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Modern Day Block-breaker ‘Tetris Effect’ is Now Available on PS4 & PSVR

Road to VR

Created by Rez Infinite (2001) studio Enhance Experience and Monstars , the game is now available on PS4, PS4 Pro and PSVR. Tetris Effect is now live on the PlayStation Store , retailing for $40. The game is entirely VR-compatible, offering the full experience to PSVR players.

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Top 25 Virtual Reality Software Development Companies

ARVR

A US company that also has a location in Estonia, started its path in 2001. The US company has offered technical solutions for the education, retail, and manufacturing industries since 2003. Technical specialists in marketing, retail, and entertainment, these developers started their activity in the US in 2011.

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‘Tetris Effect’ Landing on PS4 & PSVR Next Month, Pre-orders Now Available

Road to VR

Tetris Effect pre-orders are also now available , retailing at a 10% discount off the full MSRP of $40. The game, which includes 30+ stages and 10+ modes, was created by Monstars and Enhance , the minds behind Rez Infinite (2001) and its more recent VR adaptations.

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Why Starbreeze Studio Is Pursuing A ‘Crazy’ Vision For Arcade-Scale VR

UploadVR Between Realities podcast

It’s a public company since 2001. We still do retail with 505 and other partners, but we’re really digital-focused. I see Starbreeze as an incubator and publisher for VR that can help some of the market develop. GamesBeat: What’s the history of Starbreeze? Marquez: Starbreeze is a Swedish company that was created in 1998.

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My (emotional) interview with Tommaso Di Bartolo, the Web3 expert who made me start my blog

The Ghost Howls

I started then my first company, roughly around the dotcom burst 2000, 2001. I joined as a retail investor, obviously in the alternative coins and the general, Bitcoin and Etherium space, which then matured me into early 2020 digging into this immersive world, this world of ownership, this world of decentralization. This was 2017.

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Jeremy Bailenson talks about 1,000,000 Walmart employees training with VR, presence, and the VR “empathy machine”

The Ghost Howls

In my lab, we published networked VR studies as early as 2001 where we networked three people together in VR and saw how the collaboration went and how avatars changed them. It’s a long shift for all of us and our work, but especially so if you’re working in retail. We just want to make their lives better, not worse.

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