Good VR Podcast

Ian Hamilton

Audio from people building toward good VR. Read more about Good Virtual Reality at www.goodvirtualreality.com and support independent journalism directly. www.goodvirtualreality.com

  1. 1 day ago

    Flat2VR Studios Developing System Shock And High On Life VR Games For 2027

    A pair of newly announced VR games are scheduled for release in 2027 from Flat2VR Studios — System Shock and High On Life. System Shock was the influential precursor to BioShock, first released in 1994 and re-released in 2023 by Nightdive. The remake is getting the full Flat2VR treatment alongside the VR version of humor-shooter High On Life from Squanch Games, where the gun you hold is a live alien commentating as you shoot your way through the world. The two games were announced during the latest VR Games Showcase put together by Jamie Feltham, with a Trombone Champ DLC partnered with Disney joining the announcements from Flat2VR. I scheduled a call with Eric Masher, COO at Flat2VR, for a full rundown of the announcements and to get his view on the state of the VR market. He called in from the airport as he’s heading out to Gamescom where he’ll be taking meetings that might lead to VR games for release in 2029 and beyond. “I tried a DK1,” Masher recalls of his introduction to the medium. “It literally changed things for me at that point. It rekindled what I think gaming could be as an immersive platform. I remember getting out of the headset and talking to my wife and I’m like, this is a life changing moment for me. And it sounds cliche, but I remember and she even remembers like me saying … I need to figure out how I do something in this medium.” Be sure to pair the conversation with the previous episode chatting with Flat2VR Studios CEO Jasmine Uniza for a fuller picture of the efforts at the studio. The discussion with Masher covers the difficulty facing VR developers building for a niche within a niche as several manufacturers ship headsets tuned for hand tracking, often selling controllers as separate accessories. Flat2VR is focused on controllers and the studio’s latest announcements join a slowly growing list of gaming projects for VR headsets that require tracked controllers. “Every game that we have focused on for 2027, 2028, and even beyond stuff that we’re preparing to get started for 2029 and beyond are going to be controller focused,” Masher said. “I would not be doing that if I didn’t believe that most of the gaming headsets would be in some way controller focused. The games that we make and what we focus on as Flat2VR Studios cannot be done hand-tracked.” We spoke for just over 30 minutes on the podcast platform Riverside and I edited the conversation down to under 25 minutes. You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Flat2VR Studios Developing System Shock And High On Life VR Games For 2027
  2. 2 days ago

    Ferryman Collective Plays In VR With Deirdre V. Lyons & Stephen Butchko

    What does it mean to play in VR? It seems a straightforward question. Meta, Valve, Sony, Google, and even Apple all sell games that substitute your reality for a simulated one with rules to learn governing your interactions. These storefronts, however, do little to sell the unique benefits VR offers in embodiment and transportation. “We’re all given this kind of carnival license in this sort of anonymous space to play,” said Ferryman Collective co-founder Deirdre V. Lyons. “We often as adults forget how important it is. How it re-energizes our lives and how it informs our lives and how it allows us to create bonds and special moments that we often don’t allow ourselves time to do.” The Ferryman Collective is a kind of theatre troupe that travels from place to place inside virtual reality to host intimate interactive performances. Most often they perform in VRChat and these days they’re hosting performances of their Emmy-nominated production Uncanny Alley: A New Day. At AWE in Long Beach, California earlier this year I attended one of their other productions alongside Scott Stein, working together with him to make music guided by a performer physically located in Utah. Before the Ferryman Collective formed Lyons was one of the performers who breathed life into Tender Claws acting in The Under Presents and The Tempest. I find live theatre to be one of the most inspiring uses of VR technology, but from Tender Claws to VRChat the productions Ferryman undertakes strain the platforms that host them. And still, some of the most emotionally impactful experiences you might have in VR can happen during one of these performances. “Our work in VR comes to life at the intersection of motion pictures, live theater, and interactive video games,” Ferryman co-founder Stephen Butchko said on the Good VR Podcast. “We pull from all three of those modalities to bring this work to life…this sense of play is for me a release. It is an expression of vulnerability and it’s a sharing of story and emotions with my fellow thespians and audience participants that join us in these performances.” I spoke with Lyons and Butchko about VR theatre for around an hour and trimmed the conversation down to around 43 minutes using the podcasting platform Riverside. You can donate any amount via Stripe to help me with my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Ferryman Collective Plays In VR With Deirdre V. Lyons & Stephen Butchko
  3. 4 days ago

    Walkabout From Mini Golf To Dungeon Golfer With Mighty Coconut's Lucas Martell

    Walkabout Mini Golf development studio Mighty Coconut is taking everything it learned from developing the best way to spend time with family and friends in VR and starting fresh with a new game. Walkabout Dungeon Golfer is in active development as something of a spin-off or sequel to Walkabout Mini Golf and being developed alongside new courses for the original. The new game is still centered on golfing but the gameplay loop around that activity is completely different, Lucas Martell explains on the Good VR Podcast. He cautions that they’re still prototyping, so things can change, but he offered some details about how they’re approaching its design. “What we have settled on is essentially that you’ve got sort of a small-ish dungeon that’s maybe like the size of three or four different holes kind of combined, but you’re able to freely kind of putt around it,” Martell explains. “And you do have enemies that have hit points and you do damage by putting into them. There’s an exploration element where you’re trying to putt around, you actually get power-ups by putting into cups that give you … health or attack. So very, very basic stat points. But ultimately it’s kind of a roguelite where you are playing through each of these different runs. So a run is not unlike a course. It probably takes twenty to thirty minutes or so. The thing that we have loved the most is that even in the prototypes we started building in multiplayer. So where it really gets interesting is when you do have multiple people in there and you’re able to strategize, you putt into this area which will lure this enemy out, and then I will be able to hit him from the back and use various different power-ups and abilities and in a cool way.” Good Virtual Reality is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. The discussion with Martell is edited to just under 27 minutes with the podcasting platform Riverside and covers the full Walkabout path from inception to investment offers to layoffs earlier this year as well as the continuing independent spirit there grounded in creative artistry. It all started last decade with the founding of the studio on an island in Belize with artists gathered around the production of a short animated film called The OceanMaker. If you haven’t listened to the conversation with Shawn Whiting, who led community development at Rec Room for many years, the path that startup took over roughly the same period as Mighty Coconut makes for a useful companion conversation for understanding what it means to take outside investment in your company versus staying fully independent. “I’ve also seen so many companies kind of get yanked around. And we’ve seen this with all of the different studio closures that have happened where a company gets bought, and even if they are profitable,” Martell said. “There is this push to make 10x what they’re spending on stuff. And it just seems like it’s a very unsustainable model. And it also means that there’s a lot of times where you could have a game that, yeah, sure, it is making a profit, but it’s not enough. And you still end up getting shut down or something happens at the larger owner level where there’s a restructuring. And all of a sudden your mandate changes. I’ve done that dance before, especially in the film industry, and I just don’t like it. Yes, the more money is nice, but the more money comes with so many strings and so many concessions that it means that you can’t run things the way that makes sense. And currently we’re entirely player supported, which just means that what people are spending on the DLCs and the base game, that’s what’s going into development. That’s what allows us to keep making courses. I won’t say that it’s easy and it’s definitely gotten a lot harder this last year or two, just with everything going on in the industry, but we’re still able to make it work.” We also discuss the end of the Walkabout Mini Golf Pocket Edition’s development and how that relates to their strategy building a version of Walkabout Dungeon Golfer that runs on Steam and possibly for consoles with full cross-play to VR. Our conversation was recorded in August 2026 just before the release of the 1990s-inspired Gloop Lair, Walkabout Mini Golf’s 41st course and work is already underway on courses the studio is planning to release in 2028. You can watch the latest design tour with 3D artist Shane Rhodes the moment the course releases. You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

  4. 6 days ago

    Specialized Firefighter Training In VR With Evan Sitler-Bates

    XpertVR CEO Evan Sitler-Bates joined the Good VR Podcast to discuss work offering firefighters extra training in VR. We spoke for just over 30 minutes and I cut it down to under 24 minutes using the podcasting platform Riverside. “This isn’t about…physical training and we’re not replacing live burns. We’re giving you the sets and reps that you can do on a daily or weekly basis between live burns and other live training,” Sitler-Bates said. “It very quickly changes people’s perception. I would say that going to fire departments and training with thousands or tens of thousands of firefighters at this point, by the time people get into headsets, it’s like a point zero zero one percent of people that are still pushing back on it. The vast, vast majority of people get into a headset and they’re like, okay, I see how realistic the visuals are, I see how the communication and tactics need to work, and I can see how this fits into training between our live training.” VR could affect firefighting in a number of ways in the coming years as the same type of sensors that map your environment in a headset like Quest 3 or Vision Pro could potentially help emergency response personnel essentially see through smoke and flame in video passthrough. We discuss that possibility a little bit during the end of the podcast. “When a firefighter’s putting on their gear, normally it’s about eighty pounds of gear with their turnout, jackets, pants, overalls, with their helmet, their SCBA (Self-Contained Breathing Apparatus) tank, etc. So to add even more weight on top of that, and especially onto somebody’s head, is going to wear people down when they’re trying to fight a fire and run throughout a building and move with the hose,” he said. “It just obviously needs the hardware to get slimmer and [that] price come down.” You can find more information about XpertVR on their website. You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Specialized Firefighter Training In VR With Evan Sitler-Bates
  5. 2 Aug

    Pervert Glasses Summer Versus Timeless VR Escapes With Scott Stein

    CNET’s gadget expert Scott Stein joined the Good VR Podcast for an in-depth discussion about the social impact of computerized eyewear. We talked for just over an hour and 10 minutes using the podcasting platform Riverside and I cut it down to about 55 minutes. “Our social contracts are gonna change. Design fiction — this is a wonderful time for design fiction…the idea of thinking about new interfaces,” Stein said. “I love thinking about stuff like that. This is full of all those questions. It’s a kind of a nightmare putting it in the real world and wrestling with it, but that’s why I like looking at new tech, is it’s full of those questions about how the interfaces and contracts and relationships change. What does it mean to have all this stuff?” Stein wrote some thoughtful commentary for CNET about the lessons to be learned from VR headsets as Meta and others make an unrelenting push toward the use of camera-based glasses. “Don’t call strangers perverts. Point your fingers at the tech companies, and hopefully, more thoughtful work on wearable tech will come,” Stein wrote. “The possibilities of assistive wearable tech — for vision impairment, hearing loss, cognitive decline and more — and its potential to collapse distances and connect people are fascinating. But right now, too few people have access to the technology, and too much about it remains unclear.” You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Pervert Glasses Summer Versus Timeless VR Escapes With Scott Stein
  6. 31 Jul

    Space Pirate Trainer Sold 1 Million Copies & Bundled In VR's Arena-Scale Pinnacle

    Space Pirate Trainer stands the test of time as one of the best projects ever developed for the medium. In 2016 it whetted player appetites for what VR could do by immediately transporting people to a platform overlooking a sci-fi cityscape with fantastic music and a small arsenal unlocked for fighting off wave after wave of drones. When Space Pirate Trainer debuted alongside The Brookhaven Experiment near the launch of the Vive, the titles immediately became showpieces for VR parties. Neither wave shooter would make any players sick as you stood in place and fought off enemies with your guns. The Brookhaven Experiment, meanwhile, might see players so stricken with fear they run into a wall or tear off the headset. Months passed and VR players looked for more content with copycats producing wave shooter after wave shooter. Players quickly began to critique the genre while Beat Saber took the note about not artificially moving the player to become the highest selling VR game in history. Meta scooped up Beat Games as developers explored every type of artificial locomotion possible to give players what they sought while balancing comfort as best they could manage. This is how Gorilla Tag was born, as it turned out moving like a monkey in a game where you play as a monkey is both relatively comfortable and added to the immersion. Then COVID-19 locked people indoors and Meta set out on the path to focus on its Horizon Worlds strategy. “When they started pushing Horizon on the front page and that was kind of the most important thing of that platform instead of the devs, I think a whole bunch of devs felt that,” Van Welden said. “I felt it even in my sales. I think sales were halved or like thirty percent of my usual sales from that time.” Van Welden and his colleagues at I-Illusions met in an empty hangar next to his home to play test something astonishing. Across the maximum play area supported by four SteamVR 2.0 laser base stations — 100 square meters with wireless transmitters from their HTC headsets to nearby PCs — the developers at I-Illusions roughed out the design for a game of tag set totally inside virtual reality. All these years later very few people have been able to play Space Pirate Arena, which developers bundled up inside Space Pirate Trainer for free. Those that have played it, however, experienced something truly incredible. The reasons why people haven’t played it end up being a study in platform prioritization. Setup is tedious, there is no automatic detection of physical obstacles, and the hardware wasn’t made for tracking in outdoor sunlight. If a new VR headset was made with those conditions in mind, though, Space Pirate Arena is one of the first pieces of software I’d like to try. I spoke with Van Welden for 52 minutes and cut the audio down to just under 35 minutes for the Good VR Podcast using the podcasting platform Riverside. Over its lifetime he sold roughly 1 million copies of Space Pirate Trainer and that helped fund the development of flatscreen snowboarding game Shredders with 14 people now working on it. Our conversation covers that whole journey starting from receiving a headset developer kit from Valve. When Van Welden sent in one of his builds to Valve the email he received from Chet Faliszek just had two words in it. “HOLY S**T” You can donate any amount via Stripe to support my work at Good Virtual Reality and thank you to my paid Substack subscribers for supporting independent journalism. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Space Pirate Trainer Sold 1 Million Copies & Bundled In VR's Arena-Scale Pinnacle
  7. 29 Jul

    Raven Zachary On VR Versus AR Across Specs, Xreal, Vision Pro, HoloLens & Magic Leap

    Raven Zachary’s story with VR and AR dates back to the 1990s and, in the years since, he’s become involved with a range of impactful projects at the cutting edge of technology. As a guest for the Good VR Podcast he recaps the journey for the first 15 minutes and then we end up having a spirited discussion for the next hour about the current landscape for VR headsets and AR glasses as we cover everything from Steam Frame and Vision Pro to Xreal and Specs. “I've had some very magical, perhaps even mystical experiences, in VR over the years. But when I think of that as a percentage of my time in headset, those types of experiences are a fraction of my desire to go out into the world and augment my life with things digitally in my physical world,” Zachary explains. He’s got a strong point and makes the case for optical AR well throughout our discussion. The talk heats up as I respond with the idea of video AR passed through VR optics. I propose the steady application of mass market economics to increasingly high resolution headsets will win the day for VR. As an example, I discuss the moment when iPhone 4 surpassed so-called “retina” resolution around 2010. For those unfamiliar with the history here, iPhone’s breakthrough user interface debuted in 2007, apps followed in 2008, and in 2010 the iPhone 4 dramatically upgraded the resolution of the display past the point where you could discern detail at a regular viewing distance. This resolution bump essentially unlocked whole classes of use for phones, namely reading and other passive media consumption, that were previously constrained by the display limits. “I certainly think it made media consumption more compelling,” Zachary replies. “How much did it affect the general app market? Web browsing, sure, fonts are more legible. I can use a Kindle app on my phone or the Books app from Apple on my phone and it looks much nicer. But I think probably media viewing had the most impact for increasing pixel density.” Vision Pro’s displays are certainly the highest resolution in consumer-grade hardware right now but its pixels are spread over your field of vision. That means it’ll still be a long time before true retina resolutions are achieved in a consumer-grade head-mounted display. Until that time, experiences you have with your unaided eyes will be more compelling to look at than anything you might see through a VR headset. “What you essentially just told me is in one generation reading wasn't really a thing you really wanted to do on an iPhone,” I said. “And then the next generation reading full length books became something that you could actually do on this device in your hand. The exact same thing is true of VR headsets and the exact same thing gets solved.” The original recording of our conversation was an hour and 36 minutes using the podcasting platform Riverside. I edited it down to 1 hour 20 minutes. My sincere thanks to Cameron Brown of Rec Room for giving me permission to use music from Rec Room for the intro and outro of the Good VR Podcast. Become a subscriber on Substack to support Good VR directly and receive most podcast episodes before everyone else. You can also simply donate any amount via Stripe to support my work at Good Virtual Reality. https://buy.stripe.com/7sY8wPeTAcnG3eD1vZao800 Get full access to Good Virtual Reality at www.goodvirtualreality.com/subscribe

    Raven Zachary On VR Versus AR Across Specs, Xreal, Vision Pro, HoloLens & Magic Leap

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Audio from people building toward good VR. Read more about Good Virtual Reality at www.goodvirtualreality.com and support independent journalism directly. www.goodvirtualreality.com

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