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. Tender Claws From Virtual Virtual Reality & The Under Presents To Stranger Things VR & Body Proxy

    −2 D

    Tender Claws From Virtual Virtual Reality & The Under Presents To Stranger Things VR & Body Proxy

    Some of the most memorable experiences that have ever been made for VR headsets started in the minds of Samantha Gorman and Danny Cannizzaro at Tender Claws. Artists and creators who have closely followed good VR projects over the last decade still carry with them today their experiences in Virtual Virtual Reality on Daydream headsets and, during the pandemic, the intimate social connection possible in Quest systems buying a ticket to a showing of The Tempest in The Under Presents. The pair estimate their theater in VR hosted somewhere between thousands to tens of thousands of individual performances across the pandemic, providing a vital place of performance to actors when their physical venues closed and much-needed magic and social connection to isolated attendees. Their sequel Virtual Virtual Reality 2 might be seen as prophetic to the ends of Rec Room and Horizon Worlds while Stranger Things VR released at the zenith of Meta’s explorations into mixed reality on Quest systems. More recently, the pair have returned to their installation-based roots with experiences touring through festivals in projects like Face Jumping and, this year, the AI glasses-based Body Proxy.  “What we do is kind of like look at the zeitgeist and look at both the critical and creative landscape that we're participating in,” Gorman said on the Good VR Podcast. “And think about speculative futures and narratives that make people think about technology rollout or what the systems they're engaging in are…I think what has been really supportive and important for us as artists in that our pieces come out as sort of precedent sometimes and make a statement about these speculative futures that then may or may not come to pass.” Their work across space and embodiment strains the very definition of games, with the pair responding to my questions across an hour-long conversation I edited down to around 47 minutes with the podcasting platform Riverside. “ I think we have a very blurry definition of game and we will refer to all of them as games and all of them as experiences depending on the audience we're talking to,” said Cannizzaro during the conversation. I discuss with the cofounders the recent colocation chat I had with Alex Coulombe and Steve Lukas and manually corrected the transcription of our conversation to the best of my ability in an effort to make their deep reflections as universally digestible as possible. “You have [an] audience and market that feels like, ‘oh, what is a game and what is an experience?’ And that's still a discussion. But in the worlds we inhabit, we are far past that discussion and looking into a broader -- what is interaction in this space,” Gorman said. “I  think it's actually maybe your relation to others through the technology is what creates presence.” Thank you to Good Virtual Reality’s paid subscribers and founding members for supporting this independent journalism. Good Virtual Reality is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.goodvirtualreality.com/subscribe

    48 min
  2. Joseph Simpson Steps Into Apple Vision Pro Development

    −4 D

    Joseph Simpson Steps Into Apple Vision Pro Development

    Joseph Simpson’s Project Graveyard is one of my favorite apps on Apple Vision Pro for its simple humor: “Hopes and dreams have to go somewhere,” the App Store description states. “Project Graveyard is a tiny place where you can bury and remember your dead projects. Create gravestones for all your favorite projects and celebrate them forever.” Now on version 3.0, the volumetric app shares space with other apps running on VisionOS as Simpson works to fully embrace Apple’s operating system. The project helps Simpson with his work at Step Into Vision, a site with guides and sample code that can help out other developers. He’s also working with a community of Vision Pro developers and enthusiasts on a project called Shared Visions aiming to highlight the leap of faith many took in embracing Apple’s high end augmented virtuality headset that doubles as a spatial computer. “If all VR is gaming, that’s great, but that’s not why I’m here,” Simpson says during the Good VR podcast. “To me, gaming in VR is an additive thing. I use my Mac all day at work. I don’t really play games on my Mac. I have no interest in doing so. I create stuff on my Mac, that’s what it’s for. If I can’t create stuff on this headset, then I don’t want this headset. And fortunately, the only thing that kept the Quest in rotation for me was WebXR so I could have some creativity outlets for it. If all you can do with it is play Beat Saber, I’m sure there are plenty of people to buy that, but it’s not an interesting device.” We cover Simpson’s long path into VR from returning the original Nintendo VirtualBoy and exchanging it for Game Boy games to exploratory Quest development, then WebXR development, and now Vision Pro development. “Shared Visions is a community project that I kickstarted last fall. So I kind of announced it around the anniversary of Step Into Vision as kind of a one more thing. Let’s build something together,” Simpson said during the podcast. “So at its core, it is an immersive documentary about the Apple Vision Pro community. So developers, designers, enthusiasts, filmmakers, anybody who’s just using the headset and getting a lot of value out of it. And we are, …using Apple vision pro technology to make it. It’s a visual app that’s running a reality kit scene that’s running a sophisticated timeline to show multiple kinds of media rather than just — it’s not a video file that you go and play and watch. The timeline itself is going to be made of 3D assets and animations and particle systems and of short video clips that we will animate and position around the user as makes sense based on the story that we’re telling. So it is a 3D project with a bunch of video assets rather than a 3D video project, if that makes sense.” This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.goodvirtualreality.com/subscribe

    59 min
  3. −5 D

    Exploring The Future Of Meetings With Vanessa Moss

    The Future Of Meetings (TFOM) is a group exploring how technology is changing how we meet one another. I met the group recently for a pair of discussions held in Walkabout Mini Golf and gleaned some insights about the evolution of meetings from ancient times, when humans gathered around a fire to eat and talk, to modern day meetups organized via calendaring across time zones or held in VR. Across 46 minutes, organizer Vanessa Moss and I discuss the value of “digital first” meetings and the ways people can be disadvantaged by wearing a headset or trying to join a meeting in multiple ways. Moss points out that the “this isn’t a solved problem, it’s an exploratory space…people often say online meetings, they’re so awful…we’re still trying to figure out what the etiquette is, like a lot of different companies, organizations are trying to come up with these rules of engagement. We’ve had like tens of thousands of years to figure out in person and arguably we’re still kind of bad at it sometimes, right? So yeah, online technologies are something that are still very exploratory…there’s excitement in the unknown.” Good Virtual Reality is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.goodvirtualreality.com/subscribe

    46 min
  4. 10 APR.

    The Biggest Problem To Solve For Mass Market VR Is Colocating People & Media

    VR can be extremely isolating. Developers toil away for days, weeks or months at their desks with little contact. Often, the VR software they develop doesn’t help. The experience they’re building can isolate a person in a universe occupied by exactly one person for dozens or even hundreds of hours. Sometimes this solitude can be part of the charm and lure of good VR. Half-Life: Alyx, for example, completes its transportation to City 17 by taking people there totally unbothered by anything or anyone else. More often than not, though, the headset needs to come off fully for a momentary interaction with someone in the physical world looking to ask a question or see how they’re doing. Only the Apple Vision Pro currently features system-wide people detection, for example, allowing the wearer to set the conditions when someone present in the same physical space can pop into a virtual environment. And still, this solution only solves half the problem. It brings people together but doesn’t give them a shared understanding of the digital environment. Why can’t a person point their iPhone or Android at someone in a headset and make a request to join a shared reality? “My ultimate vision of VR…is copresent, multiplayer, whatever you want to call it by default,” said Owlchemy Labs head Andrew Eiche in an interview about his game Dimensional Double Shift, which opens its next dimension next month. “It’s not a metaverse. I think that’s where we keep getting hung up is like you push [players] the wrong way. You push them into a product….no, the operating system is copresent. So I can join you, Ian, in the default space. And then you go, ‘Hey, let’s jump into Dimensional Double Shift.’ And you open Dimensional Double Shift and it knows that it’s on my headset and we go together  into Dimensional Double Shift. And if I’ve never made an avatar, it automatically takes the hyperrealistic avatar, converts it, and I hit a button or two and boom, now we’re in that experience together. And then we play that for a while. And then you go, “hey, we should play Walkabout. And you open Walkabout together, we jump to the next experience. It is a shared platform…stop trying to make a second place for me to make my games. Just make the operating system work, copresent.” No other headset but Apple’s even solves the first problem of people sharing the same space across a decade of consumer VR and the $3,500 device is out of reach for too many for the benefit to have wide impact just yet. On every other headset, and in every experience, it is entirely up to each developer to provide multiplayer of any kind, and they largely have to explore without tools, guidance, or support. This is the space in which Steve Lukas and Alex Coulombe are pioneers. Each of them embrace the concept of BYOH — Bring Your Own Headset — as I attended events recently with my headset in tow to try colocated experiences from them built in Unity and Unreal. Not only are they working to colocate people both physically in the same space, as well as those who are remote, they’re working to lock virtual content to the same location as well so that everyone shares the same reality. “VR can be a very isolating experience,” Coulombe said during the Good VR podcast. “And I think it definitely has a stigma around that to the public where, yes, you’re alone in an experience and you go through it and it might be an amazing experience, but you are inherently alone. And colocation, both in its physical on-site version as well as its remote version, is what brings us together. It’s what allows us to have amazing shared experiences that otherwise would be impossible.” Lukas’ app Jigsaw Night is a simple idea to recreate the social experience of jigsaw puzzling in a VR headset, but the components he’s adding to his app have never been built before. The latest versions of his software allow colocation of media and people across both iPhone and Quest 3. “When you look at colocation, what that means is that we’re looking at leveraging the people in our surroundings to provide us with that activity and entertainment,” Lukas said. “Humans have been doing this since the dawn of time. You grab a piece of paper, you get a pen, you got tic-tac-toe. You don’t need much more than people. And people play games like mafia or imposters, right? It’s just people talking. You don’t need rich environments, you don’t need artificial content, you just need to bring people together. What mixed reality does is that it gives us a canvas to work from where we can start with something as basic as a set of playing cards or what I’m doing is a jigsaw puzzle. Something basic that lets us engage with each other. But the industry is chasing bigger, flashier, and more spectacle, but when you can minimize it, and just bring us back to being able to engage with each other as human beings with basic digital content that just lets us engage in ways that we’ve never been able to do before, then that brings about a whole host of possibilities. And then you start to focus on what allows us to do these things together versus how many particles can I throw on the screen?” Good Virtual Reality is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.goodvirtualreality.com/subscribe

    50 min
  5. Kluge's Arturo Perez On Taking Synth Riders Everywhere Beat Saber Won't Go

    9 APR.

    Kluge's Arturo Perez On Taking Synth Riders Everywhere Beat Saber Won't Go

    Kluge CEO Arturo Perez joined the Good VR Podcast from his home in Marina Del Rey, California for an in-depth conversation about everything from competition with Beat Saber and the coming addition of Dua Lipa to Synth Riders to layoffs and the overall reduced state of the current VR market. “When Beat Saber dropped out of PSVR 2, we released a song ‘We Are The Champions’ the same day,” Perez said. “We played that up [to] say we’re not going away from this platform. We were day one launch on Apple Arcade with Apple Vision Pro via Apple Arcade with Synth Riders there. We have a demo on Spectacles…and then we were day one partner on Galaxy XR as well with Android XR. So we’re not making a secret that that’s what we like to do. We like to be there first, everywhere that Beat Saber’s not.” The podcast follows recent talks with artist Ashley Pinnick, VR evangelists JoyReign and JDun, and Gravity Sketch founder Oluwaseyi Sosanya joining for unrehearsed conversations covering the kind of focus, patience, passion and curiosity that drives exploration in virtual reality. Perez and I cover a lot of ground across the 1 hour and 17 minute conversation as we talk about everything from work outside VR to ideas like eye tracking that may become necessary in next generation headsets. “We’re not stopping…we’re not going away,” Perez said. Most podcast episodes publish first to paid subscribers. Email editor@goodvirtualreality.com if you have something you want to share. Good Virtual Reality is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.goodvirtualreality.com/subscribe

    1 tim 17 min
  6. Artist Ashley Pinnick From Tilt Brush To Starship Home

    8 APR.

    Artist Ashley Pinnick From Tilt Brush To Starship Home

    In 2014 while she was still in college, artist Ashley Pinnick asked her mom to meet someone at a 7-Eleven to pick up an Oculus Rift DK2 for her from a Craigslist ad. As she hooked the headset up to her Mac, back before Oculus stopped supporting that platform, Pinnick quickly found her last year of college work shifting to realizing her art in VR. “I kind of ended up just falling into it out of curiosity and intrigue of this space that was kind of reopening,” Pinnick said. “Because I was aware of kind of the virtuality era of VR, if I remember correctly, you know back in the 1990s when I was a young kid and seeing this kind of new wave was super interesting to me." Her work has become a fundamental part of a string of projects including Tilt Brush, Cosmonious High, Color Space, Starship Home and more. Over the course of our roughly 45-minute conversation we cover her journey and advice to artists who might be discovering VR for the first time in 2026. “I just want to see more people making their weird art and their weird games. I want everybody to have that support so that they can make great art that needs to be seen, especially with just all the darkness in the world,” Pinnick said. "I think that having a point of view and having something you want to share, having taste, that kind of stuff is applicable across so many different mediums, so many different spaces. It transcends tools. It transcends software." Good Virtual Reality is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.goodvirtualreality.com/subscribe

    47 min
  7. JoyReign and JDun From Horizon Worlds To Apple Vision Pro

    7 APR.

    JoyReign and JDun From Horizon Worlds To Apple Vision Pro

    JoyReign and JDun, aka Shika Duncan and Jeremy Duncan, each wore an Apple Vision Pro to record an episode of the Good VR podcast from their home in Louisiana. Across an hour-long conversation, the VR evangelists talked about how they met, their discovery of Horizon Worlds, their regular co-watching of movies in headsets and their belief that Apple is building to a more affordable product than the $3,500 Vision Pro. “We think within a year or two we’re going to see a Vision product for around $2,000,” JDun said. A good chunk of the conversation covers their experience across the full evolution of Horizon Worlds from building with primitive shapes in Quest 2 to finding community and the eventual invasion of children, and finally to the recent announcement of closure to VR. Through it all, their excitement for sharing great VR experiences with others continues. “If you have a bad experience, you will never want to put it on again,” JoyReign said. “It’s like, okay, I’ve been there, done that. I don’t have to do it again, I’ve gotten motion sick or whatever, no interest. But if you have someone that really takes their time, walk you through it, hold your hand and also know your interests as well, it’s like perfection.” Good Virtual Reality is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. This is a public episode. If you'd like to discuss this with other subscribers or get access to bonus episodes, visit www.goodvirtualreality.com/subscribe

    1 tim 3 min

Om

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

Du kanske också gillar