{"id":233979,"date":"2017-08-11T14:52:22","date_gmt":"2017-08-11T18:52:22","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/exclusive-heres-how-fantastic-contraption-vr-devs-generated-more-than-1-million-uploadvr.php"},"modified":"2017-08-11T14:52:22","modified_gmt":"2017-08-11T18:52:22","slug":"exclusive-heres-how-fantastic-contraption-vr-devs-generated-more-than-1-million-uploadvr","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/mind-upload\/exclusive-heres-how-fantastic-contraption-vr-devs-generated-more-than-1-million-uploadvr.php","title":{"rendered":"Exclusive: Here&#8217;s How Fantastic Contraption VR Devs Generated More Than $1 Million &#8211; UploadVR"},"content":{"rendered":"<p><p>    Fantastic Contraptions developers are part of an exclusive    group of VR creators who have successfully generated in excess    of $1 million.  <\/p>\n<p>    The creative puzzler is made by Canada-based game-making couple    Sarah and Colin    Northway teaming with Radial Games Andy Moore,    Kimberly Voll and Lindsay Jorgensen with sound by Gord    McGladdery.  <\/p>\n<p>    It released with the launch of the HTC Vive in early 2016 and    Facebooks Oculus Touch controllers for Rift late in the year.    This summer, it launched on Sonys PlayStation VR. The game was    bundled with Vive headsets for a period when it launched but    generally sells individually for $30 on Rift and Vive and $20    on PSVR. According to the team, between the bundling deal and    individual sales (of which platform owners like Sony, Facebook    and Valve usually take nearly a third) the title has generated    more than $1 million.  <\/p>\n<p>    I appreciate the team sharing this information exclusively with    me. Though they declined to be more specific, the figure paired    with the size of the team establishes the title as one of VR    developments success stories. It isnt possible with the    available information to establish just how big a success it    is, but the creators are comfortable saying theyve made enough    to fund further efforts and continue exploring a new medium.    Other teams in this group include Survios (which is    funded by investors to the tune of $50 million) and    Owlchemy Labs (acquired    by Google). In the case of Fantastic Contraption, not only    does the game itself push forward interaction design and mixed    reality capture, its creators have bootstrapped their    creativity enough to keep going into future projectsas    independent creators.  <\/p>\n<p>    I met with Moore and the Northways for a conversation recently    in Colin Northways still-under-construction virtual art    gallery. Sarah Northway is working on her own VR game shes not    ready to talk about yet. Moores studio developed a series of    VR experiments, one of which he hopes can get funded by a    publisher into a full game. Colin Northways art gallery is    still very early too, but hes already using cutting edge tools    like Valves Steam    Audio to bring life to the space for people gathering to    check out creations from a wide range of artists. The sound    technology combined with the movements of our hands and heads    made our conversation, even between avatars represented as the    simplest of shapes floating in space, feel remarkably like the    real thing.  <\/p>\n<p>    During a transitional time for the mixed reality industry when    startups like     Envelop,     AltspaceVR,     CastAR and     Vrideo close down, I talked to them for more than an hour    in VR trying to break down how they succeeded with Fantastic    Contraption. Here is what I came away with from our talk:  <\/p>\n<p>      Classic Flash-based Fantastic Contraption.    <\/p>\n<p>    Many VR creators have a very clear memory of the time they    became convinced the technology was ready for mass market    appeal. Rifts first development kit wasnt compelling enough    to Fantastic Contraptions creators.  <\/p>\n<p>    The creators hail from the Vancouver area, just a three or four    hour drive across the border from Seattle-based Valve, and when    they took a trip down to Valves offices in the summer of 2015    they got a look at an early HTC Vive with controllers that    brought hands into VR. They recall demos of Owlchemys Job    Simulator, Googles Tilt Brush and Valves early robot demo,    each of which made excellent use of those hand controls.  <\/p>\n<p>    It was a moment that changed their lives. Colin Northway sat on    a couch after his demo, his mind exploding with the creative    possibilities ahead.  <\/p>\n<p>    For me it was like Im not that into VR and then I was like    alright this is my life now, he said.  <\/p>\n<p>    It didnt take them long to decide their legacy project, a 2D    puzzle game called Fantastic Contraption that relied on    creative thinking to build machines, could be adapted to VR.  <\/p>\n<p>    Isnt this the best medium for Contraption? Moore recalls    thinking.  <\/p>\n<p>    While inspired, the creators of Fantastic Contraption werent    recipients of the very first developer kits Valve sent out    secretly to a handful of developers like Owlchemy. But the    creators were so inspired after their demo they started    building Fantastic Contraption without any VR headset at all.  <\/p>\n<p>    We decided it would work and it would be amazing, Moore    recalls.  <\/p>\n<p>    Some weeks later they held a game jam (an event where teams    rapidly create games) and partnered with Valve which brought    some early Vive kits for groups to test their projects. They    showed the demo to someone at Valve and, after the event was    over, were told they could keep the headsets.  <\/p>\n<p>    There was some good stuff going on there, Moore said of the    event. But we were using it as a sneaky way to show off the    game to Valve.  <\/p>\n<p>    We spent the jam on VR integration basically, Colin Northway    said.  <\/p>\n<p>    During this process of development the Northways learned Unity,    a game creation toolset that alongside competitor Unreal Engine    has been early to support VR. In 2007, the original Fantastic    Contraption was built for traditional screens with Adobes    Flash tools. Thats about the time Flash started its decline    partially because Apples Steve Jobs refused to allow the    technology on iPhone and iPad.  <\/p>\n<p>    So while the Northways became experts in Flash to the extent    that the original Fantastic Contraption made Colin Northway    enough money that he could quit his day job Now I just    have a hobby that pays better than my jobs ever did  that    toolset wasnt built for VR and they had to learn something    new.  <\/p>\n<p>    I had a lot of trouble transitioning to Unity and VR, and 3D    art Id avoided for ages, Sarah Northway said. Its scary    trying new stuff but you really need to in this industry,    because things keep changing and moving forward so fast.  <\/p>\n<p>    Theres so much to learn in VR, added Colin Northway. If    youre working in VR you cant help but be pushing boundaries    all the time and learning a huge amount.  <\/p>\n<p>    The team went into the project with a four month plan to    deliver the VR game by the end of 2015, which is when HTC        originally said it would start shipping headsets in volume.    At the start, Sarah Northway said, they became comfortable with    the idea the project could make no money and it could be a    total failure. They had enough coming in from previous projects    to make a four-month timeline work.  <\/p>\n<p>    Well spend four months on it, well finish it, even if    nothing happens of it well knowsomething about VR, well    be set up to do our next thing, itll be fun, shesaid.    So we didnt come into it thinking were going to put    all our eggs in this basket.  <\/p>\n<p>    The scope of the project grew as several things happened. The    Vives consumer launch was set in stone later than expected,    for April 2016. In addition, people reacted positively to early    versions of their project and they secured a bundle deal    ensuring some income from the game.  <\/p>\n<p>    The bundle deal paid for development, Colin Northway said.  <\/p>\n<p>    As soon as we had the bundle deal we knew everything was gonna    be just fine, Sarah Northway said. Being agile in your    business plan was pretty key.  <\/p>\n<p>    The story would have gone very differently if we never got the    bundle deal or there werent so many sales at launch, Moore    said. We took a risk the whole team was comfortable with     which was four month dev and before that four months was up we    secured larger deals.  <\/p>\n<p>    The extra development time allowed the team to explore a more    fully realized version of the game including the ability to    push VR design ideas much further. For example, Fantastic    Contraption includes a helmet which sits on the ground. When    you pick up and place the helmet on your head it transports you    to another world with tables to save your creation or access    those made by other people. It is the VR equivalent of the kind    of flat screen menu to save your work that youd access in a    traditional game. Their extra runway freed them to explore    these ideas.  <\/p>\n<p>    They also developed a miniaturized version of the game that    made it easy for people to play it in a seated or    forward-facing position. This in turn allowed the game to more    easily make the jump to additional platforms like Rift and    PlayStation VR that were tuned better for those setups.  <\/p>\n<p>    So with all these different pieces falling into place just    right to expand both the scope and reach of the game, was it    luck or smart decision-making that allowed Fantastic    Contraption to find success?  <\/p>\n<p>    It is definitely both, Colin Northway said. A big lesson to    learn from indie development is that you have this one    advantage and that is that you can do super weird stuff. Big    companies cant do weird stuff because they are going to be    risk averse.  <\/p>\n<p>    On the other hand, independent developers might be gambling    their own future rather than a companys. Moore and the    Northways warned against people mortgaging their house or    running up credit cards in order pursue an idea in VR. They all    had previous projects that gave them the runway to start the VR    version of Fantastic Contraption in a game jam. And before that    they made the transition to indie developer by working on ideas    on weekends and evenings. Thats why they were comfortable with    the concept of failing.  <\/p>\n<p>    For the Northways and Radial Games, however, moving into 2018    they are poised for even greater success when headsets ship in    larger numbers.  <\/p>\n<p>    I personally kind of feel like were in a time where you    should be doing a lot of building of your own skills, a lot of    your own experimenting so that in the bright commercial future,    when it comes, youre set up to take advantage of it, Colin    Northway said.  <\/p>\n<p>    Tagged with: fantastic contraption  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>See the original post: <\/p>\n<p><a target=\"_blank\" href=\"https:\/\/uploadvr.com\/fantastic-contraption-fuels-devs-next-projects-generates-1-million\/\" title=\"Exclusive: Here's How Fantastic Contraption VR Devs Generated More Than $1 Million - UploadVR\">Exclusive: Here's How Fantastic Contraption VR Devs Generated More Than $1 Million - UploadVR<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Fantastic Contraptions developers are part of an exclusive group of VR creators who have successfully generated in excess of $1 million.  <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/mind-upload\/exclusive-heres-how-fantastic-contraption-vr-devs-generated-more-than-1-million-uploadvr.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[16],"tags":[],"class_list":["post-233979","post","type-post","status-publish","format-standard","hentry","category-mind-upload"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/233979"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=233979"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/233979\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=233979"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=233979"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=233979"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}