Chris Muise, Author at MetaVRse https://metavrse.com/author/chrismuise/ MetaVRse makes it easy to create 3D interactive experiences on the web. Thu, 07 Mar 2024 15:05:48 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.5 https://metavrse.com/wp-content/uploads/2020/05/cropped-image6-32x32.png Chris Muise, Author at MetaVRse https://metavrse.com/author/chrismuise/ 32 32 A Brand Guide to Choosing Roblox vs. Fortnite vs. Private ‘Verse’ https://metavrse.com/a-brand-guide-to-choosing-roblox-vs-fortnite-vs-private-verse/ https://metavrse.com/a-brand-guide-to-choosing-roblox-vs-fortnite-vs-private-verse/#respond Thu, 18 Jan 2024 17:38:22 +0000 https://metavrse.com/?p=5798 In the dynamic landscape of digital marketing, brands are constantly seeking innovative ways to engage with their audiences. The evolution of the metaverse concept has opened new possibilities for brand immersion and interaction, with platforms like Roblox and Fortnite leading the way. With over 3.4 billion gamers in the world, it is not

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In the dynamic landscape of digital marketing, brands are constantly seeking innovative ways to engage with their audiences. The evolution of the metaverse concept has opened new possibilities for brand immersion and interaction, with platforms like Roblox and Fortnite leading the way. With over 3.4 billion gamers in the world, it is not hard to understand why brands need to consider where to build their virtual home base. 

However, the decision to build on existing platforms, or to create a private ‘Verse’ instead, involves careful consideration of various factors. It is important to remember who your target audience is. How will they find you? What can you build to excite and immerse them?

Here we will explore the key elements brands must evaluate when making the critical decision on where to build their first virtual presence.

Private Verse Fortnite Roblox
Number of Users Based on web traffic 500M Registered Users 70M Daily active Users
Target Demographic Based on your needs 18-24 yo (65%), 90% male <13 yo (43%) <16 yo (60%)
Community Build your own Fortnite Community Roblox Community
Cost to Develop $-$$$$ $$$-$$$$ $-$$$$
Time to Deploy Weeks to Months Months Weeks to Months
Ecommerce Capability Yes No No
Web3D & Asset Ownership (NFT) Yes No No
Privacy Private or Public Public Public
Data Ownership Private cloud All data owned by Fortnite All data owned by Roblox
Customer Relationship You own Fortnite owns Roblox owns
Token for Purchase Fiat, Cryptocurrency, Native vBucks Robux
# of Games/Experiences No competition 60,000 concurrent per hour 40 million
Gameplay All games, apps, experiences First Person Shooter Based Arcade Games
Bundle Size <1GB >50GB >1GB
Platforms Mobile, Desktop, Web, VR Console, Computer, Android Console, Computer, Mobile, VR
Language Javascript, C#, C++ Verse Lua

Comparison between Fortnite vs. Roblox vs. Private ‘Verse’

Number of Users:

When it comes to user reach, both Roblox and Fortnite boast massive player bases. Roblox, with over 70 million daily active users (DAUs) as of 2022, is a thriving platform with a diverse audience, particularly popular among younger demographics. With over 3 million developers and 5.5 million experiences, it can be next to impossible for a smaller brand to be found amongst the noise. As of very recently, brands no longer have to build their own experience in Roblox in order to advertise on the platform.

Fortnite, developed by Epic Games, has over 500 million registered users, offering a broader user base with a significant presence across different age groups, but mostly male.

Building your own ‘Verse’ will require you to drive your own traffic from various sources based on your target demographic. You will start with few users, but everyone you gain will be a direct relationship between the brand and customer. Recently H&M won and award for UX for their ‘Verse’, and Mars-Wrigley won best digital brand experience for their Starburst Juicyverse.

“The metaverse is not something that a business creates. It represents the next phase of the Internet as a whole.” — Meta, Mark Zuckerberg

Target Demographic:

Understanding your target demographic is crucial for effective brand communication. 

Roblox is dominated by young users. 60% of users are under the age of 16. Only 17% of Roblox’s users are over 25 years old. The brands that have partnered with Roblox the most tend to be large retailers and shoe companies

62.7% of the Fortnite players are from the age group of 18 to 24 (90% of which are male). The brands that have partnered with Fortnite the most tend to be media conglomerates. The full list of Fortnite collaborations can be found here.

If you build your own ‘Verse’, you can set your target market and if that includes the Roblox/Fortnite crowd, taking ads against these in search and in app ads can help drive targeted traffic to you. There have been myriad examples of brands building their own and these range from fashion to food.

Snoop Dogg talking about Web3 & the metaverse — Image: Midjourney

Community:

The strength of the community within a platform significantly impacts a brand’s ability to connect with its audience. Both Roblox and Fortnite have vibrant and engaged communities, each with their own unique characteristics.

Roblox’s community is characterized by user-generated content and collaboration, fostering a sense of creativity and shared experiences. 

Fortnite, with its emphasis on first-person-shooter (FPS) games, in-game events, and collaborations with popular franchises, cultivates a sense of shared participation among its players.

Brands aspiring to build their own identity and user base can begin by using community managers within their ‘Verse’ to welcome new guests to the space and answer questions. In time, this may be supplanted by AI-driven avatars. Having a dedicated, persistent, virtual world for your customers to engage with your content and share this experience with their friends will lead to better engagement and higher conversion.

Cost to Develop:

The cost of development is a critical consideration for brands looking to establish a digital presence in the metaverse. Building on existing platforms generally involves lower upfront costs compared to creating a private ‘Verse’ from scratch. Platforms such as METAVRSE, Spatial, TheMall and Obsess offer turnkey solutions for brands to build their own persistent part of the metaverse. This approach provides full control over the environment, and multiple budgets make it financially viable for all brands.

Roblox offers a user-friendly development environment, allowing brands to create experiences by utilizing its proprietary game development tools. 

Unreal Engine for Fortnite provides a more robust and versatile development platform, but may require a higher initial investment.

Time to Deploy:

Time is often a critical factor in marketing strategy, and the speed of deployment can significantly impact a brand’s competitive edge. New low-code tools are making it easier and faster than ever to build and deploy robust virtual experiences. 

In contrast, building a private ‘Verse’ requires careful planning and a more extended development timeline. 

Ecommerce Capable:

The integration of eCommerce capabilities within the metaverse is increasingly becoming a powerful tool for brands. Both Roblox (Robux) and Fortnite (vBucks) offer opportunities for in-game purchases, but fail to allow any outside eCommerce, preventing brands from selling goods in the real world. 

The creation of a custom ‘Verse’ tailored to the brand’s specifications allows for full eCommerce; physical and/or digital, paid for in fiat and/or cryptocurrency.

Web3D Enabled:

Roblox is toying with the idea of offering closed NFT’s for sale in-game to be used for charitable causes. Currently they do not support Web3 or NFTs.

Fortnite has not yet supported Web3, crypto, or NFT’s. They did collab with Nike/.swoosh/RTFKT, but stopped short of offering NFT’s.

The concept of Web3D integration in the metaverse is gaining momentum, promising enhanced social interactivity, allowing users to experience more immersive and interconnected virtual worlds. For brands looking to embrace the future of the metaverse, choosing a platform that actively supports and integrates Web3D technologies is crucial. In 2023, Mars-Wrigley won a Digital Brand Award for their pioneering work combining Web3 and the metaverse. The Starburst Juicyverse will find a permanent home on the second floor of TheMall in 2024.

Mars-Wrigley / Starburst Juicyverse. Built by METAVRSE

Privacy:

Privacy considerations are paramount in the digital age, and brands must carefully evaluate the privacy features of any metaverse platform. 

Both Roblox and Fortnite prioritize user safety and privacy, implementing measures to guarantee a secure virtual environment. 

Developing a private ‘Verse’ offers brands the ability to tailor privacy measures to their specific requirements. This customization ensures that privacy concerns are addressed in alignment with the brand’s values and legal obligations. 

Data Ownership:

The ownership and handling of user data are critical considerations for brands entering the metaverse. Collecting user data to enhance the gaming experience is essential, but data ownership and usage policies differ by platform. Fortnite and Roblox have different privacy policies. Brands must carefully review the data ownership and usage policies of each platform, considering their specific requirements and legal obligations. 

Building a private ‘Verse’ grants brands complete control over data ownership and usage. 

Customer Relationship:

Establishing a strong customer relationship within the metaverse is vital for brand success. 

Roblox focuses on user-generated content (UGC), providing a collaborative environment where brands can engage directly with their audience. The Roblox “State of the Union” has a great amount of detail on their new initiatives, tools, and metrics.

Fortnite, through in-game events and collaborations, offers immersive experiences that strengthen the bond between players and brands.

Building a private ‘Verse’ allows brands to craft a unique and tailored customer relationship strategy. 

Sample of brands in each metaverse

Token for Purchase:

The integration of virtual currencies or tokens for in-game purchases is a common feature in metaverse platforms. Both Roblox and Fortnite use their respective virtual currencies (Robux and V-Bucks) for transactions within their ecosystems.

Brands considering a private ‘Verse’ can design their own virtual currency or tokens, offering a unique and branded approach to loyalty.

Number of Games/Experiences:

The diversity and quantity of games and experiences available within a metaverse platform contribute to its overall appeal. 

Roblox, with its vast library of user-generated content (over 40 million games), offers a wide array of games and experiences across genres. This may mean increased competition for user attention within the platform’s existing ecosystem.

Fortnite, while primarily known for its battle royale mode, continually introduces new in-game events and collaborations.

Creating a private ‘Verse’ allows brands to curate a bespoke selection of games and experiences, aligning with their brand identity and marketing goals. This approach provides greater control over the quality and thematic coherence of the content, ensuring a consistent brand experience for users.

Conclusion:

The decision for brands to build their metaverse presence on existing platforms like Roblox or Fortnite, versus creating a private ‘Verse,’ involves a nuanced evaluation of various factors. If you are a large Fortune 500 brand with a global market and are looking to attract the attention of younger, gaming audiences (and you have a lot of money to throw against advertising in order to be found) Roblox and Fortnite offer an incredible solution. You can buy full case studies on Hello Kitty in Roblox and Vans World in Roblox.

If you are a medium-to-large business, perhaps a private ‘Verse’ might be the best avenue for connecting with your community. The ability to offer Web3 features for loyalty, and not give up your private data to third parties, is something that should also be considered carefully when deciding where to build your virtual brand experience.

Ultimately, the choice between Roblox, Fortnite, or a private ‘Verse’ hinges on the specific goals, target audience, and strategic vision of each brand. — Alan Smithson

By carefully considering the factors, brands can navigate the evolving landscape of the metaverse, and make informed decisions that align with their marketing objectives and long-term brand identity.

OH, And one more thing…

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MetaVRse: Unveiling the Future at SIGGRAPH https://metavrse.com/metavrse-siggraph-toronto-2023/ https://metavrse.com/metavrse-siggraph-toronto-2023/#respond Thu, 16 Nov 2023 17:18:42 +0000 https://metavrse.com/?p=5792 MetaVRse co-founders Alan & Julie Smithson recently had the opportunity to showcase our groundbreaking work (and unveil our current and upcoming projects) to the esteemed members of SIGGRAPH’s Toronto chapter. We're thrilled to share an abridged video that covers our latest milestone developments.

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MetaVRse co-founders Alan & Julie Smithson recently had the opportunity to showcase our groundbreaking work (and unveil our current and upcoming projects) to the esteemed members of SIGGRAPH’s Toronto chapter. We’re thrilled to share an abridged video that covers our latest milestone developments.

SIGGRAPH, a special interest group under the Association for Computing Machinery (ACM), stands tall as the preeminent conference for computer graphics professionals. To say that the MetaVRse team was honoured to present our product suite, and the MetaVRse Engine that makes them all possible, is something of an understatement!

Meetopia: The next great online social space

One of our newest efforts, Meetopia, took center stage. Meetopia isn’t just another virtual world; it’s a transformative concept that redefines the way we interact in digital spaces. is an interactive, collaborative meeting platform to host private or public meetings, conferences, events, and showcases on the web

TheMall: The massive virtual world for retail

But that’s not all. We also unveiled TheMall, a sprawling virtual world where major brands and enterprises are seamlessly integrating retail and brand experiences, offering limitless possibilities for creators and entrepreneurs. It’s a virtual shopping paradise like no other.

MetaVRse Editor: The world’s most advanced 3D web editor

All these awe-inspiring experiences, including our groundbreaking ultrasound demo, are developed with our powerful MetaVRse Editor.

Stay tuned as we continue to shape the future of digital experiences, one step at a time.

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VIDEO: Alan Smithson Talks Medical Device Training at AWE Live https://metavrse.com/video-alan-smithson-talks-medical-device-training-at-awe/ https://metavrse.com/video-alan-smithson-talks-medical-device-training-at-awe/#respond Thu, 11 May 2023 12:08:58 +0000 https://metavrse.com/?p=5669 MetaVRse co-founder Alan Smithson will be at AWE 2023 later this month to talk enterprise XR and where the metaverse and ecommerce collide. Be sure to check out Alan's recent AWE Live talk around our work in medical device training with the help of our MetaVRse Engine 3D creation platform: http://www.youtube.com/watch?v=8brMagbMCBg

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MetaVRse co-founder Alan Smithson will be at AWE 2023 later this month to talk enterprise XR and where the metaverse and ecommerce collide. Be sure to check out Alan’s recent AWE Live talk around our work in medical device training with the help of our MetaVRse Engine 3D creation platform:

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2020 – An XR Year in Review https://metavrse.com/2020-an-xr-year-in-review/ https://metavrse.com/2020-an-xr-year-in-review/#respond Tue, 29 Dec 2020 15:00:44 +0000 https://metavrse.com/?p=1660 Over on the XR For Business Podcast, Alan, Julie, and VP of Marketing Alex Colgan dedicated our 150th broadcast episode to looking back over 2020, both in the grand scheme of everything (2020 was a red letter year for everyone), as well as how the XR sector weathered the storm. As part of that look

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Over on the XR For Business Podcast, Alan, Julie, and VP of Marketing Alex Colgan dedicated our 150th broadcast episode to looking back over 2020, both in the grand scheme of everything (2020 was a red letter year for everyone), as well as how the XR sector weathered the storm.

As part of that look back, we invited all of our past guests to catch our listeners up with their work, by asking them all three questions:

What was your biggest success in 2020?

What was your biggest challenge in 2020?

Where do you see the XR industry going in 2021 and beyond?

The idea was to get a few responses back, and discuss the answers on the show. We assumed, our guests have all been captains of industry, and most will be too busy to respond in time, and we would have been happy with just three or four respondents.

But wow, were we surprised at the response! We reached our “three-or-four” goal in the first hour, ans nearly 20 of you fine folks responded in the first 24 hours alone. Never underestimate the enthusiasm of the XR sector!

Since we didn’t have the time to discuss every respondent in our audio episode, we thought we’d feature some of the ones that didn’t make it to air as a companion piece on the MetaVRse blog. We’ll be sharing more still on our social channels, in the days following the release of our 150th episode.

Cortney Harding: “What was your biggest success from this past year?”

Despite this year being awful for humanity, we worked on a lot of great projects and had our best year ever. We spent the top half of the year working with PWC on internal projects and also projects for Amazon and Target; we worked with a startup called Eunoe to create an amazing mental health and wellness VR app; and we started working on a project with Walmart that will release in spring 2021.

Jacob Loewenstein: “What was your biggest success from this past year?”

Launching Spatial publicly in the Oculus Quest store for free, which has translated to 130x growth in our daily active users, and bottoms up growth of Spatial being used for anything from the sharing of Covid research by Cornell Weil medical center to executive meeting at Pfizer to teaching classes at the University of Washington.

Walter Davis: “Where do you see the XR industry in 2021 and beyond?”

For 2021 I would like to see the industry focus more on backend capabilities and brining more maturity to integrations, data handling, design tools with features targeted at use cases for build and with data and relevant tracking in mind. The technology is at a great maturity level for spatial tracking, visualization, etc. Adoption for enterprise, I think, is going to continue to lack in comparison to 2D platforms until solutions shift to bring more focus on in-depth enterprise needs, and understanding sectors and applications of technology. Deeper levels of integrations and partnerships needed with key players in the enterprise space such as salesforce, workday, Microsoft, etc.

Nick Cherukuri: “What was your biggest challenge this past year?”

Covid definitely changed the operations of many companies, and we had to adapt in order to help supplement the needs of a remote workforce. At ThirdEye, we had to rapidly scale our remote eye software application to handle an increased need for remote work and the different features field service and healthcare industries needed.

Daniel Blair: “Where do you see the XR industry in 2021 and beyond?”

One of the interesting byproducts of this year I think is that more companies than ever are looking at VR/AR/XR technology for solving problems. This is amplified by the fact that people need to connect remotely and that more people have had time to sit and think about innovation in their organizations. This is just the beginning of this wave, and companies like ours are already feeling the increased workload coming from this.

This is still just the tip of the iceberg, in terms of what we heard back from our past guests. We’ll try to make sure we share a little bit of everyone’s insights over the coming weeks – these kernels of perspective are too good to keep them all to ourselves.

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Samsung Highlights MetaVRse as a Pillar in the Synthetic Media Landscape https://metavrse.com/samsung-highlights-metavrse-as-a-pillar-in-the-synthetic-media-landscape/ https://metavrse.com/samsung-highlights-metavrse-as-a-pillar-in-the-synthetic-media-landscape/#respond Thu, 22 Oct 2020 14:00:50 +0000 https://metavrse.com/?p=1568 Samsung envisions a future where people will be able to try on clothes digitally and produce Hollywood-style blockbuster films on their home computers, thanks to what they dub “synthetic media.” To help make those future possibilities a reality, Samsung has put together a compendium of synthetic tech companies and startups to share with interested investors

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Samsung envisions a future where people will be able to try on clothes digitally and produce Hollywood-style blockbuster films on their home computers, thanks to what they dub “synthetic media.” To help make those future possibilities a reality, Samsung has put together a compendium of synthetic tech companies and startups to share with interested investors (similar to our own XR Collaboration project earlier this year), and have included MetaVRse as one of the companies in the realm of Mixed Reality synthesis to look out for, alongside industry giants like Snapchat and Instagram. You can get the full landscape report here.

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XR for Business Flashback: Bungee Jumping with Untethered VR, featuring Happy Finish’s Daniel Cheetham https://metavrse.com/xr-for-business-flashback-bungee-jumping-with-untethered-vr-featuring-happy-finishs-daniel-cheetham/ https://metavrse.com/xr-for-business-flashback-bungee-jumping-with-untethered-vr-featuring-happy-finishs-daniel-cheetham/#respond Thu, 15 Oct 2020 14:00:24 +0000 https://metavrse.com/?p=1549 Before COVID-19, the Location-Based Entertainment (or LBE) sector of XR was already drawing in crowds across the world, and with 3D rendering technology getting better and better everyday, these venues had nowhere to go but up. But then 2020 happened. While the rest of the XR industry has had opportunities to grow as more people

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Before COVID-19, the Location-Based Entertainment (or LBE) sector of XR was already drawing in crowds across the world, and with 3D rendering technology getting better and better everyday, these venues had nowhere to go but up.

But then 2020 happened. While the rest of the XR industry has had opportunities to grow as more people around the world sought alternative collaboration tools and methods of entertainment, LBEs was a sector hit hard by the pandemic.

This technology is ever-adaptable, though, and has many use cases. The folks at Happy Finish have been exploring how to pivot from LBE to industrial solutions, as Daniel Cheetham discussed when he appeared on our podcast.

Listen to that episode and subscribe on Apple Podcasts or Google Play, or check out the full transcript on the XR for Business website.

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MetaVRse Co-Founder Julie Smithson Contributes to report on Canadian XR Ecosystem https://metavrse.com/metavrse-co-founder-julie-smithson-contributes-to-report-on-canadian-xr-ecosystem/ https://metavrse.com/metavrse-co-founder-julie-smithson-contributes-to-report-on-canadian-xr-ecosystem/#respond Thu, 15 Oct 2020 14:00:03 +0000 https://metavrse.com/?p=1565 As reported recently on Medium.com, the Information and Communications Technology Council (ICTC) has published a report detailing the Canadian XR business landscape, and our own Julie Smithson was one of the industry leaders consulted for the report. Titled ‘Spanning the Virtual Frontier’ (available here), the report discusses the ups and downs of the over 350

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As reported recently on Medium.com, the Information and Communications Technology Council (ICTC) has published a report detailing the Canadian XR business landscape, and our own Julie Smithson was one of the industry leaders consulted for the report. Titled ‘Spanning the Virtual Frontier’ (available here), the report discusses the ups and downs of the over 350 Canadian companies that provide XR technologies and software, and how new hardware breakthroughs are the lynchpin of future growth.

Fun fact – the XR for Business Podcast has interviewed one of the other contributors, Kognitiv Spark’s Yan Simard, and you can listen to that episode here.

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XR for Business Flashback: Dissecting Virtual Frogs with VictoryXR’s Steve Grubbs https://metavrse.com/xr-for-business-flashback-dissecting-virtual-frogs-with-victoryxrs-steve-grubbs/ https://metavrse.com/xr-for-business-flashback-dissecting-virtual-frogs-with-victoryxrs-steve-grubbs/#respond Thu, 08 Oct 2020 14:00:32 +0000 https://metavrse.com/?p=1547 The photorealism of today’s (and tomorrow’s) 3D rendering software isn’t just making video games prettier and furniture catalogues easier to fill - it’s also saving the lives of bullfrogs everywhere. At least, that’s the goal of VictoryXR’s education platform.   Dissecting frogs, fish, fetal pigs, and other fauna has been a staple of western education

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The photorealism of today’s (and tomorrow’s) 3D rendering software isn’t just making video games prettier and furniture catalogues easier to fill – it’s also saving the lives of bullfrogs everywhere. At least, that’s the goal of VictoryXR’s education platform.

 

Dissecting frogs, fish, fetal pigs, and other fauna has been a staple of western education for decades, albeit one not without controversy – what other classwork can you be excused from for moral objections, after all? But 6DoF VR teaching tools like VictoryXR’s makes anatomy class a bloodless affair, and thanks to high-end processing power of the NVIDIA 1060 chip, there’s no need to sacrifice realism.

Listen to the episode and subscribe on Apple Podcasts or Google Play, or check out the full transcript on the XR for Business website.

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XR for Business Flashback: Delivering Digital Meatballs in AR, with IKEA’s Martin Enthed https://metavrse.com/xr-for-business-flashback-delivering-digital-meatballs-in-ar-with-ikeas-martin-enthed/ https://metavrse.com/xr-for-business-flashback-delivering-digital-meatballs-in-ar-with-ikeas-martin-enthed/#respond Thu, 01 Oct 2020 14:00:09 +0000 https://metavrse.com/?p=1545 If you’ve ever shopped for affordable-yet-stylish furniture and home decor products, chances are you’ve perused the inside of one of IKEA’s catalogues before. To ensure you run out to the store for march and meatballs, each product is captured with stunning photography – except when it isn’t.   It may surprise you, but as IKEA’s

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If you’ve ever shopped for affordable-yet-stylish furniture and home decor products, chances are you’ve perused the inside of one of IKEA’s catalogues before. To ensure you run out to the store for march and meatballs, each product is captured with stunning photography – except when it isn’t.

 

It may surprise you, but as IKEA’s Martin Enthed told Alan on this episode of the XR for Business podcast back in June, a number of the items you’ll find images of in the catalogue aren’t photos at all; instead, they’re CAD design renders, repurposed as quick and easy marketing material. 

 

The gap between reality and digital is closing more and more everyday, and businesses that want to maximize their ROI in XR technology will need to get just as efficient at employing their assets as IKEA has.

 

Listen to the episode and subscribe on Apple Podcasts or Google Play, or check out the full transcript on the XR for Business website.

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XR for Business Flashback: Assembling a Billion Polygons in Real-Time, with Epic Games’ Marc Petit https://metavrse.com/xr-for-business-flashback-assembling-a-billion-polygons-in-real-time-with-epic-games-marc-petit/ https://metavrse.com/xr-for-business-flashback-assembling-a-billion-polygons-in-real-time-with-epic-games-marc-petit/#respond Thu, 24 Sep 2020 14:00:17 +0000 https://metavrse.com/?p=1543 Epic Games took centre stage in the tech media circuit earlier this summer, when they unveiled their new game engine, Unreal Engine 5 (just in time to be employed in the next-gen games on Playstation 5 and the Xbox Series X coming out this holiday season).   It is revolutionary rendering software, promising to render

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Epic Games took centre stage in the tech media circuit earlier this summer, when they unveiled their new game engine, Unreal Engine 5 (just in time to be employed in the next-gen games on Playstation 5 and the Xbox Series X coming out this holiday season).

 

It is revolutionary rendering software, promising to render billions of polygons into a beautiful simulacrum of reality and the most out-there fantasy/sci-fi realms one can imagine, all in the fraction of a second. But when Epic Games’ Marc Petit came on the show to discuss the engine, he and Alan discussed the more practical uses this technology is capable of, including VR training and digital design collaboration, as well as, perhaps one day, the kind of low-code 3D rendering that the MetaVRse Engine provides.

Listen to the episode and subscribe on Apple Podcasts or Google Play, or check out the full transcript on the XR for Business website.

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