![]() And they've since continued to do, every other week or now, weekly updates, and so they just have a pretty incredible cadence. And then, starting around in the last full week of February of 2016, they spent 99 days to create the first iteration of Rec Room, which was launched on Steam on June 1st, 2016, to the HTC Vive. And after Microsoft was going more and more towards the enterprise, they all jump ship in February or March of 2016. coming from a lot more game developer background. ![]() ![]() They were actually working on a lot of augmented reality apps. ![]() It was actually founded by six different co-founders that were coming out of a team that was working on the HoloLens. They're really built for virtual reality first, so it's been interesting to see how they've been doing an amazing job of not only creating a platform that is One of the first viable user-generated content platforms with their in-game creation tools, but also just the games that they've created as a game development company. Sometimes they've been even more popular than Roblox on some of the different platforms. Also, they have a robust economy, where they have a system to be able to sell tokens that allow you to have this in-game currency, and just growing in a lot of different markets. So pretty much the most cross-compatible, immersive experience that's out there that has all the different integrations with Virtual Reality as well. They're on Xbox, and they're on iPhone, as well as on Android. You can play it on PS VR, on PS4, and then soon PlayStation 5. They're on Virtual Reality, on the Quest, they're on the PC VR, they're on the Steam. And part of the reason why they're so successful, I think, is because they're on so many different platforms. So on March 23rd, 2021, it was announced by Rekrum that they had raised over $100 million for a valuation of $1.25 billion, which makes Rekrum one of the first virtual reality unicorn companies that are out there. Hello, my name is Kent Bye, and welcome to The Voices of VR Podcast. LISTEN TO THIS EPISODE OF THE VOICES OF VR PODCAST This is a listener-supported podcast through the Voices of VR Patreon.įacebook Twitter Reddit Email Rough Transcript There’s a lot of social VR and user interface innovations they’ve pioneered we well as helped to define many of the design paradigms that will no doubt persist into the evolution of the metaverse. I also wanted to get an oral history of the early days and evolution of their social VR platform, and so we cover some of the big turning points in the evolution of the user-generated platform, their in-game economy, and focus on creating opportunities for social VR interactions that’s embedded into everything that they create. I wanted to get more context on the origin story of Rec Room, which was started by six people who all worked on creating augmented reality experiences for the Microsoft HoloLens - including Nick Fajt, Cameron Brown, Dan Kroymann, Bilal Orhan, Josh Wehrly, and John Bevis. I had a chance to catch up with one of the co-founders of Rec Room & Chief Creative Officer Cameron Brown on October 7th after the third annual Rec Con community conference. They’re the most cross-platform VR application being on Oculus Quest, PCVR on Steam and Oculus Home, PSVR for PS4 as well as a 2D version for PS4 (with a PS5 release coming soon), XBox, iOS, as well as Android. Rec Room was launched for the Vive on Jafter 99 days of development, and they’ve continued to rapidly iterate and develop it over the years with a release cadence ranging from a weekly to every other week for five and half years now. On March 23, 2021, Rec Room announced that they raised $100M with a valuation of $1.25 billion, which makes them the first VR software company to achieve “unicorn” status.
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