Remove 2008 Remove Unity Remove Unreal Remove Virtual World
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My Strange Head: Part of another’s feeling world

AIXR

My Strange Head was created by Cassandra De Klerck, who has been designing and developing virtual worlds since 2008. During the project, a switch was made from Unity to Unreal for production. This was chosen because Unreal specialises in cinematic productions; they have more tools to integrate games and film.

Filming 52
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Who Will Own the Metaverse?

AR Insider

In another scenario, we may see game engines dominant, like Unity or Unreal. How do we interact, will we standardize gestures or specific affordances, will there be regularly used icons or representations, what will be the social conventions, in both the real and virtual worlds? So what’s different now?

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The IKEA of AR: Making Content Effortlessly, with EON Reality’s Dan Lejerskar

XR for Business Podcast

And then slowly and surely, we picked up the business up to 2007, 2008. There was something called people avatars and virtual worlds, that was very popular around 2007. So you don’t know anything about coding, Unity, Unreal. Dan: Let’s dissect the problem with content creation and virtual reality.

AR 78
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The IKEA of AR: Making Content Effortlessly, with EON Reality’s Dan Lejerskar

XR for Business Podcast

And then slowly and surely, we picked up the business up to 2007, 2008. There was something called people avatars and virtual worlds, that was very popular around 2007. So you don’t know anything about coding, Unity, Unreal. Dan: Let’s dissect the problem with content creation and virtual reality.

AR 78
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The IKEA of AR: Making Content Effortlessly, with EON Reality's Dan Lejerskar

XR for Business Podcast

And then slowly and surely, we picked up the business up to 2007, 2008. There was something called people avatars and virtual worlds, that was very popular around 2007. So you don't know anything about coding, Unity, Unreal. Dan: Let's dissect the problem with content creation and virtual reality.

AR 60