The Void’s Curtis Hickman on scaling, creative IP and the future of VR experiences – gpgmail


What can you do with virtual reality when you have complete control of the physical space around the player? How “real” can virtual reality become?

That’s the core concept behind The Void. They take over retail spaces in places like Downtown Disney and shopping malls around the country and turn them into virtual reality playgrounds, They’ve got VR experiences based on properties like Star Wars, Ghostbusters, and Wreck-It Ralph; while these big names tend to be the main attractions, they’re dabbling with creating their own original properties, too.

By building both the game environment and the real-world rooms in which players wander, The Void can make the physical and virtual align. If you see a bench in your VR headset, there’s a bench there in the real world for you to sit on; if you see a lever on the wall in front of you, you can reach out and physically pull it. Land on a lava planet and heat lamps warm your skin; screw up a puzzle, and you’ll feel a puff of mist letting you know to try something else.

At $30-$35 per person for what works out to be a roughly thirty-minute experience (about ten of which is watching a scene-setting video and getting your group into VR suits), it’s pretty pricey. But it’s also some of the most mind-bending VR I’ve ever seen.

The Void reportedly raised about $20 million earlier this year and is in the middle of a massive expansion. It’s more than doubling its number of locations, opening 25 new spots in a partnership with the Unibail-Rodamco-Westfield chain of malls.

I sat down to chat with The Void’s co-founder and Chief Creative Officer, Curtis Hickman, to hear how they got started, how his background (in stage magic!) comes into play here, how they came to work with massive properties like Ghostbusters and Star Wars, and where he thinks VR is going from here.

Greg Kumparak: Tell me a bit about yourself. How’d you get your start? How’d you get into making VR experiences?


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Roblox announces new game-creation tools and marketplace, $100M in 2019 developer revenue – gpgmail


A week after gaming platform Roblox announced its new milestone of 100 million monthly users — topping Minecraft — the company said at its fifth annual developer conference that its developer community is on track to earn $100 million in 2019. Roblox also introduced a new set of developer tools for building immersive, more realistic 3D experiences; detailed its plans to make its developer software fully cloud-based; unveiled a new Developer Marketplace where creators can set their development assets and tools to others; and more.

Over the past decade or so, Roblox has grown to become a $2.5 billion company, with roughly half of U.S. children ages 9 through 12 playing on its platform.

The company provides game-creation tools via Roblox Studio, which developers use to build their own games for people to play. Roblox doesn’t pay the developers for their work — rather, the developers generate revenue through virtual purchases, which players buy using the in-game currency Robux.

At its invite-only event, the Roblox Developers Conference, which was held Friday, August 9 through Sunday, August 11, the company announced new tools aimed at enabling small developer teams to work together to build more massive games that can support hundreds of players.

The news follows the growing popularity of Roblox’s larger games, like Adopt Me (180.7K players), Royale High (68.7K players), Welcome to Bloxburg (66.7K players), MeepCity (52.4K players), Murder Mystery 2 (33.7K players), Work at a Pizza Place (32.7K players) and others.

The new toolset will offer developers access to an enhanced lighting system, updated terrain and other visual upgrades, including support for building competitive matchmaking games that will match players of similar skill levels, the company said.

Roblox had earlier discussed its plans for these sorts of visual improvements, which VP of Product Enrico D’Angelo said were prioritized in order to up the quality of the games.

The company said at RDC it’s also on track to bring its creation tools, Roblox Studio, to the cloud by year-end. This will allow developers to collaborate in real time, access their development files online and work across computing platforms to do things like manage permissions, versions and rollbacks.

In addition to monetizing their games, developers also will be able to monetize their development assets and tools through a new Developer Marketplace, where they can sell their plug-ins, vehicles, 3D models, terrain enhancements and other items.

“The Roblox creator community thinks of things we could never imagine, and their continued growth is our future,” said David Baszucki, founder and CEO, Roblox, in a statement about the new tools. “With top Roblox experiences achieving more than 100,000 concurrent users and 1 billion plays, there’s no denying the power of user-generated content. We are committed to supporting our creator community with the tools and resources they need to realize even greater success,” he added.

The company also made note of its improved localization support for Brazilian Portuguese, English, French, German, Japanese, Korean, Simplified and Traditional Chinese and Spanish, and discussed its recent Microsoft partnership in more detail.

Roblox had previously announced a collaboration with Microsoft Azure PlayFab, which made PlayFab’s LiveOps analytics service free to Roblox’s top 10,000 developers. This allows the game creators to track trends in player behavior, purchase history and game telemetry.

Alongside Roblox’s user growth, its creator community has been expanding, as well.

Today, there are more than 2 million Roblox game creators worldwide, ranging from indie developers to studios with teams of 10 or 20 people. Over 500 developers attended the three-day event in San Francisco and the private RDC 2019 viewing party in London.

“We ultimately become more and more inspired and convinced that this is not just the future of gaming, this is really the future of a whole new category,” said Baszucki, during the keynote. “I believe we’re sitting with not just the future of gaming,” he said, addressing the crowd of developers at RDC, “but the future of human co-experience.”

“We have this vision that there’s a new category emerging that’s bigger than gaming,” the CEO continued. “It’s the category that allows people around the world to connect, to not just play together, but to work together, to learn together and to create together.”

gpgmail’s Extra Crunch recently analyzed Roblox’s history and business in its EC-1, which you can read here (Extra Crunch membership required).

Photo credits: Ian Tuttle/Getty Images for Roblox


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Fortnite World Cup has handed out $30 million in prizes, and cemented its spot in the culture – gpgmail


The Fortnite phenomenon — the wildly popular battle royale game from Epic Games — has manifested itself in concerned articles, cultural shoutouts and now has sealed its place in the cultural firmament by wrapping up its first “World Cup” which saw the company give away $30 million in prizes.

The big winner in today’s solo challenge was sixteen year-old Kyle “Bugha” Giersdorf, who won $3 million for beating out the competition in the solo tournament. And, as sports writer Darren Rovell noted on Twitter, Giersdorf’s prize pool is only $800,000 smaller than the pot for the winner of the U.S. Open, which is set to begin in a few weeks at the same stadium.

Indeed, the esports prize pool is one of the biggest awards for a popular competitive event. Wimbledon winners will take home less than $3 million and Tiger Woods won $2 million for besting the field of competitors at the Masters.

Fortnite’s big moment is also a big deal for competitive esports in the U.S. The biggest prize pool for an esports event in the U.S. was likely meant to plant a flag and show that competitive gaming is something that can capture the attention of a younger audience that has drifted away from watching more traditional pastimes and watching less sports, according to a McKinsey study.

Courtesy of McKinseys

Giersdorf, who hails from Pennsylvania and plays professionally for the Los Angeles-based esports team, the Sentinels, became the inaugural Fortnite World Cup solo champion by putting in a dominant performance over the entire weekend of competition.

For folks who’ve never played the game (or had it explained to them) Fortnite involves dropping 100 players onto an island where they have to find weapons, build bases and try and eliminate the competition until only one player’s left standing.

It’s a cartoon version of the Hunger Games with no bloodshed, a lot of victory dances, and hours of social networking.

The game has turned its publisher, Epic Games into a multi-billion dollar business. Certainly it’s one that can afford to front a $30 million prize purse for a few days of competition.

The tournament wasn’t just about solo-play. The company had different rounds for the duos competition featuring two-player teams. That competition, which ended on Saturday, also featured a $3 million prize pool and was won by the European duo of Emil “Nyhrox” Bergquist Pedersen and David “Aqua” W.

Epic pulled out all of the stops it could for the multi-day event at Arthur Ashe stadium. In addition to pulling in some of the top names in livestreaming and competitive esports to participate in the event, the company also brought in the DJ Marshmello for a performance.

The tournament pulled in nearly 9 million viewers for the final day of the competition on YouTube alone. Over 40 million people tried out for a slot in the World Cup finals.

And while the prize pot takes a significant chunk out of the $100 million that Epic has committed to spend on competitions this year, the returns in terms of the social capital and cache’ that Epic has given to the esports world can’t be underestimated.

It’s certainly going to change the life of its first World Cup champion. A fact that Giersdorf knows all too well himself.

“Emotionally, right now, I don’t feel too much, except I know that this could pretty much change my life forever,” Giersdorf said in an interview with ESPN. “It’s just absolutely unreal.”




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