Electronauts’ Featured Artist Spotlight & Gameplay Videos
Head into the studio with our interviews with Electronauts featured artists, then get inspired with mixed reality gameplay videos.
Head into the studio with our interviews with Electronauts featured artists, then get inspired with mixed reality gameplay videos.
For the past week Electronauts has been lighting up the livestreams, and now it’s your turn: Electronauts is officially available right now on Steam, Oculus, and PlayStation VR!
Survios, the industry-leading virtual reality studio and MGM Interactive, a subsidiary of Metro Goldwyn Mayer Studios Inc. (MGM), today announced their first collaborative project: CREED: RISE TO GLORY™, a viscerally immersive boxing experience developed exclusively for virtual reality.
As part of our internal development, Survios hosts regular Lunch & Learn lectures presented by team members from different departments. This segment on audio mixing by engineer Shane Kneip is a great, entertaining primer on sound engineering, and we decided to make it available as the first entry in our new Technical Thursday series!
If you thought the Sprint Vector Closed Beta was just for playing, think again: we’re giving you reason to run with daily challenges that’ll reward you with a full SV game key!
Greetings Vectorheads! The time has finally come, the moment you have waited for with bated breath, and we shall not keep you sweating with anticipation any longer. Mr. Entertainment has declared that the Sprint Vector PC closed beta for Vive and Oculus begins Friday, January 19, to Sunday, January 28!
We have a holiday surprise for you…a Raw Data content update! This small update has some minor bug fixes and one big drop: INTERCEPT, a new Hostile Takeover PvP map.
Survios today unveiled its latest project: Electronauts. A VR music creation tool designed for music lovers and creators of all ability levels, Electronauts plunges users into a surreal sonic experience where they can remix, compose, jam, and perform on uniquely designed electronic instruments.
In Part 1 of The Making of Raw Data, we shared the story of Project Holodeck and Survios’ initial experimental projects that eventually crystallized into the vision for Raw Data. Now, we pick up with the artists, engineers, and designers as they evolve the rough–yet well-received!–elevator tech demo from VRLA Winter 2016 into the final expansive, immersive combat experience.
We’re still overwhelmed by the amount of support and appreciation we’ve received from the VR community throughout Raw Data’s development process, from Alpha through Early Access now to v1. But the story behind Raw Data is as engaging as the game itself.
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