Patrick O'Luanaigh
๐ค SpeakerAppearances Over Time
Podcast Appearances
The biggest challenge is just getting enough hardware units out there.
At the moment, the hardware, the high-end hardware is still fairly expensive.
And there aren't any killer apps yet.
We're still figuring out how to make the very best games and experiences for VR and learning quickly.
So I think it will be a combination of the price point of hardware coming down, the mobile VR headsets working with everybody's phone, not just the very expensive high-end phones, and also great, great content coming out there, which the market needs.
Strangely enough, actually, it's been a mobile game called Perfect Beach, which has been out for 18 months now and is a very simple experience.
If you had a stressful day or boss has been moaning, you're stuck in the traffic, you can put it on and just relax and pretend you're back on your summer holiday.
And bizarrely, a very simple product that was very quick to make.
It's done very, very well for us.
We tend to look at units sold at the moment.
At the moment, VR is a little bit too early to do service games and to do certainly free-to-play titles.
So for us, our key metric is sort of how many units were sold so far.
And across all the titles we've launched so far, we've done just under a quarter of a million titles sold so far.
That's VR games and experiences, which is a great start in a pretty early market, to be honest with you.
So we have 50 people here.
Probably about 38 of those are in development.
So we sit down, we brainstorm ideas.
Ideas can come from literally anybody in the studio.
We have great game designers, but coders, artists, producers, anybody can come up with the ideas.
If we have one-page ideas we like, we then get together, we work them out, we come up with sort of further ideas, pick ones that are promising, and then they go to sort of six-page green light process where we do an ROI, we work out how much they're going to cost to make, what the sort of sales are likely to be,