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Sansar Opens to the Public in Creator Beta

SAN FRANCISCO – July 31, 2017 – SansarTM, the world’s leading social VR platform, today opened its creator beta to the public. Sansar empowers individuals, communities, schools, studios, corporations, brands and others to easily create, share, and ultimately sell immersive 3D social experiences for consumers to enjoy on HTC Vive, Oculus Rift, and Windows PCs. Developed by Linden Lab®, the company behind the groundbreaking virtual world Second Life®, Sansar is a brand new platform built from the ground up to enable everyone to become a creator.

At opening, Sansar’s Atlas directory already features hundreds of engaging virtual experiences, including multiplayer games, recreations of historic sites and landmarks, art installations, movie theaters, museums, narrative experiences, jungle temples, 360º video domes, sci-fi themed hangouts, and much more. Creators invited to the platform during a limited-access preview have published thousands of amazing public and private experiences, and with the opening of beta today, the world is now invited to join them.

“Sansar democratizes social VR,” said Ebbe Altberg, CEO of Linden Lab. “Until now, complexity and cost has limited who could create and publish in this medium, and Sansar dramatically changes that. It’s been inspiring to see the thousands of virtual creations that have already published with Sansar during our limited preview, and I’m looking forward to the explosion of creativity we’ll see now that we’ve opened the doors in beta.”

Sansar Capabilities

Simplified Creation & Cross-Device Distribution

Intuitive drag-and-drop editing makes it easy to create a scene with assets imported from common 3D modeling tools or purchased from the Sansar Store.

With the push of a button, creations become hosted multi-user experiences that can be enjoyed by consumers using VR head-mounted displays (HMDs) as well as in desktop mode on PCs. Every Sansar experience has a unique link that can be shared via Facebook, Twitter, email, blogs, and with whomever the creator wishes. Each instance of an experience is currently set to allow 35+ concurrent avatars, and automated instancing will enable creators to reach unlimited audiences.

Convincing Social Interactions

With detailed customizable avatars, Sansar provides rich social interactions, without requiring additional hardware like cameras and trackers. A unique integration with Speech Graphics’ technology provides accurate avatar lip-syncing and facial animations, driven in real time as users simply speak into the microphones on their HMDs or audio headsets. With the use of VR hand controllers, users’ hand and arm movements are accurately and realistically mirrored by their avatars, thanks to an integration of IKinema’s powerful RunTime middleware, the world’s leading full-body inverse kinematics (IK) technology.

Robust Marketplace & Earning Opportunities

With Sansar, creators can earn from their virtual creations by selling them in the Sansar Store. In the future, creators will also be able to sell, rent, or charge for access to their experiences. At the opening of beta, the Sansar Store features thousands of items for sale from creators around the world.

A relationship with TurboSquid provides creators with access to hundreds of additional high-quality 3D models in the Store today, with thousands more being added in the coming months. Planned integration with TurboSquid’s StemCell initiative will make it easy for TurboSquid’s community of 3D modelers to immediately upload and sell their creations in the Sansar Store, further augmenting the assets readily available to Sansar creators.

Speech Graphics at Gamescom 2015

Photo of the entrance to Gamescom 2015

Gamescom was last week, and Traci, our Marketing and Business Development Manager, was on hand to represent Speech Graphics. Here is what she had to say:

As always, Gamescom was a great show.  This is the biggest games industry show in the world, so it is full of excitement. Because part of the floor is open to consumers, there is a huge community of gamers that come out for it, and that only adds to the atmosphere!

Though most of my time was spent in the business area discussing our facial animation technology, I was able to check out some of the new games and announcements.

Unravel first caught my eye at E3 earlier this year. EA showed a trailer at their booth, and it looked really interesting. The Gamescom gameplay footage was a deeper look into the game. You play as Yarny, and roam the (very beautiful) world solving puzzles and collecting yarn to replenish your supply. Some elements remind me of Chibi-Robo!, one of my favorite Gamecube games (which is getting it’s own update this year). I’m really looking forward to seeing more!

Crackdown 3 is another exciting title, especially because Crackdown was born here in Scotland. While the first peek at the game was last year, at Gamescom we learned the game is officially Crackdown 3, and got a more in-depth look at the amazing destruction capabilities of the game. Crackdown 3 will use the power of Microsoft’s Azure cloud platform to help with processing, one of the first games to be supported in such a way. Crackdown is still a Scottish game, being developed by Reagent in Dundee.

There was also a lot of fantastic animation on display, which is always exciting for us. Quantum Break showed it’s all-star cast off for the first time, and it will be really interesting to see how the blend of 3D animation, gameplay, and live action elements work together. Mirror’s Edge Catalyst looked great as well, especially the parkour-style gameplay animations.

Overall, it was a great show with a lot of great games on display. There is a lot to look forward to over the next couple of months!

Traci will also be at XDS in Vancouver next month and is available for meetings. If you would like to learn more about our technology or discuss your facial animation needs, please just get in touch!

Photo: Koelnmesse

Speech Graphics at GDC 2015

Photo od San Francisco, CA the location of GDC 2015

Speech Graphics will be at Game Developer’s Conference (GDC) and Game Connection America in San Francisco March 2-6.

We are looking forward to seeing all the new developments in the industry, as well as showing off our latest and greatest.

This year, in addition to sharing our new animation pipeline and demos, we will have a first look at two new applications of our technology. While we are very excited about these developments, we can only show them behind closed doors! If you want to see how Speech Graphics can enhance your next project, reach out to us today to set up a meeting!

Email traci@speech-graphics.com for more information.

We hope to see you there!

Welcome to Speech Graphics

Facial Animation Team at Speech Graphics

We have been very hard at work here at Speech Graphics over the last few months. Not only has our first published AAA video game project (Shadow of Mordor) been released, but we have a fresh new website, new service offerings, and new demos!

In addition, we have been nominated for three awards, toured at 10+  trade shows and industry events around the world, and moved into a new office!

Back on home turf, our excellent team of programmers have been hard at work improving our animation system, including upgraded motion synthesis and additional language support. Whew!

There is much more on the way, so stay tuned! As soon as we have more to announce, including our latest partnerships, we will update this space.

In the meantime, if you have a project you would like to discuss, please get in touch.

 

To learn more about our new offerings, see our Solutions page.
To see our latest demos and our previous projects, including our work on Shadow of Mordor, head over to the Work page.
If you would like to discuss a project or a test, please Contact Us.