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MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7
MTBS3D .@reality_clash is a developing #AugmentedReality combat game. We got to interview Tony Pearce, the CCO and Co-Fou… https://t.co/24P5kLz0Ef
MTBS3D Robots explode at #GDC2019 with @FuturLab. They have a new title for #PSVR called Mini Mech Mayhem. #GDC19https://t.co/JiIuJgGZ64
MTBS3D .@zerolatencyVR has a number of #VR out-of-home entertainment centers around the world, and we got to catch up with… https://t.co/NZJBVyRUWz
MTBS3D RT @GetImmersed: Dr. Ofer Shai is the Director of Omnia AI at @DeloitteCanada. He talked about the misconceptions about #ArtificialIntellig
MTBS3D RT @GetImmersed: The use of #futurecomputing in #healthcare was one of the prominent tracks at #Immersed2018, and we got to see some really…
MTBS3D RT @GetImmersed: Ricardo Wagner, Director of Product Marketing for #Office365 at @microsoftcanada, talked about their efforts to make moder…
MTBS3D RT @GetImmersed: Pascal Langlois, Founder of Collective Intent, talks about the potential of using motion capture technologies to re-enable…
MTBS3D RT @GetImmersed: David Parker, Founder of @teamwishplay, talked at #Immersed2018 about how they are using #immersivetechnologies like #Virt
MTBS3D RT @GetImmersed: Richard Huddy, Head of the Game Ecosystem at the Samsung Research Institute (UK), was the second keynote at #Immersed2018.…
MTBS3D RT @GetImmersed: .@JoanneAska, Co-Founder of @TribeOfPan, talks about @TheChoice_VR their innovative #VR project that addresses the topic o…
MTBS3D .@ArozziChairs makes high-end #gaming chairs and tables. Scott Nishi, Sales Manager for Arozzi, spoke to us at… https://t.co/4U4LyU1SJn

The Story of Project Holodeck

Project Holodeck is a virtual reality platform designed to make effective VR experiences affordable and possible with readily available off the shelf parts and components.  Their goal is to bring 360-degree full-body virtual reality out of the research lab and into a fun, accessible consumer gaming platform.

Sharing their story and announcing their latest software release is James Iliff, Producer at Project Holodeck and member of the leadership team.


The Moment of Conception

James Iliff, Producer, Project Holodeck

Project Holodeck got started back in March 2012 at the IEEE Virtual Reality conference.  I was visiting there with Nathan Burba and Palmer Luckey as part of the Mixed Reality Lab’s exhibit, and at the time Nate was presenting a research paper on motion tracking and Palmer was working with the Lab on their head-mounted displays. 

Palmer, Nate, and I found ourselves riding in a limo with some famous researches to go check out a telepresence demonstration, and then we realized something:  What if we could get 90% of the VR immersion that you find in a research lab, for 1% of the cost?  We had been working with virtual reality installations for some time, and they were amazing - you could cover your entire body with motion capture markers and achieve full avatar embodiment in a virtual world.  Military-grade HMDs were expensive but had incredible field-of-view.  But few people had access to this experience but researchers at the top of their field and the occasional lucky intern.  Why did it have to be that way? We wanted take this incredible VR experience and do two things:  Make games for it, and make it cheap.

Then Project Holodeck was born.  Palmer had been working on his own HMD for quite some time, and he had numerous iterations (called PR1 – PR4, and others).  His new HMD was made with cheaper components, and we could combine it with consumer-facing motion tracking controllers to have a fully embodied VR play space, not unlike the concept of the Holodeck from The Next Generation!

We instantly started brainstorming all the possibilities.  A zombie apocalypse, an interstellar travel simulator, a pirate ship battle!  A steampunk-style airship game sounded perfect, because players could interact in a 20’ by 20’ play space that would be represented as the ship deck in the virtual world, while at the same time they could fly around in a massive environment and explore.  This idea of micro / macro space got around the spatial limitation problem. 

The ship deck could have cannons, a helm, altimeter, machine guns, afterburners, and all kinds of gadgets.  Players could frantically run around using various instruments and weapons, while having cannon balls and bullets whiz past their heads from enemy ships.  And it all happens hundreds of feet in the air, which is particularly titillating in virtual reality.

This is how our Wild Skies project began – the first game for Project Holodeck.