VRJam public voting

Hey folks! So the public voting for the Oculus Mobile VRJam is now open and you can cast you votes! These votes are for the public choice award and the experience or game with the most votes win. You can of course vote for any, but I would ask you kindly if you might consider voting for Colosse by clicking on the picture below :)

VR Jam, gearvr, storytelling, nick pittom, vr, kevin dart, colosse, shadow of the collosus

Oculus Mobile VR Jam – Colosse: A VR Storytelling Experience

VR Jam, gearvr, storytelling, nick pittom, vr, kevin dart, colosse, shadow of the collosus

Hey all!

So I have been busy working on a new VR experience for GearVR, as part of a VR ‘jam’ – teams get together to create a new experience of game over the course of a few weeks and winners get prizes. It’s a great way to generate content for the burgeoning GearVR headset.

I’m working with the following awesome talent:

Joseph Chen – Producer
Kevin Dart – Art/Concept
Jasmin Lai – Art/Concept
Eran Hilleli – Art/3D
Jasper Trenfield – Animation
Nelson Boles – Animation
Alex Grigg – Animation
Daniel Sproll – UX
David Kamp – Music/Audio
Jason Storey – Coder

Learn more about the Jam and also my team’s entry here:

http://vrjam.challengepost.com/submissions/36781-colosse-a-story-in-virtual-reality

The trailer can be viewed here:

Southwest VR in Bristol, UK, 24th Feb – how it went!

Southwest VR, Nick, Pittom, Conference, Storytelling, Oculus, Virtual Reality

So, this past Tuesday I was at Southwest VR at the At-Bristol centre. It was a single day conference, taking in a lot of talks, but also a bunch of demos by VR hardware and software developers.

The night before a bunch of exhibitors went for a lovely indian meal. Here’s some of them, being nerds. 

The full panel rundown can be found at the Southwest VR website, and was a pretty good mix of very interesting talkers – Dave Ranyard from Sony kicking things off with a talk about what VR is, and studiously avoiding mentioning anything about Morpheus. There were also talks about what makes great VR, what 360 video can be, how to make a VR startup (there were a lot of talks, which is great!). For my own interest standpoint there was some great stuff from The Third Floor on their approach to VR from a background of pre-vis, but the talks from Imersively and a lot of the others were also great. Katie Goode from Tri Pixels was there and did a great talk on VR Design as well.

Apparently it was live-streamed in Riftmax, so hopefully people got to check it out there.

The ever present Callum Underwood from Oculus was in attendance. Nice chap. Offered me a room for the night, but I had to turn him down.

My talk was on  ‘Real-time VR storytelling experiences – Opportunities and possibilities for Filmmakers and Animation Studios’ – a liveblog of this by VR Focus can be found HERE. Imersive.ly, makers of this awesome Hong Kong Unrest 360 video filmed the event and will be providing streams for SWVRC to put up some time soon… I was interviewed by New Scientist, which was pretty exciting, as I am a big fan of the magazine.

I tried out VR Karts, with a game-wheel and pedals etc, and was pleasantly immersed in it’s cartoon visuals, if a bit crap at it myself! Pixel Rift were there, and Anna, who made it, gave a very amusing speech on her experience from making pies to becoming a VR dev. 

Radial G were also there, but I’ve checked them out loads and they’re doing pretty awesomely all on their own, so they don’t need me going on about them ;)

Most impressive of the demos I did try (I did not get to try many!) was Presenz from Nozon – a way to add positional tracking to pre-rendered 360 CGI video – which is pretty damn amazing if you ask me! No idea how their tech works… I suspect some kind of photogrammetry, or mesh projection, but it’s impossible to say for sure. Certainly it blows non-positional tracked CGI out of the water. I noted the reflections were not ‘dynamic’ in that they were ‘baked’ into the object, and there was some ‘fizzing’ at the edges of the robot in the video. Frame rate was at 30, while the DK2 runs 75fps, so there was a little flicker caused by that mismatch – but these small issues asside it’s one of the most impressive VR video technologies I have seen!

I was of course also there with Jon Hibbins showing a new demo for our game Crystal Rift, editor included, and an early GearVR version. Martyn  from Yogzcast stopped by to check it out and his video should be up soon!

This was the biggest VR event I have been to in the UK, and I think it will be even bigger next year. There were lots of very interesting and very clever people there and it gives me a great feeling about the future of VR, in the UK for sure, but everywhere in general!

Finally, a story from IBTimes, most notable for it’s big image of my face. Amazing.

Next up: EGX Rezzed!

SWVR – South West VR! 24th Feb – I will be there :)

logo

Hey all!

I am going to be exhibiting, and indeed giving a talk at the South West VR conference, Bristol, UK, on the 24th of Feb!

My talk will be on storytelling opportunities within VR, specifically about real-time possibilities and I look forward to exhibiting ‘Crystal Rift’ as well as my Ghibli demos (hopefully!).

It should be a great time, and tickets are running out quickly! If you are going be sure to say hi :D

You can check out info here: http://southwestvr.com/

Or their twitter here: https://twitter.com/SouthWestVR

Crystal Rift – Kickstarter Passed! Plus… other stuff!

Kickstarter, VR, Oculus Rift, Crystal Rift,

Crystal Rift has passed it’s Kickstarter! This gives us the funds to cover some costs and move onto the next step :D We’ve got some big plans for the editor (Which people will be able to use to make their own levels!) and are looking at getting out to other platforms as well. Fun times!

In other news, I am stepping up progress on my other Kickstarter game, which you may remember as part of the Kickstarter for my trip to Oculus Connect, otherwise known as Red Of Paw’s Big Crazy Stupid Adventure and American Pie! The first level is being made, as well as all the stuff to fill it up. Once I have made some good progress I plan on releasing the first level as a demo for everyone to play, as well as finally decide on what to name it. More fun times!