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Labrodex’s Sci-Fi RPG Shooter Hybrid ‘Scraper’ Already Has Its Own Prequel Novel

VRScout

A quick guess would be 2025.”. He has been working with Unreal for 20 years and was part of the Paragon and Fortnite development teams. He was part of the design process for several of Unreal’s core features. By the way, how did you meet and bring over Joel Burgess, Winifred Phillips, Max Preussner, and Lawrence Nelson?

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A 2020 XR Year-In-Review, with MetaVRse' Alan & Julie Smithson, and Alex Colgan

XR for Business Podcast

We heard from Alvin Wang Graylin from HTC talking about 2021 and beyond. But then you look at Unreal. And so if you follow the money and you follow the technology, what it leads to is-- I would have said that we were going to go completely phone-to-face in, say, 2025 to 2027. What was your biggest challenge? You look at Epic.

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article thumbnail

A 2020 XR Year-In-Review, with MetaVRse' Alan & Julie Smithson, and Alex Colgan

XR for Business Podcast

We heard from Alvin Wang Graylin from HTC talking about 2021 and beyond. But then you look at Unreal. And so if you follow the money and you follow the technology, what it leads to is-- I would have said that we were going to go completely phone-to-face in, say, 2025 to 2027. What was your biggest challenge? You look at Epic.

article thumbnail

A 2020 XR Year-In-Review, with MetaVRse' Alan & Julie Smithson, and Alex Colgan

XR for Business Podcast

We heard from Alvin Wang Graylin from HTC talking about 2021 and beyond. But then you look at Unreal. And so if you follow the money and you follow the technology, what it leads to is-- I would have said that we were going to go completely phone-to-face in, say, 2025 to 2027. What was your biggest challenge? You look at Epic.