0:00

foreign


0:10

can you do like a little intro a little


0:13

bit about yourself a little bit about


0:15

the company yes um I'm nogi co-founder


0:18

of thought about I'm also the CBO of the


0:20

company


0:25

those thousand Birds is a BL gaming


0:28

developer publisher and then cover 2


0:30

studio in one meeting Japan in Tokyo and


0:33

one in the US but U.S is all remote we


0:35

don't have any offices


0:37

and we currently have a two games right


0:41

then one is a solo fighting game called


0:44

assorted Gargantua and then one day it's


0:47

called archive breaker which we just


0:49

launched on the PlayStation PR2 platform


0:52

and then now our USA studio is making


0:55

the hero based shooter called X8 that's


0:58

what we're expecting on soon then we


1:01

actually uh planning the quote beta 2


1:04

next week from the March 27th couple of


1:07

words about yourself what do you do sure


1:09

yeah my name is daxberg I am the VP of


1:13

us Studios for third verse


1:21

um are we have two Studios one in uh


1:25

Tokyo which is an in-house studio and


1:27

then the US Studios is really kind of a


1:30

global Studio we're all remote


1:33

um on our team we have up to 13


1:35

different countries actually that we're


1:37

working with so we're very uh very


1:39

remote but we're working our main title


1:41

right now is a game called X8 tell us a


1:44

little bit more about it X8 what is it


1:46

what kind of game is it sure uh X8 is a


1:48

VR heroic shooter uh five versus five


1:51

multiplayer so the idea for those


1:55

familiar not familiar with heroic


1:56

Shooters would be kind of like take the


1:58

hero styles of a fighting game but put


2:01

those in those heroic Styles put those


2:04

into uh you know a shooter a first


2:08

person shooter OverWatch is a good


2:09

analogy OverWatch is a good analogy the


2:11

balance is a good analogy


2:13

um those style of games so so X8


2:16

um kind of the quick narrative behind X8


2:18

is it's a uh it's an old game engine


2:21

that has a lot of first-person shooter


2:22

hits


2:24

um and as the time goes on no one is


2:26

making games out of this game engine


2:28

anymore it becomes kind of self-aware


2:30

and it it um kind of eats a part of


2:33

itself and then pulls all of these


2:35

heroes from all these games back into


2:37

its engine and they have to fight


2:39

amongst each other to get their games


2:42

booted back online


2:43

so tell us a little bit about


2:46

what's going on in the VR Market


2:49

currently because


2:50

even last year when I was here at GDC a


2:53

lot of people were saying that


2:55

VR is kind of like


2:58

sort of like a new mobile meaning that


3:01

there is not really that many games but


3:04

there is already sort of some kind of


3:06

demand and a lot of people are kind of


3:08

moving into this space they feel like


3:11

it's an interesting opportunity yes tell


3:13

us a bit more sure so so when we first


3:16

launched the sort of garden control


3:18

that's a


3:20

2019 and that was actually the quest one


3:24

launch date and


3:27

um we also saw the request to launch


3:31

um then we saw how hype the software


3:34

sales so device launching devices always


3:37

expand the market so I think this year


3:40

is another big year for the BR because


3:43

there are two big devices coming up one


3:45

is a Precision BL2 which is just launch


3:47

it and then Chris we definitely they're


3:50

coming this coming Q4 that's why uh


3:52

we're expecting another hype of the


3:55

market close yeah that's why we are


3:58

focusing on product launch this year


4:00

and um as you may know Quest 2 is


4:03

already the sold 20 million units that


4:08

is actually 20 percent of the Bitcoin


4:10

console gaming like uh Nintendo switch


4:13

something and um it's already uh the


4:17

chat caught up is Xbox devices and that


4:21

is actually the beer of the decent


4:23

Market already so it's actually monitor


4:26

uh you know was to do the business


4:28

that's why I think people are starting


4:30

jumping the market again


4:32

so you work as a publisher and probably


4:36

a question that a lot of Publishers get


4:38

it what do consumers want what do they


4:41

like what do they want in terms of VR


4:44

experiences what are the tastes like


4:46

because I feel like there's a lot of the


4:48

books who don't really know they don't


4:50

really know the answer to this question


4:52

so our team member has kind of a variety


4:56

of experience from from the non-br


4:59

device for example I'm talking more like


5:02

a PC Mobile gaming developer publisher


5:05

and then our studio head Dax is more


5:07

like console gaming experience but I'll


5:09

be our actually quite unique because


5:15

not have then one is


5:18

yes of course of course you know uh you


5:22

are in uh the in the game because I


5:25

always say the no bigger game


5:28

experiences you only can have through


5:31

the 2D monitor but uh in the BR you're


5:34

in the game actually that's a big


5:36

difference first and then other big


5:39

things is we always say that


5:41

it's our interaction got a non-br gaming


5:45

you just use


5:47

controller Mustang keyboard on top of


5:49

three on the new just uh the control


5:53

game character 3D monitor it's more like


5:57

a southern person view but uh in a beer


5:59

experiences you are going to be a game


6:02

character itself but then you you touch


6:04

object then you kill enemies mini stop


6:07

the two that's totally different


6:09

experience then uh we we know there's


6:13

already many BL gamers in the market and


6:17

then what they uh most expect is more


6:20

like a new experience you know flying


6:23

you know climbing but it's already


6:24

exists but uh they are certain people


6:26

one of the new experiences that's we are


6:28

trying to generate


6:31

so kind of like I guess a noob question


6:33

I'm one of those people who gets


6:35

destroyed in any competitive on live uh


6:38

right and then I think about trying to


6:41

do this in VR and I feel like my chances


6:43

are even smaller so how do you make this


6:46

work in VR that it's not disorienting


6:48

and then you understand where you're


6:50

going because like we mentioned there's


6:52

like 360 degree and you cannot be


6:54

attacked from all over yeah lots and


6:56

lots of options


6:58

um yeah I had a big meeting several


6:59

years ago with Jason Rubin


7:01

um from from meta and he said to me the


7:05

more options you can give a player the


7:07

better they'll be comfortable with so


7:09

for example movement Styles


7:11

um smooth turn is one way some people


7:13

have to play with smooth turn As you


7:15

move and look you kind of turn the way


7:16

you want to go I can't play that way at


7:18

all I need snap turn snap turning with


7:21

the flick you can decide how many


7:22

degrees of rotation you want to have and


7:25

you can set that anywhere from 15 to


7:27

1090 degrees on Snap so there that's


7:30

just one style movement the style of


7:32

locomotion Comfort settings we have a


7:35

massive amount of options in our game to


7:36

custom fit the player so that they feel


7:39

the most comfortable in the game as far


7:41

as the game itself it is a competitive


7:43

game so there is a learning curve


7:46

um but we do have a very extensive


7:48

tutorial and a practice mode to allow


7:50

people to feel very comfortable learning


7:53

all of the abilities and the things that


7:55

you do within the game before you jump


7:57

in


7:58

uh do you guys feel comfortable


8:00

launching the multiplayer title do you


8:02

feel like there's enough players on the


8:04

market right now that are craving


8:06

multiplayer experiences and you're not


8:07

going to end up with like a Lobby that's


8:09

half empty uh we we do uh you know with


8:13

like it's over 20 million


8:15

um devices for Quest plus we're


8:17

cross-platform so the idea of psvr2


8:22

um Quest as well as pcvr on Steam


8:25

um all of those players will be able to


8:26

enter the same Lobby and play together


8:28

do you use any particular like is there


8:32

any particular technological aspect to


8:34

like the networking and making sure that


8:37

it all connects or do you use some yeah


8:40

I mean we use a system called playfab


8:42

for our networking but there's a lot of


8:44

a lot of technical things to be able to


8:46

hook that up and make it run smoothly so


8:49

let's talk a little bit about from the


8:51

developers 10 point


8:52

when I think about


8:55

video games done for VR I think that


8:58

they are shorter in terms of session


9:01

they also have a little bit of a


9:04

different visual Style


9:05

and how those these particular elements


9:09

influence the cost of production and the


9:12

time of production is it as expensive to


9:14

build a VR title as you're building like


9:17

a game for computers or is it cheaper or


9:21

maybe it's faster like what are the


9:23

advantages if you're trying want to try


9:25

to do a VR thing


9:27

that's good to ask to dark small but uh


9:31

of course if it's maybe there are no


9:33

advantages that's also an answer but if


9:36

you try to make a high degree definition


9:37

content of course costs gonna be really


9:40

higher gotta you know every single beer


9:43

is a 3D you know and the 63 a 360


9:45

environment so you have to you know


9:47

touch generate everything that's why or


9:50

lower simple visual should be uh uh more


9:55

reasonable to develop that that uh data


9:58

sense of the development in appears so


10:00

far


10:01

how do you think


10:03

games like


10:05

Alex are made like what do you feel like


10:07

it costs to do a game like that you know


10:10

half right box yeah that's crazy you'd


10:13

remember the course it should be 100 or


10:16

200 million something


10:17

that we you can not do right now it's


10:20

not affordable to do you're talking


10:22

about cross-platform


10:24

um what kind of Technology do you use in


10:27

terms of rendering like do you use Unity


10:28

or unreal we use unreal unreal tell us a


10:32

little bit about how unreal Fields


10:34

itself in the VR


10:36

um the platform it adapts pretty well


10:39

we're not on unreal five we're still in


10:42

4.262 I believe


10:44

um we do have a VR version of unreal so


10:47

there's a small kind of plug-in


10:49

specifically for VR and then on top of


10:51

that we we add our own little bits of


10:53

flavor uh to to help with the game but


10:57

uh but I'm real it's done done well for


10:59

us we really we really feel like that's


11:01

where uh you know the game engines are


11:04

moving and a lot of our our story is


11:06

based on a game engine so it's kind of


11:08

funny we we use a lot of unreal you know


11:11

Meta Meta Meta exactly exactly so


11:16

in terms of like customers and when


11:19

you're going to Market how do you how do


11:21

you suggest approaching you know


11:23

Community Building how do you approach


11:25

kind of ramping up the Market to make


11:29

sure that the sales are started like day


11:31

one and so on what are the tools that


11:33

you could use to make sure that your


11:35

game especially a VR game is successful


11:37

down the line like do you work more with


11:40

platform do you work more with the


11:42

community do you need to have a large


11:44

marketing budget maybe a lower marketing


11:46

budget so


11:49

um we already launched two titles and um


11:53

we learned a lot and then current our


11:56

concept of the game development is more


11:58

like Community Driven but uh of course


12:01

we work with the platforms such as you


12:03

know mirror also Steam and the Sie for


12:07

the Precision be after but uh of course


12:10

we need their support but we are making


12:13

contents which we are selling to the


12:15

consumers so


12:16

current our approach is uh trying to


12:19

talk with interact with more communities


12:22

and then try to get more feedback and


12:24

then try to implement our game I think


12:26

that's the key and then that they have a


12:29

direct answer as well they want to do


12:31

when they want right that's why


12:34

um we use social media also Discord and


12:39

then and um


12:41

then uh the ability to community over


12:43

there then interact with them what do


12:46

you think about Platforms in general


12:48

like what is the platform to go to if


12:50

you want to be successful in VR is it uh


12:53

kind of meta stuff or is it a


12:54

PlayStation or do you need to because


12:57

you can't cover all of them like at


12:59

immediately right so you need to


13:01

prioritize so where do you think the


13:03

focus should be so the idea ideally if


13:07

you can you know launch the old


13:09

platforms semester 3 then we can reach


13:12

out all users that's why that's an ideal


13:15

case but uh uh as far as we know the the


13:18

steering majority of share the metacrist


13:21

has


13:22

probably a 60 to 80 70 that's why


13:28

um I think there if you target Quest 2


13:31

primarily it's uh


13:34

I think you get more chance right now


13:36

yeah and then they can expand the other


13:39

platforms do you get a lot of support


13:41

from you know meta and the platform


13:44

holders themselves are they


13:46

you know are they featuring you more do


13:49

they provide you some extra support and


13:51

other like technical questions or


13:52

something like that yeah our advantages


13:54

are so I leave the I live in their


13:58

boarding game which is a mirror Excel


14:00

headquarters there that's why I interact


14:03

with them very often and our Japan team


14:06

the majority of people from the Sie


14:09

that's why we talk with sap partner


14:11

that's why we we have a more like


14:14

Information Program


14:15

now that's our advantage


14:17

I was in uh epic headquarters like I


14:22

think it was like five years ago or six


14:23

years ago and


14:25

they were really heavy on showing their


14:28

VR stuff and they were using


14:30

uh VR basically in engine so you can


14:33

build you know spaces using AR goggles


14:36

and stuff like that I'm not sure this is


14:38

it was more like a gimmick it would have


14:40

kind of like showcasing the technology


14:41

but do you feel like


14:44

technology companies are really


14:46

embracing more VR right now like do you


14:49

feel like companies like Adobe you know


14:52

like


14:53

uh I think it I think it Ebbs and flows


14:56

I think sometimes there's a push and


14:58

then it goes and VR is is is trending up


15:01

but it's done this the whole way right


15:03

so it's just finding that time and space


15:06

for when there's enough adapt you know


15:09

early adopters that then fully Push It


15:12

Forward right I look at the same kind of


15:14

analogy of like you know


15:18

beta or VHS you know it's eventually


15:20

like one of those hits and then that


15:23

adaption moves and then you've you've


15:26

got everybody eventually will launch


15:27

into it so I see the VR space as


15:30

eventually how the mobile market was


15:33

circuit kind of 2005 2006 uh where it's


15:38

it's inevitable that will will will


15:40

really launch it's just exactly when you


15:43

mentioned while working on X8 you have


15:47

um kind of distributed team


15:49

what are you looking in when you're


15:52

trying to hire a developer like are you


15:54

just looking at their heart skills do


15:57

you want to people from particular


15:59

region because it's better for your


16:02

um you know yeah for for time zone for


16:05

for us on our team we


16:07

what works best for us is anything


16:10

that's not kind of in the Japan


16:12

Australia kind of Realm because we have


16:14

kind of a core set of hours usually from


16:17

about 7 30 in the morning Pacific time


16:20

uh all the way to to noon or one and


16:24

those are times across the globe where


16:25

most of the people are going to be


16:26

active and on and then the rest of that


16:28

time they fill in to kind of finish


16:30

their full day so we have some people


16:32

starting earlier in the day and and


16:34

they're ending their their you know


16:35

their day or their evening uh um in in


16:39

all the way in Eastern Europe all the


16:40

way to you know uh the Pacific coast is


16:44

there enough uh people right now who


16:46

know unreal and are also comfortable


16:48

with VR or do you feel like there is


16:51

like a need for more whatever it is it


16:53

is sometimes difficult it was very


16:55

difficult hiring the right kind of


16:57

networking because you're looking for


16:58

someone who has VR experience you're


17:00

looking for someone who's unreal


17:01

experience you're looking for someone


17:02

that has play Fab experience you know


17:03

there's that that that gets a lot


17:06

smaller as you kind of go through but


17:08

um you know we have a lot of really good


17:10

uh developers who have who have the ones


17:13

that didn't have a lot of VR experience


17:16

um have really learned the game and the


17:20

Dynamics and the and and and the design


17:22

part of it and and the reason for a lot


17:25

of the tactile experiences


17:27

um and then you know others um have have


17:30

been in it you know as long as I have


17:31

and and have been really fascinated


17:34

since all the way back to the the dk1


17:36

launch


17:38

okay so kind of like last question for


17:40

you is when when you're browsing through


17:43

pitches when you're browsing through


17:45

projects what are you looking for like


17:47

how do I sign a contract with you what


17:50

do you need from a developer


17:52

uh oh so sorry what if you're looking


17:55

for a new project what are you looking


17:58

for does it has to be a team with a


18:01

proven record does it have to be an


18:03

interest in IP does it have to be a


18:05

particular style or maybe a technical


18:07

quality that you're how do you know that


18:09

it's you want to work with this company


18:12

and make a game


18:13

cutting a company called The Vision is


18:17

try to create a metaboss it could be if


18:21

we can describe a little bit more detail


18:22

uh it should be kind of


18:26

RPG type of game so many people know


18:30

access at the same time but uh that was


18:33

we need a more like a server technology


18:35

but uh it's as I said as I said in the


18:37

city 60 environment it's hard to print


18:39

many people that we have to do also


18:43

um no


18:45

more like you know more


18:47

the major physics combat and shooting


18:51

mechanics many things you have to


18:52

implement it that's why we're making


18:54

solo fighting game shooter game also


18:57

um to um


18:59

make a beer market popular I think we


19:02

need existing eyepiece that's why we are


19:04

also talking so that's a main Peter we


19:07

are trying to implement again is VR


19:10

development Big in Japan currently


19:13

is it like a a lot of companies are


19:16

doing it or do you feel like it's still


19:17

like a smaller niche


19:20

uh it's getting bigger but I'm not


19:25

there are another mini uh PR specific


19:29

developers in Japan but it's expanding


19:31

right now but uh ideally the big console


19:35

gaming guys like you know Capcom economy


19:38

Sega if they those guys if they see us


19:40

and jump in the market the data time I


19:42

think is no more biggest expansion I


19:45

think Capcom was doing some work and


19:46

like with the Resident Evil series yeah


19:48

but we are they just provided IP they


19:52

didn't make it oh they didn't do it yeah


19:54

that type of cool project with the


19:55

mirror I feel like when you're looking


19:57

for developers one of the things


19:59

everybody's saying that you need to have


20:01

passion you need to have passion you


20:03

need to be very you know engaged and so


20:06

on


20:07

um do you feel the same way or maybe


20:09

there are some things like passion that


20:11

sometimes it can hurt but people get


20:13

burnt too often or they kind of


20:18

get sold in one idea and then you can


20:21

push them from it like and do something


20:23

else yeah I mean that comes a lot with


20:25

just design there is


20:28

there is a passion to make sure that the


20:30

game is not just a port from you know if


20:34

you were making OverWatch you were


20:36

making valorant or you know oh we're


20:37

just going to Port that into into the VR


20:40

space we really want a lot of


20:42

interactivity so we we call them uh


20:44

gvris Global VR interactives that we


20:47

have to have in the game so we're trying


20:49

to make sure that the things that you do


20:51

you're not just clicking buttons but


20:53

you're interacting or you're you're


20:55

enhancing or you're moving in different


20:57

ways and get given a lot of different


20:59

physicality however we do base the game


21:02

around being very


21:04

uh wait it's not room based so you can


21:06

turn and spin and take a step side and


21:08

leans right but you don't move


21:10

throughout the throughout the room uh


21:13

you'll need to and the reason behind


21:15

that is that our game lasts or anywhere


21:17

from 15 to 20 minutes for a full match


21:19

people play a couple matches in a row


21:21

and I still feel like in some ways


21:23

gamers are inherently lazy where they


21:25

want to be comfortable but still want to


21:27

play a lot of times so we keep that


21:31

a pivot point there and and you're


21:33

stationary but we do have a lot of


21:36

movement from your your Center standing


21:39

so a final question you have a lot of


21:42

this media ideas that there's a game


21:44

engine this kind of became Salient and


21:46

the he starts to stand something though


21:49

where does that come from and do you


21:52

feel like market right currently is


21:54

ready for kind of these kind of story


21:56

pitches so on because it sounds like


21:57

what you're saying is basically it's uh


22:00

it feels to me it's like there's like


22:02

this audience that first of all knows


22:04

what a game engine is and it's large


22:06

enough to you know get you enough


22:09

players I I think post uh epic fortnite


22:14

where unreal became its real own entity


22:18

and has grown very big I think the cat


22:20

like an average video gamer knows what a


22:23

game engine is these days


22:25

um and also the narrative on the game is


22:27

a pretty small part of the actual game


22:29

itself so the game mechanics themselves


22:31

with each hero having their own heroic


22:33

abilities and the casting system that


22:35

you use it's not really adhering to a


22:39

narrative is that narrative is a nice


22:40

way to kind of put it all together and


22:43

and make it fun and make it have some


22:45

sort of background sense thanks for


22:47

enjoying another episode of the 80 level


22:49

Roundtable podcast check out upcoming


22:53

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[Music]