs, fighting mimics, exploring a vast spaceship and more. Devan has a nostalgia trip back to Metal Slug 3 and wants to play with friends really bad. We also talk about Minecraft Switch Edition now that it's out and what it means for the game. In our news, Nintendo returns with their Treehouse event this year showcasing Super Mario Odyssey. Owlchemy Labs is acquired by Google, Assassin's Creed is coming back and Gearbox Software hires a team from SMU Guild Hall to make a game. Finally, we have a discussion over digital versus physical games. What is preferred? What is the future of digital distribution? Will physical games go away? Show Notes: 03:00 - Prey 23:35 - Metal Slug 3 25:42 - Minecraft Switch Edition 29:28 - Upcoming Video Game Releases 32:12 - Gaming News 1:02:10 - Digital vs. Physical Games The Inner Gamer is a podcast built for the casual gamer. Your weekly dose of video game news, reviews, opinions and discussions every Tuesday. Like what you hear? Share our podcast with your friends! Also be sure and subscribe to our podcast on iTunes and leave us a review! You can find all of our social channels at www.theinnergamer.net. If you have any questions or suggestions please reach out to us at hello@theinnergamer.net. CREDITS: "Blue Groove Deluxe" by BlueFoxMusic on audiojungle.net Woman Announcer - Arie Guerra; Actress
The episode in which we get off to a slow start, Google acquires VR gurus Owlchemy Labs, Amazon introduces the Echo Show and Prime Live Events, Wanda’s Legendary loses another figurehead, and Amazon Prime Video has landed 40 SXSW selections. In bigger news, Cannes changes their criteria for festival selections after streaming titles have joined […]
Der VRODOCAST #39 ist da. Diesmal geht es um Googles und Microsofts Strategien für die Mixed Reality sowie künstliche Intelligenz in Spielen und VR-Anwendungen. Oculus schließt, Google kauft? Oculus schließt das hauseigene Content-Studio für VR-Filme, Google kauft kurz darauf das Entwicklerstudio Owlchemy Labs - wahrscheinlich mit der Absicht, hochwertige Inhalte für VR und AR zu produzieren. Owlchemy Labs konnte bei der Entwicklung von "Job Simulator" und "Rick and Morty VR" viel Erfahrung beim Design neuer Interfaces und Interaktionsparadigmen für räumliche Inhalte sammeln. Wir spekulieren, was genau Google mit dem Studio planen könnte und was nach Daydream View kommt. Denn ein Google-Sprecher deutete an, dass die mobile VR-Brille noch lange nicht das Ende von Googles Mixed-Reality-Bemühungen ist. Mehr dazu: https://vrodo.de/virtual-reality-weshalb-facebook-sein-vr-filmstudio-schliesst/ Mehr dazu: https://vrodo.de/google-manager-nach-daydream-werden-viele-viele-dinge-kommen/ Mehr dazu: https://vrodo.de/virtual-reality-google-kauft-das-vr-studio-owlchemy-labs/ Neuigkeiten von Microsofts Build ab 13:30 Im Rahmen der jährlichen Entwicklerkonferenz Build konkretisierte Microsoft die Pläne für die Mixed Reality. Die ersten VR-Brillen von Acer und HP sind zu einem günstigen Preis von rund 300 US-Dollar ab sofort für Entwickler vorbestellbar. Die technisch identischen kommerziellen Versionen sollen Ende des Jahres erscheinen. Außerdem beantwortete Microsoft die noch offene Frage nach einem 3D-Interface für Windows Mixed Reality und stellte einen neuen Controller vor, der an Oculus Touch und die Vive-Stäbe erinnert. Die Hardware kostet rund 100 US-Dollar und wird je nach Hersteller im Paket mit einer Brille oder einzeln als Windows-zertifiziertes Zubehör verkauft. Wir nehmen die Neuigkeit auseinander und diskutieren das Marktpotenzial der neuen Hardware. Mehr dazu: https://vrodo.de/windows-mixed-reality-microsoft-zeigt-3d-controller-vorbestellstart-fuer-vr-brillen/ Künstliche Intelligenz in Virtual-Reality-Games ab 23:23 Bei Ubisofts Virtual-Reality-Ausflug auf die Brücke der Enterprise steuert man das legendäre Raumschiff mit drei weiteren Kollegen. Doch was tun, wenn man keine drei Freunde mit VR-Brille hat? Dann muss die künstliche Intelligenz in Form von IBMs Watson ran. Mit der Integration der KI ab Sommer können Spieler den computergesteuerten Crewmitgliedern Befehle zurufen. Watson soll diese verstehen und umsetzen. Was bedeuten solche fähigen digitalen Assistenten für Alltagszwecke und Games? Mehr dazu: https://vrodo.de/star-trek-bridge-crew-wird-dank-watson-sprachbefehle-verstehen/
In the News Politicians on both sides of the aisle and much of the U.S. news media spent most of Wednesday speculating about why President Trump dismissed James Comey as the FBI Director. Much of the speculation and assumptions involved Russia. Meanwhile, the White House deputy press secretary stated that the President lost confidence in Directory Comey and considered letting him go since the day he was elected. The President then tweeted on Wednesday that, “ Dems have been complaining for months & months about Dir. Comey. Now that he has been fired they PRETEND to be aggrieved. Phony hypocrites!” In International News A Syrian rebel group named the Syrian Democratic Forces took control of the city of Tabqa and a nearby dam from ISIS control. The rebel group is comprised of mostly Kurdish and Arab fighters. The spokesman for Operation Inherent Resolve stated that the rebel group and coalition forces will continue operations to isolate and seize Raqqah. Just a reminder to check out Monday’s and Tuesday’s show for some informative context about Syria. In Business News Snap (also knows as SnapChat) reported its first quarterly financials as a public company yesterday. The stock was down over 20% in after hours trading after it was reported that the company’s net losses increased to $2.2 billion. Revenue was $150 million versus the $158 million that some analysts expected. Snap Inc.: https://otp.tools.investis.com/clients/us/snap_inc/SEC/sec-outline.aspx?FilingId=12056447&Cik=0001564408&PaperOnly=0&HasOriginal=1 On Tuesday, Disney reported their quarterly earnings. Earnings per share was $1.50 versus an analyst's’ expectation of $1.41. However, Disney missed on revenue slight with $13.34 billion versus the expected $13.45. Operating income for the Parks and Resorts saw a 20% increase versus the same period last year. However, Media Networks saw a 3% decrease year over year for the quarter. The Walt Disney Company: https://otp.tools.investis.com/clients/us/snap_inc/SEC/sec-outline.aspx?FilingId=12056447&Cik=0001564408&PaperOnly=0&HasOriginal=1 In Tech News Google announced that it is acquiring Owlchemy Labs which is a virtual reality focused studio. Owlchemy made the Job Simulator and Rick and Morty: Virtual Rick-ality. You can learn more about Owlchemy in their blog post announcing the Google acquisition. “Owechemy Labs and Google join forces for the future of VR”: http://owlchemylabs.com/owlchemy-labs-and-google-join-forces/ The Federal Communications Commission endured several distributed denial of service attacks to its website early in the week as the site’s comment system was bombarded with high traffic, likely bots attempting to overwhelm the system. The system remained functioning, but the servers were too busy handling the traffic for actual people to leave their real comments regarding proposed changes to the net neutrality rules. To learn about cyber security, listen to yesterday’s show with our guest from the CyberWire podcast. Facebook is reporting that they are beginning to downplay links to posts that are primarily advertisements and not valuable content. Posts or articles that have ads about losing weight overnight, fighting toenail fungus, or how to be better in bed are just a few examples of the click bait and spam that Facebook wants to rank lower. In Other News Pew Research just released a report titled, “Americans’ Attitudes About the News Media Deeply Divided Along Partisan Lines.” One of the most revealing data points in the report is that Democrats are 47 points more likely than Republicans to support news media’s watchdog role. Additionally, only 34% of Democrats and 11% of Republicans think that information from national news organizations is very trustworthy. Pew Research: http://www.journalism.org/2017/05/10/americans-attitudes-about-the-news-media-deeply-divided-along-partisan-lines/
Everything Virtual - Your Source for Everything VR and Virtual Reality
In today’s episode, we cover games and experiences we have tried out over the past week. Here are the details of our conversation: 0:45 – Ironwolf VR Steam Key Giveaway winners announced 2:50 – Owlchemy Labs acquired by Googe 6:55 – What Owlchemy did well with Job Simulator and Rick and Morty 12:00 – Steam now has a section for 360 videos 16:05 – NVidia […] --- Support this podcast: https://anchor.fm/everythingvirtual/support
In dieser Folge reden Lars und Lukas über den Multi-Plattform Titel “Job Simulator” von Owlchemy Labs welcher für HTC Vive Oculus Touch und Playstation VR erhältlich ist. Wie es der Name vermuten lässt bekommt Ihr hier die Möglichkeit euch endlich mal in einem eurer Traumberufe wie Koch, Bürokaufmann, Verkäufer und Automechaniker mal so richtig auszutoben. Bezahlt werdet Ihr mit einer Fülle an lustigen Gags und der Freiheit alles zu tun was euch an eurem Arbeitsplatz in den Sinn kommt solange am Ende des Tages euer Task erledigt wird! Wenn Ihr also wissen möchtet was ein “Schwebelchen” ist, welcher Job am besten zu euch passt und was die abgefahrene Job-Simulation aus der Zukunft sonst noch zu bieten hat dann hört euch unbeding die neuste Folge an Liked uns bei Facebook: facebook.com/whatvrplaying Folgt uns bei Twitter: twitter.com/whatVRplaying Unterstützt uns auf Patreon: patreon.com/whatvrplaying Und nicht vergessen: Eine Bewertung bei iTunes abgeben! :-)
Lost as a graphical choose-your-own-adventure
Lost as a graphical choose-your-own-adventure
Here we are at episode 4 of our podcast. This time around we talk a bit about some middleware, have some interviews developers from the PAX East Ingie Mega Booth, discuss making a game fit a small download size, have a book based sound design tip and answer some quetions from listeners. Here's all the devs we talk with at PAX East Gaijin Games - http://gaijingames.com/ Nine Dots Studio - http://ninedotsstudio.com/ 82 Apps - http://www.82apps.com/ Iridium Studios - http://www.playiridium.com/ Deconstructeam - http://www.deconstructeam.com/en Lumenox - http://lumenox.is/ Mi-Clos Studio - http://www.miclos.com/ Firefly Studios - http://www.fireflyworlds.com/ Proletariat - http://proletariat.com/ Owlchemy Labs - http://owlchemylabs.com/ The Tap Lab - http://thetaplab.com/ Disco Pixel - http://discopixel.com/ Switchblad Monkeys - http://secretponchos.com/company We also talked about - Fmod - http://www.fmod.org/ Fabric - http://www.tazman-audio.co.uk/ Wwise - https://www.audiokinetic.com/products/wwise/ The Sound of Star Wars book - http://amzn.to/1rCGx5t
This week – Gavvie talks NiGHTS, Sonic Adventure 2 and Hell Yeah! Wrath of the Dead Rabbit. There’s also another chance to catch our interview with Owlchemy Labs’ Alex Schwartz! All this and great music too? Must be SNS!