augmented reality

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The Last Gameboard raises $4M to ship its digital tabletop gaming platform

The tabletop gaming industry has exploded over the last few years as millions discovered or rediscovered its joys, but it too is evolving — and The Last Gameboard hopes to be the venue for that evolution. The digital tabletop platform has progressed from crowdfunding to $4 million seed round, and having partnered with some of the biggest names in the industry, plans to ship by the end of the year.

As the company’s CEO and co-founder Shail Mehta explained in a TC Early Stage pitch-off earlier this year, The Last Gameboard is a 16-inch square touchscreen device with a custom OS and a sophisticated method of tracking game pieces and hand movements. The idea is to provide a digital alternative to physical games where that’s practical, and do so with the maximum benefit and minimum compromise.

If the pitch sounds familiar… it’s been attempted once or twice before. I distinctly remember being impressed by the possibilities of D&D on an original Microsoft Surface… back in 2009. And I played with another at PAX many years ago. Mehta said that until very recently there simply wasn’t the technology and the market wasn’t ready.

“People tried this before, but it was either way too expensive or they didn’t have the audience. And the tech just wasn’t there; they were missing that interaction piece,” she explained, and certainly any player will recognize that the, say, iPad version of a game definitely lacks physicality. The advance her company has achieved is in making the touchscreen able to detect not just taps and drags, but game pieces, gestures and movements above the screen, and more.

“What Gameboard does, no other existing touchscreen or tablet on the market can do — it’s not even close,” Mehta said. “We have unlimited touch, game pieces, passive and active… you can use your chess set at home, lift up and put down the pieces, we track it the whole time. We can do unique identifiers with tags and custom shapes. It’s the next step in how interactive surfaces can be.”

It’s accomplished via a not particularly exotic method, which saves the Gameboard from the fate of the Surface and its successors, which cost several thousand dollars due to their unique and expensive makeups. Mehta explained that they work strictly with ordinary capacitive touch data, albeit at a higher framerate than is commonly used, and then use machine learning to characterize and track object outlines. “We haven’t created a completely new mechanism, we’re just optimizing what’s available today,” she said.

The Last Gameboard's interface, showing games available to play on the tablet's surface.

Image Credits: The Last Gameboard

At $699 for the Gameboard it’s not exactly an impulse buy, either, but the fact of the matter is people spend a lot of money on gaming, with some titles running into multiple hundreds of dollars for all the expansions and pieces. Tabletop is now a more than $20 billion industry. If the experience is as good as they hope to make it, this is an investment many a player will not hesitate (much, anyway) to make.

Of course, the most robust set of gestures and features won’t matter if all they had on the platform were bargain-bin titles and grandpa’s-parlor favorites like “Parcheesi.” Fortunately, The Last Gameboard has managed to stack up some of the most popular tabletop companies out there, and aims to have the definitive digital edition for their games.

Asmodee Digital is probably the biggest catch, having adapted many of today’s biggest hits, from modern classics “Catan” and “Carcassonne” to crowdfunded breakout hit “Scythe” and immense dungeon-crawler “Gloomhaven.” The full list of partners right now includes Dire Wolf Digital, Nomad Games, Auroch Digital, Restoration Games, Steve Jackson Games, Knights of Unity, Skyship Studios, EncounterPlus, PlannarAlly and Sugar Gamers, as well as individual creators and developers.

Animation of two players grabbing dots on a screen and moving them around.

Image Credits: The Last Gameboard

These games may be best played in person, but have successfully transitioned to digital versions, and one imagines that a larger screen and inclusion of real pieces could make for an improved hybrid experience. There will be options both to purchase games individually, like you might on mobile or Steam, or to subscribe to an unlimited access model (pricing to be determined on both).

It would also be something that the many gaming shops and playing venues might want to have a couple of on hand. Testing out a game in-store and then buying a few to stock, or convincing consumers to do the same, could be a great sales tactic for all involved.

In addition to providing a unique and superior digital version of a game, the device can connect with others to trade moves, send game invites and all that sort of thing. The whole OS, Mehta said, “is alive and real. If we didn’t own it and create it, this wouldn’t work.” This is more than a skin on top of Android with a built-in store, but there’s enough shared that Android-based ports will be able to be brought over with little fuss.

Head of content Lee Allentuck suggested that the last couple years (including the pandemic) have started to change game developers’ and publishers’ minds about the readiness of the industry for what’s next. “They see the digital crossover is going to happen — people are playing online board games now. If you can be part of that new trend at the very beginning, it gives you a big opportunity,” he said.

CEO Shail Mehta (center) plays Stop Thief on the Gameboard with others on the team. Image Credits: The Last Gameboard

Allentuck, who previously worked at Hasbro, said there’s widespread interest in the toy and tabletop industry to be more tech-forward, but there’s been a “chicken and egg scenario,” where there’s no market because no one innovates, and no one innovates because there’s no market. Fortunately things have progressed to the point where a company like The Last Gameboard can raise $4 million to help cover the cost of creating that market.

The round was led by TheVentureCity, with participation from SOSV, Riot Games, Conscience VC, Corner3 VC and others. While the company didn’t go to HAX’s Shenzhen program as planned, they are still HAX-affiliated. SOSV partner Garrett Winther gave a glowing recommendation of its approach: “They are the first to effectively tie collaborative physical and digital gameplay together while not losing the community, storytelling or competitive foundations that we all look for in gaming.”

Mehta noted that the pandemic nearly cooked the company by derailing their funding, which was originally supposed to come through around this time last year when everything went pear-shaped. “We had our functioning prototype, we had filed for a patent, we got the traction, we were gonna raise, everything was great… and then COVID hit,” she recalled. “But we got a lot of time to do R&D, which was actually kind of a blessing. Our team was super small so we didn’t have to lay anyone off — we just went into survival mode for like six months and optimized, developed the platform. 2020 was rough for everyone, but we were able to focus on the core product.”

Now the company is poised to start its beta program over the summer and (following feedback from that) ship its first production units before the holiday season when purchases like this one seem to make a lot of sense.

(This article originally referred to this raise as The Last Gameboard’s round A — it’s actually the seed. This has been updated.)

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SightCall raises $42M for its AR-based visual assistance platform

Long before COVID-19 precipitated “digital transformation” across the world of work, customer services and support was built to run online and virtually. Yet it too is undergoing an evolution supercharged by technology.

Today, a startup called SightCall, which has built an augmented reality platform to help field service teams, the companies they work for, and their customers carry out technical and mechanical maintenance or repairs more effectively, is announcing $42 million in funding, money that it plans to use to invest in its tech stack with more artificial intelligence tools and expanding its client base.

The core of its service, explained CEO and co-founder Thomas Cottereau, is AR technology (which comes embedded in their apps or the service apps its customers use, with integrations into other standard software used in customer service environments including Microsoft, SAP, Salesforce and ServiceNow). The augmented reality experience overlays additional information, pointers and other tools over the video stream.

This is used by, say, field service engineers coordinating with central offices when servicing equipment; or by manufacturers to provide better assistance to customers in emergencies or situations where something is not working but might be repaired quicker by the customers themselves rather than engineers that have to be called out; or indeed by call centers, aided by AI, to diagnose whatever the problem might be. It’s a big leap ahead for scenarios that previously relied on work orders, hastily drawn diagrams, instruction manuals and voice-based descriptions to progress the work in question.

“We like to say that we break the barriers that exist between a field service organization and its customer,” Cottereau said.

The tech, meanwhile, is unique to SightCall, built over years and designed to be used by way of a basic smartphone, and over even a basic mobile network — essential in cases where reception is bad or the locations are remote. (More on how it works below.)

Originally founded in Paris, France before relocating to San Francisco, SightCall has already built up a sizable business across a pretty wide range of verticals, including insurance, telecoms, transportation, telehealth, manufacturing, utilities and life sciences/medical devices.

SightCall has some 200 big-name enterprise customers on its books, including the likes of Kraft-Heinz, Allianz, GE Healthcare and Lincoln Motor Company, providing services on a B2B basis as well as for teams that are out in the field working for consumer customers, too. After seeing 100% year-over-year growth in annual recurring revenue in 2019 and 2020, SightCall’s CEO says it’s looking like it will hit that rate this year as well, with a goal of $100 million in annual recurring revenue.

The funding is being led by InfraVia, a European private equity firm, with Bpifrance also participating. The valuation of this round is not being disclosed, but I should point out that an investor told me that PitchBook’s estimate of $122 million post-money is not accurate (we’re still digging on this and will update as and when we learn more).

For some further context on this investment, InfraVia invests in a number of industrial businesses, alongside investments in tech companies building services related to them such as recent investments in Jobandtalent, so this is in part a strategic investment. SightCall has raised $67 million to date.

There has been an interesting wave of startups emerging in recent years building out the tech stack used by people working in the front lines and in the field, a shift after years of knowledge workers getting most of the attention from startups building a new generation of apps.

Workiz and Jobber are building platforms for small business tradespeople to book jobs and manage them once they’re on the books; BigChange helps manage bigger fleets; and Hover has built a platform for builders to be able to assess and estimate costs for work by using AI to analyze images captured by their or their would-be customers’ smartphone cameras.

And there is Streem, which I discovered is a close enough competitor to SightCall that they’ve acquired AdWords ads based on SightCall searches in Google. Just ahead of the COVID-19 pandemic breaking wide open, General Catalyst-backed Streem was acquired by Frontdoor to help with the latter’s efforts to build out its home services business, another sign of how all of this is leaping ahead.

What’s interesting in part about SightCall and sets it apart is its technology. Co-founded in 2007 by Cottereau and Antoine Vervoort (currently SVP of product and engineering), the two are long-time telecoms industry vets who had both worked on the technical side of building next-generation networks.

SightCall started life as a company called Weemo that built video chat services that could run on WebRTC-based frameworks, which emerged at a time when we were seeing a wider effort to bring more rich media services into mobile web and SMS apps. For consumers and to a large extent businesses, mobile phone apps that work “over the top” (distributed not by your mobile network carrier but the companies that run your phone’s operating system, and thus partly controlled by them) really took the lead and continue to dominate the market for messaging and innovations in messaging.

After a time, Weemo pivoted and renamed itself as SightCall, focusing on packaging the tech that it built into whichever app (native or mobile web) where one of its enterprise customers wanted the tech to live.

The key to how it works comes by way of how SightCall was built, Cottereau explained. The company has spent 10 years building and optimizing a network across data centers close to where its customers are, which interconnects with Tier 1 telecoms carriers and has a lot of latency in the system to ensure uptime. “We work with companies where this connectivity is mission critical,” he said. “The video solution has to work.”

As he describes it, the hybrid system SightCall has built incorporates its own IP that works both with telecoms hardware and software, resulting in a video service that provides 10 different ways for streaming video and a system that automatically chooses the best in a particular environment, based on where you are, so that even if mobile data or broadband reception don’t work, video streaming will. “Telecoms and software are still very separate worlds,” Cottereau said. “They still don’t speak the same language, and so that is part of our secret sauce, a global roaming mechanism.”

The tech that the startup has built to date not only has given it a firm grounding against others who might be looking to build in this space, but has led to strong traction with customers. The next steps will be to continue building out that technology to tap deeper into the automation that is being adopted across the industries that already use SightCall’s technology.

“SightCall pioneered the market for AR-powered visual assistance, and they’re in the best position to drive the digital transformation of remote service,” said Alban Wyniecki, partner at InfraVia Capital Partners, in a statement. “As a global leader, they can now expand their capabilities, making their interactions more intelligent and also bringing more automation to help humans work at their best.”

“SightCall’s $42M Series B marks the largest funding round yet in this sector, and SightCall emerges as the undisputed leader in capital, R&D resources and partnerships with leading technology companies enabling its solutions to be embedded into complex enterprise IT,” added Antoine Izsak of Bpifrance. “Businesses are looking for solutions like SightCall to enable customer-centricity at a greater scale while augmenting technicians with knowledge and expertise that unlocks efficiencies and drives continuous performance and profit.”

Cottereau said that the company has had a number of acquisition offers over the years — not a surprise when you consider the foundational technology it has built for how to architect video networks across different carriers and data centers that work even in the most unreliable of network environments.

“We want to stay independent, though,” he said. “I see a huge market here, and I want us to continue the story and lead it. Plus, I can see a way where we can stay independent and continue to work with everyone.”

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Snap to launch a new Creator Marketplace this month, initially focused on Lens Creators

Snap on Wednesday announced its plan to soon launch a Creator Marketplace, which will make it easier for businesses to find and partner with Snapchat creators, including Lens creators, AR creators and later, prominent Snapchat creators known as Snap Stars. At launch, the marketplace will focus on connecting brands and AR creators for AR ads. It will then expand to support all Snap Creators by 2022.

The company had previously helped connect its creator community with advertisers through its Snapchat Storytellers program, which first launched into pilot testing in 2018 — already a late arrival to the space. However, that program’s focus was similar to Facebook’s Brand Collabs Manager, as it focused on helping businesses find Snap creators who could produce video content.

Snap’s new marketplace, meanwhile, has a broader focus in terms of connecting all sorts of creators with the Snap advertising ecosystem. This includes Lens Creators, Developers and Partners, and then later, Snap’s popular creators with public profiles.

Snap says the Creator Marketplace will open to businesses later this month to help them partner with a select group of AR Creators in Snap’s Lens Network. These creators can help businesses build AR experiences without the need for extensive creative resources, which makes access to Snap’s AR ads more accessible to businesses, including smaller businesses without in-house developer talent.

Lens creators have already found opportunity working for businesses that want to grow their Snapchat presence — even allowing some creators to quit their day jobs and just build Lenses for a living. Snap has been further investing in this area of its business, having announced in December a $3.5 million fund directed toward AR Lens creation. The company said at the time there were tens of thousands of Lens creators who had collectively made over 1.5 million Lenses to date.

Using Lenses has grown more popular, too, the company had noted, saying that more than 180 million people interact with a Snapchat Lens every day — up from 70 million daily active users of Lenses when the Lens Explorer section first launched in the app in 2018.

Now, Snap says that over 200 million Snapchat users interact with augmented reality on a daily basis, on average, out of its 280 million daily users. The majority (over 90%) of its U.S. users are 13 to 25-year-olds. In total, users are posting over 5 billion Snaps per day.

Snap says the Creator Marketplace will remain focused on connecting businesses with AR Lens Creators throughout 2021.

The following year, it will expand to include the community of professional creators and storytellers who understand the current trends and interests of the Snap user base and can help businesses with their ad campaigns. The company will not take a cut of the deals facilitated through the Marketplace, it says.

This would include the creators making content for Snap’s new TikTok rival, Spotlight, which launched in November 2020. Snap encouraged adoption of the feature by shelling out $1 million per day to creators of top videos. In March 2021, over 125 million Snapchat users watched Spotlight, it says.

Image Credits: Snapchat

Spotlight isn’t the only way Snap is challenging TikTok.

The company also on Wednesday announced it’s snagging two of TikTok’s biggest stars for its upcoming Snap Originals lineup: Charli and Dixie D’Amelio. The siblings, who have gained over 20 million follows on Snapchat this past year, will star in the series “Charli vs. Dixie.” Other new Originals will feature names like artist Megan Thee Stallion, actor Ryan Reynolds, twins and influencers Niki and Gabi DeMartino, and YouTube beauty vlogger Manny Mua, among others.

Snap’s shows were watched by over 400 million people in 2020, including 93% of the Gen Z population in the U.S., it noted.

“We’re happy to announce Snap’s Creator Marketplace, which will drive win-win-win opportunities for marketers, Creators, and Snap,” said Peter Naylor, Snap’s VP of Sales in the Americas, of the marketplace news. “For brands, it’s an opportunity to leverage the expertise of our network of AR Creators; for Creators, it gives them a way to further build a sustainable audience and business on the platform; and for Snap, it means more advertising partners can produce and execute compelling creative on Snapchat without the need for extensive resources,” he added.

 

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Audi spinoff holoride collects $12M in Series A led by Terranet AB

Holoride, the company that’s building an immersive XR in-vehicle media platform, today announced it raised €10 million (approximately $12 million) in its Series A investing round, earning the company a €30 million ($36 million) valuation. 

The Swedish ADAS software development company Terranet led the round with €3.2 million (~$3.9 million), followed by a group of Chinese financial and automotive technology investors, organized by investment professional Jingjing Xu, and educational and entertainment game development company Schell Games, which has partnered with holoride in the past to create content. 

Holoride will use the fresh funds to search for new developers and other talent both as it prepares to expand into global markets like Europe, the United States and Asia, and in advance of its summer 2022 launch for private passenger cars. 

“This goes hand-in-hand with putting more emphasis on the content creator community, and as of summer this year, releasing a lot of tools to help them build content for cars on our platform,” Nils Wollny, holoride’s CEO and founder, told TechCrunch. 

The Munich-based company launched at CES in 2019. TechCrunch got to test out its in-car virtual reality system. Our team was surprised, and delighted, to find that holoride had figured out how to quell the motion sickness caused both by being a passenger in a vehicle, and by using a VR headset. The key? Matching the experience users have within the headset to the movement of the vehicle. Once holoride launches, users will be able to download the holoride app to their phones or other personal devices like VR headsets, which will connect wirelessly to the car itself, and extend their reality.  

“Our technology has two sides,” said Wollny. “One is the localization, or positioning software, that takes data points from the car and performs real-time synchronization. The other part is what we call our Elastic Software Development Kit. Content creators can build elastic content, which adapts to your travel time and routes. The collaboration with Terranet means their sensors and software stack that allow for a more precise capture and interpretation of the environment at an even faster speed with higher accuracy will enable us in the future for even more possibilities.”

Terranet’s VoxelFlow™ software, which was originally designed for ADAS applications, will help holoride advance its real-time, in-vehicle XR entertainment. Terranet’s CEO Par-Olof Johannesson, describes VoxelFlow™ as a new paradigm within computer vision and object identification, wherein a combination of sensors, event cameras and a laser scanner are integrated into a car’s windshield and headlamps in order to calculate the distance, direction and speed of an object.

Terranet’s VoxelFlow™ uses computer vision and object identification via a combination of sensors, event cameras and a laser scanner, which are integrated into a car’s windshield and headlamps, in order to calculate the distance, direction and speed of an object. Image Credits: Terranet

Holoride, which is manufacturer-agnostic, will be able to use the data points calculated by VoxelFlow™ in real time if holoride were being used in a vehicle that was built integrated with Terranet’s software. But more important is the ability for holoride to reuse 3D event data for XR applications, giving it to creators so they can create the most interactive experience. Terranet is also looking forward to opening up a new vertical for VoxelFlow™

“We are of course very eager to access holoride’s wide pipeline, as well,” said Johannesson. “This deal is very much about expanding the addressable market and tapping into the heart of the automotive industry, where lead times and turnaround times are usually pretty long.”

Holoride is on a mission to revolutionize the passenger experience by turning dead car time into interactive experiences that can run the gamut of gaming, education, productivity, mindfulness and more. For example, around Halloween 2019, holoride teamed up with Ford and Universal Pictures to immerse riders into the frightening world of the Bride of Frankenstein, replete with monsters jumping out and tasks for riders to perform. 

Wollny said holoride always has an eye toward the next step, even though its first product hasn’t gone to market yet. He understands that the future is in autonomous vehicles, and wants to build an essential element of the future tech stack of future cars, cars in which everyone is a passenger. 

“Car manufacturers always focus on the buyer of the car or the driver, but not so much on the passenger,” said Wollny. “The passenger is who holoride really focuses on. We want to turn every vehicle into a moving theme park.”

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Leo AR, user-facing marketplace for 3D objects, raises $3 million seed round

Apple’s introduction of ARKit changed the game for entrepreneurs, not unlike the App Store did on a much, much larger scale back in 2008.

One entrepreneur, Dana Loberg, has capitalized on the launch of ARKit with her startup Leo AR.

Leo is the result of a few pivots. The company first started out as MojiLala, which launched out of betaworks. It was a hassle-free sticker marketplace that allowed artists to upload their stickers and sell them through the platform for end-users to use in a number of locations.

In 2017, MojiLala released a new app called Surreal, which allowed artists to sell virtual objects to end users and lay them over their camera to record fun content. Now as Leo AR, the company is focused on 3D augmented reality objects without losing focus on giving artists an easy-to-use outlet for their virtual wares.

Today, Leo is announcing the raise of a $3 million seed round led by Great Oaks Ventures, with participation from Dennis Phelps of IVP, betaworks, Deutsch Telekom, Quake Capital and other angel investors.

Image Credits: Leo AR

The app operates on a freemium basis, letting end users subscribe to certain artists they like on the platform. Leo takes a 30% cut on those purchases, but Loberg said her main priority beyond generating revenue is ensuring that artists get paid well and are incentivized to create and sell through her platform.

Loberg also shared that the app has exploded in popularity among children, who enjoy creating videos with dinosaurs or dragons in them.

In fact, Leo users have created more than 8 million videos on the platform, and active users add more than 85 3D objects to their scenes and average 10+ minutes in the app when they use it.

Leo not only lets users distribute their content to other platforms like Instagram, but it also has a feed of the best videos created in Leo for others to check out.

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Apple launches a new AR experience tied to ‘For All Mankind’

“For All Mankind: Time Capsule” is a new augmented reality app created by Apple to promote the upcoming second season of “For All Mankind,” which premieres on February 19 on Apple TV+.

Even for those of you who aren’t fans of the the show — which tells the story of an alternate history in which the Soviet Union beat the United States to the moon leading to an extended space race in the ’70s and beyond — the app is still noteworthy as another sign of Apple’s interest in AR, even beyond the reports that it’s working on AR glasses.

“Time Capsule” takes place during the decade-long gap between seasons one and two, tracing the relationship between Danny Stevens and his parents, the astronauts Gordo and Tracy Stevens. Users who download the free iOS app will be able to interact with a variety of objects — such as a mixtape and an Apple II computer — that illustrate the family relationship.

“Time Capsule” walks users through a linear experience with between 45 and 60 minutes of content, but it sounds like it’s also designed to support further exploration and additional visits. You’ll be able to check “D-mail” and play a text adventure game on the computer, and if you’ve got an Apple device with a LiDAR scanner (such as an iPhone 12 Pro, iPhone 12 Pro Max or iPad Pro) you can use a virtual slide projector to project Danny’s family photos onto your own walls.

For All Mankind Time Capsule

Image Credits: Apple

“For All Mankind” producer Ben McGinnis said the app was created in parallel with the show’s second season, with the creative team working with Apple to figure out “which objects were best for getting the story across,” and offering feedback as the actual AR objects were developed.

Creator and executive producer Ron Moore added that he’s excited about the possibility of giving fans new ways to explore the show’s world and characters, especially since writers on the show often create far more material than what ends up on screen.

“Part of the promise of this technology is that a fan of any show, by definition, usually wants to know more about it, more about the characters,” Moore said.

In this case, “For All Mankind”‘s team had written things like love letters and newscasts that are only seen briefly on screen. They could then be used in the app, along with additional material by Stephanie Shannon, a writer on the show. The key, Moore said, is to “play fair by the audience that just wants to show up.”

“You can certainly watch ‘For All Mankind’ on-air without the AR stuff,” he added. “But if you do the AR stuff first, it enriches your experience.”

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Holographic startup Envisics partners with Panasonic to fast-track in-car AR tech

Envisics founder and CEO Dr. Jamieson Christmas launched the startup three years ago to “revolutionize” the in-car experience with its holographic technology. Now, it has a partner that could help it achieve that mission.

The U.K.-based holographic technology startup said Friday it reached an agreement with Panasonic Automotive Systems to jointly develop and commercialize a new generation of head-up displays for cars, trucks and SUVs. Panasonic Automotive Systems is a Tier 1 automotive supplier and a division of Panasonic Corporation of North America. The head-up displays are units integrated in the dash of a vehicle that project images onto the windshield to aid drivers with navigation and provide other alerts. The Panasonic HUDs, as they’re often called, will use Envisics holographic technology.

The deal, announced ahead of the virtual 2021 CES tech trade show, follows Envisics’ $50 million Series B funding round and news that its tech will be integrated in the upcoming Cadillac Lyriq electric vehicle. The funding round, which brought Envisics a valuation of more than $250 million, included investments from Hyundai Mobis, GM Ventures, SAIC Ventures and Van Tuyl Companies.

Envisics’ technology, the foundation of which came out of Christmas’ PhD studies at Cambridge University more than 15 years ago, electronically manipulates the speed of light. This process enables images to appear three-dimensional, Christmas explained in a recent interview. The company has secured more than 250 patents and has another 160 pending certification.

The company is solely focused upon the automotive application of holography, Christmas said, adding that its first generation is already integrated in more than 150,000 Jaguar Land Rover vehicles.

Christmas said this new agreement aims to combine Panasonic’s expertise in optical design and its global reach as a Tier 1 supplier with Envisics’ technology to bring holography into the mainstream. Mass production of vehicles using its technology is slated for 2023, according to the companies.

“This is very much about part of our business plan, you know the Series B funding round we undertook was about scaling the business and enabling us to move forward as we enter the market,” Christmas said. “Part of that was a commitment to engage in partnerships with Tier ones that we can then work with to deliver these products to market.

“This is the first of those agreements,” he added, suggesting that Envisics has a much larger aim.

What that means, Christmas said, will be head-up displays with high resolution, wide color gamut and large images that can be overlaid upon reality. The technology can also project information at multiple distances simultaneously.

“That really unlocks very interesting applications,” he said. “In the short term, it will be kind of relatively simple augmented reality applications like navigation, highlighting the lane you’re supposed to be in and some safety applications. But as you look forward into things like autonomous driving it unlocks a whole realm of other opportunities like entertainment and video conferencing.”

He added that it could even be used for night vision applications such as overlaying enhanced information upon a dark road to make it clear where the road is going and what obstacles might be out there.

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Minecraft Earth will shut down in June

Throughout 2019, Microsoft experimented with building a real-world, augmented reality Minecraft game designed in the same vein as Pokémon GO. Called Minecraft Earth, they finally opened it up to everyone in November of 2019.

In just a few months, it’ll shut down and all player data will be deleted.

So what happened? Writes the Minecraft Earth team:

Minecraft Earth was designed around free movement and collaborative play – two things that have become near impossible in the current global situation. As a result, we have made the difficult decision to re-allocate our resources to other areas that provide value to the Minecraft community and to end support for Minecraft Earth in June 2021.

In other words: This game just isn’t going to work in a pandemic. Pokémon GO might be doing just fine thanks to a strong foundation of super-dedicated players and a steady stream of curious newcomers, but it’d be pretty damned hard to go from zero to 60 with a real-world game when everyone is supposed to be staying at home.

What happens next:

  • The team is releasing one final patch that removes all in-app purchases and makes all in-game mechanics easier/faster to make the most of any remaining play time.
  • On June 30th, the game shuts down. Even if you’ve got it installed already, it’ll stop working.
  • On July 1st, they’re deleting all player data.
  • Anyone who has spent any money in Minecraft Earth is getting a free copy of Minecraft Bedrock version, and players who have unused paid Minecraft Earth rubies will get an unspecified amount of Minecoins that’ll work in Minecraft-proper’s marketplace.

It’s a disappointing end to what was really a pretty cool concept — but if they’re announcing its shutdown barely a year after launch, the data probably suggest there’s not much else they can do.

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8 investors discuss social gaming’s biggest opportunities

The gaming industry has had plenty of watershed moments in 2020 as consumer entertainment habits have shifted in response to the pandemic. One trend has been the crystallization of MMOs as social entertainment hubs that serve more needs for users than ever before.

Following my survey of gaming-focused investors on trends in the AR/VR world several months ago, I pinged a handful of investors to tap their thoughts on the shifting trends and opportunities in social gaming.

One thing that most investors expressed excitement around was the widening entertainment ambitions of social platforms, as concerts and movie screenings find homes on gaming platforms like Fortnite.

While evolving free-to-play mechanics continue to elevate the experience of single-player titles into something more living and breathing, platforms like Roblox have found areas for growth that seem more unique, developing into destinations for users to communicate and share.

“It’s where culture is created,” Madrona’s Daniel Li told TechCrunch.

Not all of the respondents shared the belief that a gaming platform like Fortnite would grow to become the next Facebook. General Catalyst’s Niko Bonatsos pointed to adjacent platforms like Discord or Twitch as the constants that would remain as consumers cycled through different platform ecosystems. Other pointed to the the still-disjointed experience switching between mobile and desktop experiences as a yet-to-be-solved stumbling block.

Building the metaverse and building a popular casual mobile game are two different things. Most investors I talked with emphasized how much the pace of scaling has accelerated across categories though with breakout hits rising faster than ever while disasters seem to grow evident just as quickly.

“I think that you look at Among Us, and Cyberpunk on the other side, anything can happen much faster and more extreme than it used to be just because of distribution,” Rogue VC’s Alice Lloyd George told TechCrunch.

Read below for the full answers; some responses have been edited for length and clarity.


Hope Cochran and Daniel Li, Madrona Venture Group

The idea that the next big social network will be an MMO seems to be a trendy take in the VC world, what are the roadblocks to this actually happening?

Daniel Li: Hope and I were trading some notes and part of our thesis is that gaming is the future of social and for Gen Z, gaming is replacing not just old games, but it’s replacing TV and Netflix. So instead of going to watch music videos on YouTube, you’re going to a concert in Roblox and that’s a social experience with your friend … instead of going to the mall, now you’re in Roblox. It’s where kids are hanging out and it’s where culture is created.

Hope Cochran: And in COVID, it’s the only place where they can hang out and I think the gaming industry has done a really fabulous job creating another social engagement that we need right now. I don’t want to focus too much on kids, but parents are becoming more accepting of their kids in the games because there is this social engagement and, for instance, I can see that my child is upstairs connecting with his four best friends. They log in together and they play. They normally might be out on a soccer field but they can’t right now so I think parents are becoming a little more comfortable saying, “Oh, he’s playing with his friends.”

Gaming has seemingly become a more “mainstream” area for investment, as someone who has been in the space a bit, what’s different about investing in the gaming sector?

HC: It’s very hard to find that balance between creative or understanding what might become a hit and a real business mind. So my experience has been that when you look into a gaming company as an investor, it’s actually more driven by math, stats and analytics, and then you have a core team who has the creative juices, so I try to look for that kind of dynamic.

So, who is developing what the users will love and who is analyzing it and how are they responding to what the users are loving. I do think there’s a point where a team develops a game and it’s mostly a creative process but then you have to kind of toggle to the analytics. It’s where the mathematicians meet the magicians and there needs to be a combination of that within every game.

What’s different about how popular games and MMOs are scaling these days? Have you seen any interesting growth hacks or strategies that seem promising?

DL: I think there are more and more of these cultural memes that just seem to come out of nowhere, like Among Us kind of just sat there for two years and streamers started picking it up and now it’s super popular. I’d say for nearly all of those, they’re going to be a social category of games, you don’t see a game like Cyberpunk come out of nowhere without any marketing dollars behind it.

So I do think one of those new channels is getting influencers to talk about your games, and typically I think for those it’s not actually the big influencers picking it up, it’s a whole bunch of small influencers all starting to play a game and have it start to build up steam that way. It’s more likely the Call of Duty’s that can hire the big streamers and pay them millions of bucks to play a new game, but I don’t think there’s a new to go-to-market for smaller studios around that.

How can MMOs, which feel like fundamentally active experiences, provide a better passive experience for users that may be more interested in the community than playing a first-person shooter or battle royale? How do games become more approachable to a wider audience?

DL: A lot of people are saying these single-player games aren’t really fun games anymore, they’re just like cinematic experiences. Like playing Cyberpunk for 60 hours versus binge-watching three TV series, it’s definitely a different experience. The thing that’s actually more interesting here is the virtual events that are happening inside these games. Thinking about what the next Twitch looks like, it’s probably some kind of experience where you’re inside the game doing something more passive.

Niko Bonatsos, General Catalyst

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Niantic buys competitive gaming platform Mayhem

Pokémon GO creator Niantic has acquired a small SF gaming startup building a league and tournament organization platform to help gamers create their own communities around popular titles.

Mayhem was in Y Combinator’s winter 2018 batch and went on to raise $5.7 million in funding, according to Crunchbase. Other backers include Accel, which led the startup’s Series A in 2018, Afore Capital and NextGen Venture Partners.

The startup’s focus has shifted quite a bit since its initial YC debut, when it announced a service called Visor that would analyze video of esports gameplay and coach users on how they could improve their performance. The company has seemed to shift its focus wholly to community tools to help gamers find matches and organize tournaments for games like Overwatch on its platform.

Terms of the acquisition weren’t disclosed by Niantic .

The “majority” of Mayhem’s team will be joining Niantic with the startup’s CEO Ivan Zhou landing in the company’s Social Platform Product team while the rest of the team joins Platform Engineering.

In a statement, Niantic asserts that the acquisition “reinforces our commitment to real-world social as the centerpiece of our mission.”

Read a deep dive of Niantic on Extra Crunch

Most of Niantic’s acquisitions of late have focused on augmented reality backend technologies, so it’s interesting to see them buying tech that focuses on community organization.

Pokémon GO continues to be Niantic’s cash cow, though the company hasn’t seen the same levels of viral success with subsequent releases where organic growth hasn’t been quite as easy to come by. Buying a startup building community tools suggests the company is ready to bring in some outside tech to push their own efforts forward as they strive to create a broader platform for their AR ambitions and more standalone hits of their own.

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