Weekly Video Game News Roundup: May 4th

Weekly Video Game News Roundup: May 4th

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May the 4th be with you, readers!

In this week’s roundup we delve into Rockstar’s cavalier attitude toward E3 and what it means for GTA V , figure out what ex-members of the BioShock team are up to as The Fullbright Company, learn how to use voice commands in Skyrim, celebrate the end of infinite combos in Street Fighter X Tekken , examine what makes Super Meat Boy iOS different, and flex our muscles for Microsoft’s patented EMG game controller.

Let’s round it up!

1. Patcher Predicts Pre-E3 ‘GTA V’ Showing With October 23 Release

In a recent segment of GTTV’s Pach-Attack , Wedbush Morgan analyst Michael Pachter looked into his crystal ball and predicted that details onwill be release shortly before this year’s E3.

“They’ve outgrown the show. I think they’re way too cool to go. My read on those guys is they like stealing the thunder from everything else. So if I had to bet, I’d say you’d get an announcement on GTA V the day before E3 starts, that’d be Monday, June 4. They don’t show up and that’s all anybody can do is talk about GTA V at the show.”

Not a bad prediction, actually — those Rockstar guys are nothing if not consistent. The last time the company was at the show was to promote Agent at Sony’s press conference three years ago. Not appearing this year would be a publicity stunt in its own way, attempting to garner attention while taking it away from companies who decided to show up and interact with the fans and press that sustain their business. As for GTA V’s release date, Pachter suspects the game will launch on October 23, shortly before BioShock Infinite. If Rockstar‘s cute stunt pans out as planned, expect to hear more on GTA V soon.

Source: VG 24/7

2. ‘Metal Gear Rising’ Coming To Vita

During a developer presentation at an AT&T event, a slide show revealed a bit more than planned. In one slide, the logo forwas spotted amongst a myriad of “3rd party PS Vitapartners on board.” Oops! Look for an official announcement soon.

Source: CVG

3. Next ‘SFxT’ Update Does Away With Infinite Combos

Hey all you fighting junkies out there, get ready for a real life c-c-c-c-combo breaker. Capcomhas decided to release another update foraround mid-May that will fix infinite combos for Kazuya, Xiaoyu, Pac-Man and Kuro, who was getting wildly out of hand. Condolences go out to all the cheap players out there. Actually, no — you’re awful.

Source: Joystiq

4. ‘Shadowrun Returns’ Kickstarter Hits $1.8 Million

Following in the footsteps of other Kickstarter success stories, the Shadowrun Returns Kickstarter got some fantastic news. Developer Harebrained Schemes finished with $1.8 million in funding, over four times the original $400,000 goal. The 15,502 backers investing the minimum reward donation of $15, combined with thousands in the $125 and three who made $10,000 donations, added up to some mad chedda — averaging out to about $50 per person for each of the 36,000 backers. Kudos to Harebrained Schemes and here’s to putting that extra dough to good use on Shadowrun Returns, which is expected to release on the PC, Mac and Linux in early 2013.

Source: VG 24/7

5. Ex-BioShock Peeps Start The Fullbright Company

Portland, Oregon has a new resident, The Fullbright Company, founded by formerseries team members Johnnemann Nordhagen and and Karla Zimonja. Having quit the corporate game to jump into indie development, the two have decided to continue the work that inspired them — specifically, projects that focus on “personal story in a player-driven way.”

“…our intent in the end is simply to make a great game. A memorable experience that you’ll be drawn into, and keep thinking about after the game’s turned off, and want to come back to again someday. An experience that gets away from the constraints of ossified game genres, while relying on what we’re good at as a team:  creating immersive places to inhabit, and a deep, personal story to explore at your own pace.”

Hoping to develop a nonviolent game in an unfantastical locale (a rarity in gaming), and stating the need for a talented team to help with production, Fullbright has a clear vision. Gamers should stay tuned and see what comes out of the fledging company.

Source: The Fullbright Company

6. Full List Of ‘Skyrim’ Kinect Voice Commands

What’s better than Dragon Shouts? Actually shouting them out! Fus Ro DUH. The complete list of voice commandsfor the Kinectenabledhas been released. Everything from quick menus to hotkey equipping, follower commands, magic and, of course, shouts, the list is comprehensive — containing more than 200 commands. This should add a whole other level of immersion to the game that never ends. Expect not to see your significant others again for a while, especially when the new Dawnguard DLCis released. The Kinect update is out now, so those with eidetic memory, take a glance at the list. The rest of us should probably print it out.

Source: Bethesda

7. ‘Portal 2’ Level Editor In-Action

The Perpetual Testing Initiative , Portal 2 ‘s level-editing DLC, will encourage players to channel their inner GLaDOS and create hellish levels for their foesfriends. Level creator TopHATTwaffle uploaded a video that walks gamers through the editor, a video that has since been removed at Valve’s request, but the internet has a way of not caring.

The level editor is surprisingly intuitive and easily flows between edit and play modes, where players can test out the new test chambers. Expect the community not to pull any punches and to dish out some exhaustingly difficult levels because, really, isn’t torture what this is all about? Okay — fun, too.

Source: Joystiq

8. ‘Super Meat Boy’ iOS Is Different

Team Meat, the folks behind the crazy hardhave announced that the iOS version of the game will be unlike its predecessor in many ways. In an interview with Polygon , Edmund McMillen, lead designer at Team Meat, explains.

“[The original] Meat Boy was a twitch-based game about memorizing things. [iOS] Meat Boy is the opposite. That’s the foundation of its design. But it’s also on a touch device, so there’s that as well. We want to make a twitch-based platformer that’s not about memorization.”

Great news for those panicking about controls. In fact, to calm fears, McMillen addressed that issue as well, stating that Meat Boy won’t be “a shitty port of an existing game with non tactile buttons spread all over the screen blocking the player’s view and making for frustrating controls,” and citing Canabalt as the closest comparison. The art will keep with the cartoonishly violent theme, luring unsuspecting gamers with it’s happy-go-lucky exterior before shredding and mutilating its main character. No release date so far, but fans can expect a very different experience when it comes out.

Source: The Verge

9. PlayStation Plus To Offer ‘CoD Elite’ And New Games To Members?

A survey about PlayStation Plussuggests Call of Duty: ELITE and free, new Blu-ray games may be added to the service. The survey, more or less, asks what people would be willing to pay for the program, changing certain aspects or perks to tailor it to an individual’s needs or wants — for a price, that is. For full details, including a screenshot and walkthrough video of what the PlayStation Plus program has to offer, follow the source.

Source: IGN

10. Muscle-based Microsoft Controller

While we certainly aren’t living in the future envisioned in movies, there have been lots of leaps in innovation with interactive entertainment, and the race for ground-breaking gaming peripherals is always at full speed. Microsoftis throwing its hand in again and was just granted a patent for a wearable EMG device. Electromyography (EMG) is used to evaluate and record electrical activity in skeletal muscles and Microsoft thinks it can use this activity to control smartphones, laptops and other devices. We’ll see.

Source: Engadget


Video Game Reviews
Mobile user acquisition fraud: How to find it and how to fight it (webinar)

Mobile user acquisition fraud: How to find it and how to fight it (webinar)

Fraud is sabotaging UA efforts big time, putting an emphasis on defensive, proactive strategies to ensure you actually acquire the users you’re going after.

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Image Credit: Shutterstock

Fraud is sabotaging UA efforts big time, putting an emphasis on defensive, proactive strategies to ensure you actually acquire the users you’re going after. Join our upcoming webinar of pros to arm yourself.

No business wants to find themselves in a nightmare scenario of mobile user acquisition fraud, yet, the likelihood of it happening has doubled since 2015.

Back in 2014, only 34 percent of mobile developers reported being cheated when acquiring users. Fast forward a year, and 58.8 percent of developers have now experienced user acquisition fraud. That’s one mobile statistic no business wants to see rise.

As mobile continues its dominance in 2016, the risk of fraud grows even greater for developers. High-quality users don’t come cheap — often reaching $8, $10, or $25 per user — and scammers are more than willing to take advantage of any company hoping to rank on Google Play or Apple. Imagine wasting hard-earned money not on users, but on bots and install farms utilizing cheap overseas labor to inflate your numbers. To successfully plan ahead you need honest statistics, but unreliable install rates and conversion rates will clog your current stance on the marketplace and push you towards disastrous decisions for your business.

So then, how can you steer your business away from the ever-growing list of fraudulent pitfalls in the mobile market? As with everything, you need to be well-informed on user acquisition fraud and the many disguises it wears. You need to know which campaigns and publishers to trust and which ones to avoid at all costs. Lastly, you need to know how to spot user acquisition fraud and what to do the minute after.

In this webinar, top guns in the mobile industry will cover user acquisition fraud and how to successfully fight back. Learn how to react accordingly and timely towards the first sign of fraud. Don’t be a victim in 2016; learn how to combat fraud in the mobile market today.

Don’t miss out!


In this webinar, you’ll learn: What user acquisition fraud is, and its many forms How to identify campaigns and publishers associated with illegitimate traffic How datasets can be cleaned and payouts reclaimed once fraud is identified
Speakers:

Eric Seufert , VP of User Acquisition, Rovio

Chris Cunningham , VP Brand Revenue and Strategic Partnerships, ironSource

Paul H. Müller , CTO at adjust


Moderator:

Evan Schuman , Moderator, VentureBeat

This webinar is sponsored by adjust.

Cliffy B on the ‘Ugly Truth’ of On-Disc DLC

Cliffy B on the ‘Ugly Truth’ of On-Disc DLC

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An unfortunate reality of the current generation video game consoles and push towards digital media is the advent of downloadable content (DLC).

An unfortunate reality of the current generation video game consoles and push towards digital media is the advent of downloadable content (DLC). What was once considered additional/expansionary elements of a game that could be downloaded post-launch has become something that releases alongside the retail version of the game, often times on the disc itself, hidden and locked away until players fork out money to utilize content on a disc they already purchased.

The feeling of purchasing a game, to have pieces held back and charged for separate is terrible for consumers, but according to Epic Games’ Cliff Bleszinski, it’s just one of the “unfortunate realities” of modern game development.

spoke with Cliffy B at PAX East this weekend in Boston and they touched on the controversial topic earning a lot of attention thanks to the Mass Effect 3 day one DLC and even moreso, the Street Fighter X Tekken DLC messwhere Capcom included a pile of DLCcharacters on the game disc, followed by stating that downloadable content and locked disc content is the same.

“When you’re making a game, and you’re getting into a ship cycle, there’s often three or four months where the game is basically done. And you have an idle team that needs to be working on things.

“And often for compatibility issues, [on] day one, some of that content does need to be on-disc. It’s an ugly truth of the gaming industry. I’m not the biggest fan of having to do it, but it is one of the unfortunate realities.”

How did game development work before the PS3/Xbox 360 then? Are there no other projects for the dev team to be working on in those three-four months Bleszinski refers to? Are there not true expansions that could be worked on, other games, sequels, etc.? Why is a lot of it available exactly when the game launches?

While Cliffy B is right about development time and managing resources, the fact is, launch week DLC/on-disc content could be released as part of the $60 retail package or as a free download. Everything else, semantics aside, is a scheme to grab more money from customers and that’s what gets people upset. If it’s on the disc, why isn’t it part of the game?

The Street Fighter X Tekken characters were planned before the game released and were there whole time, but not accessible to players (unless they hacked the game – which they did).

Paying for a game and not getting the whole package will never be accepted fully by the gaming community. Games are expensive and there are too many to play, so consumers expect value for their dollar. The trend of held-back/locked content is an unfortunate one and like Cliffy B says, it won’t go away until all content is digital, but not because it’s an unfortunate necessity, but because publishers have the incentive to charge separately for content.

Just look at Epic’s own Gears of War 3 , a game which held back charactersand assets already built into the game’s campaign from multiplayer, released later as DLC. Did I mention the $45 worth of… weapon skinsthey sold through microstransactions? Ugly truth indeed.

Follow Rob on Twitter @ rob_keyes.

Source: GameSpot

How email marketing achieved 40% year-over-year growth for Realtor.com (webinar)

How email marketing achieved 40% year-over-year growth for Realtor.com (webinar)

Missed it?

house for sale.shutterstock_162495881

Image Credit: Shutterstock

Missed it? You can still tap into the insights shared recently by VB analyst Jon Cifuentes and guest panelist Realtor.com CMO Nate Johnson as they show how to how to break through the inbox instead of getting banished to email purgatory .

Although it predates newer channels like social by decades, email marketing is still a marketing powerhouse. You just have to look at the data compiled in VentureBeat’s recent deep-dive report into the email marketing landscapefound that email marketing to see its impact. In fact, it’s what’s driven Realtor.com’s 40 percent year-over-year growth.

“I get really excited about email,” says Johnson. “I’ve seen how effective it can be as a marketer and also as a product executive.”

Email is the most powerful channel for a number of reasons. It lets you reach out beyond the constraints of your website and app, and into users’ personal space. It’s also a very controlled experience, with more room for development than traditional channels. The marketer decides everything from what time it shows up and what it looks like to what CTA to use and how much personalization to introduce.

And finally, it’s incredibly measurable — you can keep tabs on its delivery rates, open rates, and clickthrough rates, especially as you thoroughly A/B test for effectiveness. A brand new email template is almost never a strong performer. But as you measure, refine, and evolve, your emails become workhorses.

Because email is so ubiquitous, however, users have also grown more sophisticated and have begun to expect a lot more. Email marketing needs to be equally sophisticated.

“The very best marketing organizations are equal parts science and art,” Johnson says. “My team is incredibly creative at the way they position product in front of whomever the user is. But they can also crush a spreadsheet.”

The huge shift into mobile as the dominant channel has also thrown a wrench into game. With mobile in the mix, the marketer is competing for attention not just with other emails, but also with social networks, messaging, and games.

That’s why personalization is hugely important, Cifuentes says. You’re competing for time — but understanding your users, where they are, at what time, what they want, is essential to cracking that code.

“Just personalizing the subject line was a 30 percent lift across the whole industry,” Cifuentes says. In more high-engagement areas, such as travel and retail, that lift goes up to 40 percent. And studies show that the more sophisticated the techniques get, the better the growth metrics.

“Can you imagine the impact on your business if you improve clickthrough 70 percent?” Cifuentes says. “It’s a windfall, if you do it right.”

You don’t need a dedicated science team to pull this off. Basic tactics are easy to figure out without technical expertise, and as case studies show, they can lead to major results.

But before you can even start to evolve your email marketing and personalization experience, you need to get your hands dirty. You need to have a good understanding of your data, traffic patterns on your site, and what users are trying to do, what kind of information users are asking for, and figure out if there’s a way to get those actions into email.

The next is to assess the tools and data you have, and the tools and data you need. Do you have the toolkit at the ready, and do you have the right data in the right place and in the right format to get it into those emails, so you can deliver personal experience.

Lastly, you really have to know what you’re trying to achieve with personalization and strategize from there. “One of the problems with email is that it’s a double-edged sword,” Johnson says. “If you do too much of it, they vote with their mouse and they stop clicking. Increasingly, they get irritated and unsubscribe.”
In the end, Johnson says, “Always be iterating. Always have a finger on the pulse of what your users want and what they’re looking to do, so that you can keep it as a strong channel.”

For insight into the best tools, the best personalization techniques, and how to keep your users happily subscribed, check out the full free webinar today.

Don’t miss out!


In this webinar, you’ll learn how to: Boost sales and cement customer relationships Address implementation challenges Discover best practices for high tier email marketing Choose the right, highly-rated email marketing solution for your business.
Panelists: Jon Cifuentes, VentureBeat Research Analyst Nate Johnson, CMO, Move Inc. (Realtor.com)
Moderator: Wendy Schuchart, Analyst, VentureBeat

This webinar is sponsored by Sendgrid. All research is conducted entirely independently.

Playstation VR Could Become Compatible With PC

Playstation VR Could Become Compatible With PC

Just yesterday, Nikkei got to speak with Sony Computer Entertainment Executive Vice President Masayasu Ito.

Playstation VR Could Become Compatible With PC

got to speak with Sony Computer Entertainment Executive Vice President Masayasu Ito. Ito said that the VR is very similar to a computer. So, it could be possible that in the future Sony makes the VR compatible with the PC since they are so similar. At this time, Sony is not ready to make any announcements about this topic, but in the future this is what we might be treated to. However Ito did say “there will be an expansion into various fields.” So we can expect the VR to spread to multiple platforms.

The Playstation VR has already been selling very well. They expect to sell 1-2 million units by the end of the year. Playstation VR so far is the best deal on a VR on the market since it is at a reasonable price of $399. The Playstation VR is going to be released in October. Playstation made the games for their VR aimed towards a more western style gamer, so it is expected to not do too well in Eastern countries, but to do extremely well in Europe and the United States.

If Playstation is able to make their VR system compatible with PC, the demand for this already affordable VR will significantly increase over the competing ones since it is already reasonably priced and would be have multiple uses.

The Division’s New Mission Too Difficult?

The Division’s New Mission Too Difficult?

On April 12th, a new mission titled The Falcon Lost incursion will be included in the patch released for The Division .

The Division’s New Mission Too Difficult?

. This mission may be more difficult than people will expect, since lead designer Matthias Karlson and lead economic designer Andrada Gregiuc are yet to complete the level. According to their Division PodcastKarlson says that,

These types of missions will add in some new game mechanics, such as taking out an APC. With incursions coming out Karlson says, “you’re going to see new ingredients in terms of what happens and what you’re exposed to playing in Incursions.”

The Division will be getting more changes on April 12th with the release of patch 1.1 and a major bug fix. The patch will include other new things like gear score, gear sets, and item trading. These will be able to make these more difficult missions easier.

Lego Star Wars Episode 7: The Force Awakens Is The Lego Game We’ve Been Waiting For

Lego Star Wars Episode 7: The Force Awakens Is The Lego Game We’ve Been Waiting For

This new addition to the Lego Star Wars Saga is able to capture the story and excitement of the film while bringing in the humor of a Lego game.

Lego Star Wars Episode 7: The Force Awakens Is The Lego Game We’ve Been Waiting For

is able to capture the story and excitement of the film while bringing in the humor of a Lego game. Lego has taken so much attention to detail in Lego Star Wars: The Force Awakens , that it will test the most obsessed fan’s knowledge. This game will play similar to other Lego games with childish puzzles and humor that everyone can enjoy. However, you can now build different objects from the same pile of Lego pieces.

With the cast of 200 characters, every character is unique in their own ways. For example, Rey is able to move around quickly and navigate quickly with her staff, but she would need a droid to power a generator from time to time. With Lego’s usual parody like style there are also some details and characters that you might not know unless you saw the Force Awakens art work and Visual Dictionary.

This Lego game will be different from the rest since it flows so well that it appears to be able to flow without the Lego pieces. This game gives a real feel for the Star Wars Universe, with the little Lego people and their little jokes every so often. The game is scheduled to be released on June 28, 2016 for Wii U, PS4, PS3, Xbox One, Xbox 360, 3DS, and PS Vita. For the Wii U, PS3, and Xbox 360 versions the price is $49.99, for 3DS and PS Vita the price is $29.99, and for PS4 and Xbox One the price is $59.99 for base game and $69.99 for Deluxe. The Deluxe would include a Finn mini figure, the main game, and the season pass.

Capcom Producer Says He’s Seen Nothing for ‘Tekken X Street Fighter’

Capcom Producer Says He’s Seen Nothing for ‘Tekken X Street Fighter’

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Amidst questions of on-disc DLC , online problems, and the intricacies disc-locked content all Street Fighter X Tekken fans really wanted to know was when the other part of the Capcom/Namco Bandai crossover, Tekken X Street Fighter , would release.

, would release. It’s been nearly two years since the publishing duo announced the projects, and since then we’ve seen almost nothing about Tekken X Street Fighter.

Most of the information we do know has come from Capcomdevelopers in regards to the project as a crossover, but nothing concrete has been revealed about Tekken X Street Fighter except that it’s coming. But developers tend to deal in secrecy when talking about their projects, so fans shouldn’t have anything to worry about right? Actually, there might be cause for concern.

According to an interview with Capcom’s Yoshinori Ono, Capcom hasn’t even seen a thing about the game — no screenshots or gameplay. There was an unspoken agreement between the two developers that after an initial meeting they would stay out of each other’s ways, but you’d have to figure there would be some sharing of concepts.

Ono even takes it a step further by saying that, based on Katsuhiro Harada’s track record, he wouldn’t be surprised if the game didn’t release until 2018. Namco’s Harada is definitely a developer who likes to take his time withprojects, almost the complete opposite of Capcom recently, but clearly Ono’s comments were meant as a joke.

Unfortunately, having not seen anything about the game is a cause for concern. One would think that Namcowould want to piggyback off the release of Street Fighter X Tekken and reveal some promotional materials to remind fighting game fans that another title is on the way.

Namco also has Tekken Tag Tournament 2 slated for this holiday, making the release of any news regarding Tekken X Street Fighter before year’s end pretty unlikely. Still, we hope the negative backlash over SFxT hasn’t discouraged Namco, or resulted in the project getting put on the backburner.

Do you think we will see Tekken X Street Fighter before 2018? Does it worry you that Namco hasn’t shown much for the game?

Source: The Guardian

Capcom: DLC And Disc-Locked Content Are The Same

Capcom: DLC And Disc-Locked Content Are The Same

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BioWare isn’t the only developer who have experienced a backlash over locking content onto discs .

. As was the case with, Capcom utilized the same formula of instilling on-disc DLC with Street Fighter X Tekken . This prompted immediate scrutiny, including disgruntled consumers lodging complaints to the Better Business Bureau.

Capcomhas responded to the complaints filed with the BBB by stating that, to them, there is no distinction between downloadable content and disc-locked content.

The firm’s response to the implementation of downloadable content present on‘s disc is that offering add-on content is best carried out by integrating it within the game’s disc. Numerous complaints by consumers pressed Capcom to, according to, deliver the following statement:

“At Capcom, we value our customers and make every effort to resolve customer complaints. We are sorry to hear that [censored] was so disappointed with the Street Fighter x Tekken game (”SFxT”), and would like to respond to his complaints.

While Capcom is sorry that some of its fans are not happy about the chosen method of delivery for the DLC, we believe that this method will provide more flexible and efficient gameplay throughout the game’s lifecycle.

There is effectively no distinction between the DLC being ”locked” behind the disc and available for unlocking at a later date, or being available through a full download at a later date, other than delivery mechanism.”

A day before Street Fighter X Tekken ‘s release earlier in March, Capcom admitted that an accumulative of 12 characters, who were intended to be released as DLC, are indeed present on the Xbox 360 and PS3 discs. These characters were planned to be released as PlayStation Vita exclusives. However, the publisher/developer will release the downloadable content pack on consoles after the fighter’s Vita version launches with a price tag of $20.

Capcom were likely expecting a backlash as shown by the complaints sent to the BBB, but probably didn’t foresee the DLC characters locked on the disc being unlocked by hackerswho then used them on the online multiplayer component over Xbox Live.

Ranters, what are your thoughts on Capcom’s statement regarding there being no distinction between DLC and disc-locked content?

Street Fighter X Tekken is available now for the PS3 and Xbox 360. For more on the game, check out Game Rant’s review.

Source: Cinema Blend

Email personalization: How to stay out of the spam folder, lower unsubscribes, and increase revenue (webinar)

Email personalization: How to stay out of the spam folder, lower unsubscribes, and increase revenue (webinar)

50 percent of people unsubscribe to email because the content is irrelevant, too frequent, or both.

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Image Credit: Shutterstock

50 percent of people unsubscribe to email because the content is irrelevant, too frequent, or both. Join us as VB Director of Marketing Technology Stewart Rogers shares how personalization can ensure your emails live up to their massive potential — a potential too many are squandering.

The Chinese calendar may say 2016 is the year of the monkey, but for marketers 2016 is the year of personalization.

As one email service provider told VentureBeat, 2016 is the year where everything is about targeting, hyper-targeting, personalization, and relevancy. Now that may sound self-serving from a vendor, but when it comes to personalized emails, 257 of the email marketers we surveyed for our VentureBeat Insight reportshowed increased open rates and click-through rates by employing some form of personalization.

In fact, we learned that in some cases, average customer email click-through rate is 2.5 times higher using personalization, when compared with non-personalized emails. Not only that, revenue is an average 5.7 times higher!

With email personalization showing tremendous ROI value, it’s no wonder why 80 percent of marketers are now personalizing their emails. However, less than half use any other media such as social networks, web landing or home pages, display or search advertising, or in-app mobile messaging for personalization.

As well, even though the basic use of email personalization can have meaningful results — such as using a consumer’s name to increase the open rates by 26 percent — not utilizing personalization to its full potential is leaving serious money on the table. Just imagine how much higher the email open rates would be if the entire content was personalized and not just the name.

It’s important to deploy everything email personalization has to offer when email is experiencing declining click rates, and Silverpop reports users are unsubscribing from email lists because content is irrelevant, too frequent, or both. But for 89 percent of marketers polled in the 2015 Digital Marketer survey by Experian Marketing Services, mastering personalization is easier said than done with problems in internal resources, technology, and data quality.

Join us and discover the powerful benefits of email personalization — and how to execute it in the most effective way possible.

Don’t miss out.


In this webinar, you’ll learn how to: Narrow down customer interests and respond with content that is actionable and useful Target the right data to appeal to customers’ needs and desires Manage email frequency the right way Identify warning signs that you may have gotten a little too personal
Speakers:

Stewart Rogers , Director of Marketing Technology, VentureBeat


Moderator:

Wendy Schuchart , Analyst, VentureBeat

More speakers to be announced soon!

Weekly Video Game News Roundup: April 1st

Weekly Video Game News Roundup: April 1st

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In this week’s roundup, we talk about the new Capcom retail store and their many sculptures, some upcoming free-to-play games, Remedy’s mysterious next-gen title, what we know about Obsidian’s Kickstarter game project, speculate over Namco Bandai’s teaser site, the Twisted Metal Axel patch being more than people bargained for, how MLB.TV will change the way gamers watch sports, Ubisoft’s opinions on DRM, and the next best thing to be bitten by a radioactive spider.

Video Game News

1. Capcom Launches Retail Store

A Capcomretail shop is set to open in Tokyo on April 14th this year where they will hold events, provide free wi-fi for gamers and, according to, “one of a kind sculptures” – bizarre. On top of the standard merch, however, the store is also expected to carry exclusive products previously only available on their e-store, E-Capcom. Anyone in the Tokyo area this year should check it out… or you can just wait until the Super or Ultimate Capcom store opens, which is said to be pretty much the same, but with more sculptures.

Source: Destructoid

2. ‘Sniper: Ghost Warrior’ Devs Announce Free-To-Play ‘World Of Mercenaries’

The people behind, City Interactive, have announced World of Mercenaries , a free-to-play PC FPS that will be powered by the Unreal Engine 3. There is practically no details other than its name and the fact it exists, at this point, but City Interactivedid have some nice adjectives to throw out about the game, stating that it’s, “a skill based competitive FPS with stunning graphics, fluid controls, customisable weapons and focus on teamwork”. Bogdan Oprescu, executive producer on the game, claims they have a devoted veteran team of FPS fans and that they, combined with feedback from the closed beta, will help shape the future of competitive FPS games. Check out a few pieces of concept art over at.

Source: Eurogamer

3. Remedy Hiring For Next-Gen Project

News or hints of studios working on projects for next-gen consoles are popping up everywhere these days, which adds a lot of evidence that this generation of consoles is slowly creeping to their end. Remedyis joining that action and is currently hiring for an unannounced next-gen game saying it is “on the very brink of creating the games of the future.”

“Remedy Entertainment is looking for world-class talent to work on an unannounced project targeted at future generation consoles. More than 20 new positions will become available within the next few months. The first batch of positions will go live as soon as Friday 30th of March.”

At this point it’s completely up in the air as to what the studio is cooking up, but it certainly isn’t Max Payne as the studio sold the rights to Take-Two, having Rockstar develop it. No one is even sure when the next generation of consoles will arrive since Microsoft and Sony have been ultra hush-hush about it all. So, while it’s nice to hear that things are in motion, the gaming world will just have to wait patiently until details start churning out… or you could apply for one of these gigs and see what it’s all about ( Psst. If you do, let us know what it is).

Source: Shack News

4. MLB.TV On Xbox LIVE

Those nerds interested in sports can get their bro on in a whole new way through MLB.TV on Xbox Live, a personalized and interactive way to watch games. For those who have no interest in sports, MLB stands for Major League Baseball. Xbox owners can see games, recaps, highlights every time they turn on their Xbox and then watch every out-of-market regular season Major League Baseball game, almost 100 games per week, live or on-demand. In-between rounds of Gears of War, of course.

In addition, MLB.TV allows gamers to select favorite teams, prominently displaying them at the forefront of their Xbox Live experience. There is a mini guide to preview the day’s games and, if it’s too hard to decide between two, watch them at the same time using the split screen feature. Kinect gesture and voice controls can be used to navigate MLB.TV, for those who still want to keep it a little nerdy.

5. Obsidian Kickstarter

Confirmed through a tweetby studio dude Chris Avellone, an Obsidian Kickstarter is being worked on. Specifically, Avellone had this to say when asked about the project: “No news yet except we’re still working on it.” Obsidianis currently working on South Park: The Game , which has potential, but a recently ditched next-gen project and some layoffshave been bummers for the studio. It’s hard to go into speculation mode about what the project could be at this point, but their Kickstarter could garner some success financially. It worked for Double Fine.

Source: VG247

6. Angry Birds Space Hits 10 Million Downloads

In not surprising news, Rovio has confirmed that Angry Birds Space was downloaded 10 million times in its first three days on the app store. They exuberantly tweeted: “10 milliondownloads in less than 3 days! Thanks to our fans, stay tuned for more!”

Surprised? We thought not.

Source: VG247

7. ‘Phantasy Star Online 2’ Is Free-To-Play

Segadished on some of the finer details for Phantasy Star Online 2 involving its pricing and its cross platform play. PSO2 will be free to download and play – earning its money through item transactions, something familiar to mobile gamers. Originally strictly for PC and Vitaowners, the game will now also be available to smartphone owners, which will be more simplified. Character creation and controls will be simpler and will integrate more social elements into the game, making it more “personal”. However, the PC and Vita versions will be the only ones offering cross platform play, the smartphone will just share data will the other versions.

The PC version will be arriving sometime in early summer, then the smartphone version this Winter and finally the Vita version in Spring 2013. A closed beta is expected to start sometime in April.

Source: Andriasang.com

8. Ubisoft Talks Future Of DRM

Ubisoft’s digital boss Chris Early spoke with Eurogamer about DRM for PC games eventually going away by applying MMO type systems. Early said, “Is it fair for someone to enjoy our content without us receiving some value for that? I think at the core of that is, no. Otherwise, other than works of charity, there would be few games made. The balance, however, is, how do we do anything about that and not harm the person who is giving us value for that?” Early continued to speak about on-going content development, content releases that are staples of MMOs being used toward other PC games.

As the rest of the game industry continues to evolve, the more you hear more about cloud gaming, the more you hear about companion gaming, the less a pirated game should work in all of that environment.

Essentially, Early figures that people who want a broader experience will be less inclined to pirate.

Source: VG247

9. Namco Bandai Teasing New Announcement

Namco Bandairecently opened a teaser sitethat is simply adorned with a giant, flashing X and everyone has their theories. One possibility is that the site is for Tekken X Street Fighter , the flip of Capcom’s take on the crossover released earlier this year. Siliconerasuggests the new project could be a game linked with the Hunter X Hunter anime series, which has recently been remade by Japanese animation studio Madhouse.notes that the tease has been updated to include familiar PlayStation associated controller logos next to text that reads “action adventure,” which, if true, would rule it out as a fighter.

Source: CVG& Andriasang.com

10. Twisted Metal Axel Pre Order Bonus Coming In Next Patch

CO Director and Lead Designer forDavid Jaffe confirmed in a tweetthat Axel will be free in the next patch saying, “Axel for free and for all+ a special surprise skin (for all vehicles) hits with the next patch.”

Jaffe later stated that originally Axel was only available to people who pre-ordered Twisted Metal , but, for whatever reason, will be free and available to everyone. In addition, there will be a surprise skin for all characters. Jaffe also uploaded a video where he talks about the party system, fixes, tweaks and other topics and can be viewed here.

Source: MP1st

11. ‘Amazing Spider Man’ Will Have Move Support

The final box art for the PS3 version ofrevealed that the game will be PlayStation Movecompatible and was confirmed by Jonathan Gendron, PR manager at Beenox, the studio in charge of development.notes the box displays two Move controller instead of the traditional Move-Navi combo, conjuring images of the controllers being used for some realistic, two-handed, web-slinging action – more so if they are taped to the wrist. There is also a “web rush” mechanic that allows players to move through the environment in first person perspective that could utilize the controllers beautifully.

Source: iWaggle3d


Video Game Reviews

Mobile user acquisition fraud: Are mobile developers doomed? (webinar)

Mobile user acquisition fraud: Are mobile developers doomed? (webinar)

How do you combat user acquisition scams that are increasingly slick and nearly undetectable?

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Image Credit: Shutterstock

scams that are increasingly slick and nearly undetectable? Find out from the front line how pros are successfully combating mobile fraud.

Like ants to a picnic, the extraordinary success of the mobile app market has attracted con artists looking for the easiest way to snag a piece of the pie. As the mobile app market continues to grow, their nefarious schemes — including bots, invisible ads, stacked banners, “tricky” links, and install farms — are getting more sophisticated.

Eric Seufert, VP of user acquisition at Rovio Entertainment, the creator of Angry Birds, says their company is primarily plagued by the mixing of incentivized traffic into what’s supposed to be purely non-incentivized traffic, and traffic re-brokering, where a network will simply buy traffic from another network for one of their own customer’s campaigns.

“The problem,” Seufert says, “is how do you avoid it completely when it’s so pervasive?”

The answer? You don’t.

“It’s almost the cost of doing business now,” says Seufert. “You accept that there’s going to be some level of this type of fraud in a lot of ad campaigns you run, especially with affiliate networks.” The stop-gap solution is adjusting bids down to meet new estimated profit margins.

Trying to actually combat fraud in-house, as some companies have been doing for the last year or two, means you could end up exceeding what you’re paying, he says — unless you’re a big company, spending so much money that that margin represents a huge amount of absolute revenue.

The biggest issue developers face, Seufert says, is the opportunity cost of taking a step down. You could spend time trying to identify or confirm fraud, and then petition the network for your money back. Or you could go and make a ten percent margin on new traffic. “It’s a matter of how you focus your time in the most beneficial way for the company,” he says.

That said, he adds, there are tools coming to market designed to detect fraud in a cost-efficient way, with respect to what you’re paying versus what you’re getting back. Adjust, for instance, just announced its fraud prevention suite, and Seufert predicts that the fraud prevention market will continue to grow rapidly over the next year.

In the end, Seufert believes that the sky is firmly in place. “I think the problem will be tackled simply by the size of the market,” he declares. The fraudulent percentages are becoming real money for the biggest companies, and like most pain points, it’ll spur real solutions in the near future.

To find out more about identifying fraud, eliminating it, and getting your money back, join our free webinar, “Mobile user acquisition fraud: How to find it and how to fight it.”

Don’t miss out!


In this webinar, you’ll learn: What user acquisition fraud is, and its many forms How to identify campaigns and publishers associated with illegitimate traffic How datasets can be cleaned and payouts reclaimed once fraud is identified
Speakers: Eric Seufert , VP of User Acquisition, Rovio Yevgeny Peres , VP of Growth, Supersonic by ironSource Paul H. Müller , CTO at adjust
Moderator: Evan Schuman , Moderator, VentureBeat

This webinar is sponsored by adjust.

Street Fighter X Tekken’ DLC Characters Hacked, Used Online

Street Fighter X Tekken’ DLC Characters Hacked, Used Online

‘Street Fighter X Tekken’ DLC Characters Hacked, Used Online
182
When word first got out that twelve characters slated as DLC for Street Fighter X Tekken are already included in the game’s retail release, the reaction from fans was sharply negative for a couple of reasons.

are already included in the game’s retail release, the reaction from fans was sharply negative for a couple of reasons. First, the new characters won’t be available to PlayStation 3 and Xbox 360 owners until the Vita version of Street Fighter X Tekken releases much later in the year. Second, unlocking those twelve on-disc charactersis going to cost players another $20.00.

Perhaps inevitably, a small number of disgruntled gamers have responded with illicit action —has been hacked, and the locked DLC characters have been spotted in online matches.

Almost immediately after Capcomrevealed the prices for Street Fighter X Tekken’s DLC, reports began to circle that the game’s locked characters — Blanka, Cody, Dudley, Elena, Guy, Alisa Bosconovitch, Bryan Fury, Christie Monteiro, Jack, Lars Alexandersson and Lei Wulong — were being used in matches over Xbox Live. One fan, going by the name Razum, took to themessage boards after squaring off against an opponent using Blanka.

“Just like the topic title says. Encountered a guy playing Blanka earlier tonight.”

“Capcom, I’ve come to accept the DLC stuff in regards to these characters. The fact that your loyal customers who bought the game and are willing to by those characters right now are instead getting taunted by pirates online who hacked to unlock them for free is a bit beyond ridiculous.”

In short order, Capcom Senior Vice-President Christian Svensson offered a reply.

“Yes, we’re seeing news of this. Quite ballsy for folks to be taking hacked Xbox 360s on Live where they are detectable.”

“In any event, we already have openned channels of communication with MS on these issues Friday night. If you can capture screens or video of this in action (as some have already) we’re working on bans for boxes and accounts with MS for haxxors.”

Svensson ultimately closed the thread, telling posters “We’ll catch them ourselves. Thanks to those who helped.” Nevertheless, video of the hacked characters has been posted on YouTube. This example comes from user kemtox.

httpv://www.youtube.com/watch?v=Te43_E88MNU&feature=player_embedded#!

The hacked DLC is yet another unfortunate development in an increasingly unfortunate situation. Svensson has already acknowledged miscommunication over the Street Fighter X Tekken DLC. The question now is, what is Capcom willing to do to make things right with fans? At the very least, making the on-disc characters available for purchase now rather than months in the future seems a prudent course of action, though there is no indication from Capcom that such a consideration is even on the table.

What do you think, Ranters — is there any way for Capcom to turn this situation around?

Street Fighter X Tekken is available now for Xbox 360 and PS3, and is due for Vita later this year.

Follow me on Twitter @ HakenGaken

Source: Capcom Unity[via VG 24/7], kemtox [via Gamespot]

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Make mo’ money: Using mobile app analytics to drive revenue (webinar)

Make mo’ money: Using mobile app analytics to drive revenue (webinar)

Insightful app analytics are the only way to truly capitalize on users.

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Image Credit: Shutterstock

Insightful app analytics are the only way to truly capitalize on users. Join us as we break down the most effective analytics platforms in market, and how best to apply them.

Every developer knows that creating a brand new app is only step one in the mobile money-making business. Nor is establishing a user base for your app the final step. To truly reap the rewards of your hard work, you need to know exactly what users are doing with your app, in order to capitalize on it. The best way to do just that is by using mobile app analytics to gather behavioral intelligence from your app, so you can lay the groundwork for successful monetization.

The good news is that there is no shortage of mobile analytic platforms to choose from. The bad news? The massive selection of mobile analytic platforms may leave you more than a bit overwhelmed in determining which one suits your business.

That’s where our VentureBeat Insight reportcomes in. Based on our extensive survey of 230 app developers with 250 million users under their belt, our report covers everything you need to know about mobile app analytics and how to choose the right solution.

It may not surprise you that Google Analytics is the champion on Google Play, leading to a monopoly on Android devices. Our sample size of 1.6 million apps on Google Play showed 1.5 million using Google Analytics. When questioned about its performance, 65 percent of developers said Google is either Very Good or Excellent at pure mobile analytics.

However, only 30 percent of developers use Google as their prime analytic choice.With Google Analytics scoring lower in building user engagement, helping publishers monetize, and enabling marketing integrations for user acquisition, the default choice isn’t always the best choice for developers.

For iOS users, Flurry’s analytic platform isn’t as dominant as Google’s, but reigns supreme regardless. But is it the best?

Using multiple analytic tools isn’t out of the ordinary. In fact, the most successful developers use multiple tools, with 3-5 analytic tools being the norm for developers with 2 million active users. More doesn’t always equal better, however, as unsuccessful publishers juggle 8-12 analytic tools in the hopes of scoring big. So one mustn’t aim too high or too low.

There’s a lot to consider when choosing a mobile app analytic platform for your business, but by signing up for this webinar you’ll get the rundown on the essentials needed to make the right decision.

Don’t miss out.


What you’ll learn: The top app analytics solutions The most important features in an analytics platform The KPIs that matter to the most successful developers The most overlooked app analytics methods
Speakers:

Jon Cifuentes , Research Analyst, VB Insight

Wendy Schuchart , Moderator, VentureBeat

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Jumio to sell assets to backer and Facebook cofounder Eduardo Saverin as part of bankruptcy procedure

Jumio to sell assets to backer and Facebook cofounder Eduardo Saverin as part of bankruptcy procedure

Jumio , an identity-verification startup we first covered way back in 2011 , has agreed to sell the majority of its assets to a new company set up by backer and Facebook cofounder Eduardo Saverin as part of a bankruptcy procedure.

Jumio

Above: Jumio

Image Credit: Paul Sawers / VentureBeat

Jumio launched initially in October 2011as a way for retailers to verify ID and accept credit cards through waving them in front of a webcam, later made to work through apps and a smartphone camera. The company has expanded its computer visions smarts since then to include the likes of face-detectiontechnology too. The technology is about reducing friction to signing up new customers and ensuring a checkout can be processed without issues.

The Palo Alto, California-based company has raised almost $40 million since its inception, and has been backed by Saverin from early on. Indeed, in the company’s announcement for its first $6.5 million investment back in 2011, Saverin said: “I’m usually a critical person, but the last time I have seen such a disruptive idea was actually Facebook.”

Saverin met Mark Zuckerberg while studying at Harvard, and the duo — alongside other cofounders Chris Hughes, Dustin Moskovitz, and Andrew McCollum — worked on the launch of “The Facebook” in 2004. Saverin controversially renounced his U.S. citizenshipin 2012 ahead of the Facebook IPO and now lives in Singapore, though he claimed at the time the decision had nothing to do with saving money on taxes.

At any rate, Saverin’s remaining stake in Facebook means he’s not short of cash, but he has now set up a new company called Jumio Acquisition, LLC, which as its name suggests has been established as the holding company for the Jumio assets he intends to buy. In addition to this new holding company, Saverin also retains his own personal stock in the company.

In terms of how Jumio got to where it currently is, well, the story isn’t entirely clear. However, a report surfaced last year that Jumio had replaced founder and CEO Daniel Mattes with Stephen Stuut, who previously headed up TruePosition. This came “following an internal investigation into possible financial irregularities,” according to Fortune . Very little has been added to this from anyone involved, including Jumio’s high-ranking investors Andreessen Horowitz, Citi Ventures, and Pinnacle Ventures.

The press releasefrom Jumio certainly suggests something awry has been going on behind the scenes, which has led to Jumio filing for bankruptcy in the U.S.:

Certain legacy issues combined with related government investigations and proceedings have made it difficult for Jumio to secure necessary funding for its operations. As a result, Jumio intends to implement the sale as an asset sale under Section 363 of the U.S. Bankruptcy Code.

To that end, Jumio’s U.S. business has commenced voluntary Chapter 11 proceedings in the U.S. Bankruptcy Court for the District of Delaware to facilitate the process. This action is expected to allow the company to provide for an orderly sale of its assets in a court-supervised environment. The company’s subsidiaries located outside the U.S. are not included in the court filings but are included in the sale. Jumio expects all of its operations to continue without disruption during the sale process. Customers and employees should see no interruption as a result of this process.

So Jumio as we know it — in the U.S. at least — is being made bankrupt, and the core business is being spun out into a new entity. And it’s fairly confident that this will be a seamless process, one that its customers (including United Airlines and Airbnb) won’t even notice.

“Jumio created the online ID verification industry, and we are thriving from an operational standpoint as we continue to see robust bookings and build strong relationships with some of the most recognizable brands and companies in the world,” said Jumio CEO Stuut in the press release. “After thoroughly evaluating all available options, we determined that an asset sale is in the best interests of Jumio and our stakeholders. We expect this process to be seamless for our customers with no disruption to our operations. Despite some of the challenges Jumio’s leadership team inherited, our underlying business remains exceptionally strong. The court-supervised sale and restructuring process will allow us to strengthen the Company’s financial structure and extend our leadership position in ID verification.”

The press release statesthat the sale is still “subject to other bids that may be received,” meaning that Jumio Acquisition, LLC is effectively a so-called stalking horse bidderto establish interest in the startup from other suitors — a legal obligation. Alongside the main news, Jumio Acquisition and other “affiliates” have promised $3.7 million in “debtor-in-possession” financing to see the company through the transition. If Jumio Acquisition’s offer wins out, it says it will make employment offers to Jumio’s existing team.

“The fair and orderly process announced today will allow Jumio’s new management and its employees to continue to serve its top-tier customers and to realize the company’s potential,” added Saverin. “With the company’s future operations in good hands, Jumio Acquisition is pleased to make this stalking horse bid to facilitate an orderly transition to a promising future for Jumio.”

So Jumio has been unable to secure new financing because of an undisclosed irregularity behind the scenes, and it sounds like this led Saverin to call in his debt, which Jumio has been unable to fulfil. Saverin is now trying to take control of the company, and is going through the necessary legal processes to achieve this. But that is just guesswork — VentureBeat has reached out to Jumio Acquisition and others involved, and will update here when or if we hear back.

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BlaBlaCar smashes France’s VC record with $200M round, $1.6B valuation

BlaBlaCar smashes France’s VC record with $200M round, $1.6B valuation

BlaBlaCar, the Paris-based ride-sharing service, announced today an astonishing funding round of $200 million.

BlaBlaCar's headquarters in Paris.

Above: BlaBlaCar's headquarters in Paris.

Image Credit: Chris O'Brien

The amount blew past reports last weekthat the funding round would come in at $160 million.

The money certifies BlaBlaCar’s status as one of Europe’s hottest startups. It’s also a massive boost to a French Tech scene that has been gaining momentum, but is still looking for some high-profile successes.

BlaBlaCar, founded in 2006, is now valued at $1.6 billion. Having grown to cover much of Europe, the company has been expanding into markets such as Russia, Turkey and India.

“It has been exhilarating to see our vision resonate with so many people globally, as BlaBlaCar’s community has rapidly scaled and flourished in every new market,” said BlaBlaCar founder and chief executive Frédéric Mazzella, in a press release. “We’ve built a unique activity based on the values of true sharing, and this funding will help unleash even more of its potential over the coming years.”

BlaBlaCar says it has more than 20 million members in 19 countries. The company has no immediate plans to enter the U.S. market. In an interview with the New York Times, however, one executive hinted strongly that such a move could be in the company’s future, thanks to the latest funding.

This new round comes just over a year after BlaBlaCar raised $100 millionto fuel its expansion outside of Europe, where it has become hugely popular. It tops the $115 million raised by Sigfox, a French IoT company based near Toulouse, that previously held the current French VC record.

BlaBlaCar focuses on ride-sharing over longer distances between cities, rather than local short-haul rides like those covered by Uber and Lyft.

A BlaBlaCar driver who is planning a trip offers space in their car to other passengers for a fee. Because those fees technically help cover the cost of a ride the driver already plans to make (rather than generating a profit), BlaBlaCar has avoided the regulatory headaches that have confronted Uber in Europe.


More information:

New! Track 's Landscape to stay on top of the industry in 3 minutes a day. Understand the entire ecosystem, monitor innovation, and track deal flows. Learn more.

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Union Square Ventures, Spark Capital invest in Work Market

Union Square Ventures, Spark Capital invest in Work Market

Union Square Ventures and Spark Capital have invested in stealthy company called Work Market that allows business to manage their labor and services.

that allows business to manage their labor and services. Neither fund disclosed the size of the round.

The company’s site is delightfully spartan right now, except for listing job openings for MySQL and Java developers. Work Market was founded by Jeff Leventhal, who previously founded a company for on-site services, such as computer, repair called OnForce.

Union Square’s Principal Fred Wilson joins the board and writes:

Jeff has been working in this sector for the better part of twenty years and Work Market is his fourth startup. We love working with serial entrepreneurs with a deep passion for a particular domain. That’s Jeff and his passion is bringing transparency and efficiency to work markets.

Work Market is expanding their team and is looking for A+ development and product management talent (Java and PHP) in the Greater New York area; click here to see the company’s job openings.

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On-demand home service Handy raises $50M in round led by Fidelity

On-demand home service Handy raises $50M in round led by Fidelity

On-demand home service provider Handy has raised $50 million for its series C round of funding, led by Fidelity Management and Research Company.

Handy website screenshot

Image Credit: Screenshot

has raised $50 million for its series C round of funding, led by Fidelity Management and Research Company. The company said that this new investment will help solidify its position as a market leader in the home services space across the United States and the United Kingdom.

Other investors in this round include existing ones like TPG Growth, General Catalyst, Highland Capital, and Revolution Growth.

Founded in 2012 by Oisin Hanrahan, Umang Dua Ignacio Leonhardt, and Weina Scott, Handy connects you with top-quality, prescreened independent professionals who can help clean and repair your home. Although the company has competed against the likes of Execand Homejoy, it’s one of the few that remains standing.

“Our vision has been simple — to connect customers to professionals of virtually every home service with the tap of a button,” said Handy chief executive Hanrahan. “With well over one million bookings completed through the platform, we have shown the need for a seamless, reliable, and convenient on-demand alternative. With this recent funding round, we will continue to increase our presence in each of our cities, offer more home services, and improve the platform to continue to deliver the experience that the hundreds of thousands of people using the platform have come to expect of us.”

Indeed, the timing of Handy’s investment is interesting: following the shutdown of one of its main competitors, Homejoy. That company was plagued by worker classification lawsuits and also by being unable to raise enough funding. With a model similar to Homejoy’s, Handy isn’t immune to lawsuits and is in fact dealing with at least one such case.

Handy said that its company is growing, with over 1 million cumulative bookings in June alone, 80 percent of which were from repeat customers. Additionally, its 10,000 “independent professionals” complete 100,000 bookings every month.

To date, the company has now raised over $110 million. The funding also comes on the heels of hiring Ben Kelly, Birchbox’s former director of data science. Kelly is filling a similar role, where he’ll be using analytics and data to try to improve the efficiency of Handy’s matchmaking service.


More information:

The new “Uber but for household services,” Handybook makes booking household services faster and simpler! Handybook is quite simply the easiest way to get stuff done around the house. Within a couple of minutes, you can book a pre-... read more »

New! Track Handy's Landscape to stay on top of the industry in 3 minutes a day. Understand the entire ecosystem, monitor innovation, and track deal flows. Learn more.

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StartX receives $3.6M grant, forms fund to support Stanford entrepreneurs

StartX receives $3.6M grant, forms fund to support Stanford entrepreneurs

Stanford’s StartX program received a $3.6 million grant and announced the formation of the StartX Fund, which will support Stanford entrepreneurs as they develop ideas and bring products to market.

startx

Image Credit: StartX

StartX is a nonprofit startup accelerator that provides student entrepreneurs with education and training, professional connections, housing, office space, cash stipends, advice, and mentorship. It is a competitive program intended to stimulate the entrepreneurial ecosystem at Stanford and encourage students to found companies. It also supports alumni endeavors and aims to foster community among students, staff, graduates, and so on.

“StartX has evolved from a Stanford student-run initiative into a robust, proven learning system for hundreds of startup founders from throughout the university. We train and house these creative minds, and it is only fitting that we invest in their future success,” said Stanford president John Hennessy in a statement.

This grant arises from a partnership between Stanford University, Stanford Hospital & Clinics (SHC), and StartX. It will pay StartX $1.2 million in grant money each year, over the course of three years, to grow its operations.

The StartX fund is uncapped. StartX founders who are raising money will have the option to access investment from this fund. The fund won’t take the role of lead investor, but it will participate alongside other venture capital firms and angel investors. Stanford said that this marks the first time the university or the hospital has developed a fund to invest directly in the entrepreneurs emerging from the Stanford community.

So far the fund has approved commitments for six companies, including Knotch,a network that allows like-minded people to connect based on shared interests and Cytobank,a big data and analytics platform for single-cell technologies such as flow and mass cytometry.

StartX was founded by a group of Stanford students in 2009 to assist budding entrepreneurs in their midst. The accelerator has cycled through 10 sessions since then and worked with 330 entrepreneurs and 136 companies. Ten StartX startups have been acquired, with six StartX acquisitions in 2013 alone.

These Stanford entrepreneurs are also raising hefty amounts of venture capital. On average, they raised $1.8 million. Clinklerecently raised a $25 million seed round, which is one of the largest (if not the largest) in Silicon Valley’s history.

StartX received an $800,000 grant from the Kaufmann Foundation last yearto bring its model to campuses and cities in other parties of the country. The money was slated to develop its curriculum and program and build a replicable model.

Other supporters include Microsoft, Intuit, Cisco, Blackstone, Charitable Foundation, AOL Greylock, Founders Fund, Groupon, and AT&T, and StartX has raised $1.65 million over the past two years.

Last year, Stanford launched a health care-focused program called StartX Med to support medical and biotech startups. This fund will also extend to these companies.

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Microsoft buys Minecraft maker Mojang for $2.5B

Microsoft buys Minecraft maker Mojang for $2.5B

Microsoft says it paid $2.5 billion for the gaming company — a figure that falls in line with earlier estimates.

Minecraft

Above: Minecraft

Image Credit: Mojang

Microsoft today announced that it has acquired Mojang, the company behind Minecraft, after weeks of rumors.

Microsoft says it paid $2.5 billion for the gaming company — a figure that falls in line with earlier estimates. With this deal, the founders of Mojang will depart the company, according to an announcementfrom Stockholm-based Mojang.

This means that as part of the sale, Minecraft creator Markus “Notch” Persson is leaving Mojang.

Minecraft is one of the biggest games in the industry, with players on consoles, PC, and mobile platforms.

Microsoft details that Mojang employees will join the Microsoft Studios division following the deal. Microsoft attempted to smooth the deal over with players in an official press release, claiming that “Microsoft’s investments in cloud and mobile technologies will enable ‘Minecraft’ players to benefit from richer and faster worlds, more powerful development tools, and more opportunities to connect across the ‘Minecraft’ community.”

Microsoft calls Minecraft “one of the most popular video games in history, with more than 100 million downloads, on PC alone, by players since its launch in 2009.”


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Facebook’s latest AI experiments: generating captions and recognizing faces in videos

Facebook’s latest AI experiments: generating captions and recognizing faces in videos

At its F8 developer conference in San Francisco today, Facebook demonstrated its latest artificial intelligence (AI) research efforts.

Joaquin Quiñonero Candela, Facebook's director of applied machine learning, talks about Facebook's latest AI research efforts around video at the company's F8 developer conference in San Francisco on April 13, 2016.

Above: Joaquin Quiñonero Candela, Facebook's director of applied machine learning, talks about Facebook's latest AI research efforts around video at the company's F8 developer conference in San Francisco on April 13, 2016.

Image Credit: Jordan Novet/VentureBeat

At its F8 developer conference in San Francisco today, Facebook demonstrated its latest artificial intelligence (AI) research efforts. Not surprisingly, they are about video.

Video implies a whole bunch of individual images put together. So it logically flows from Facebook’s progress around object recognition and image caption generationusing AI.

“You can imagine us building image search on steroids,” Joaquin Quiñonero Candela, Facebook’s director of Applied Machine Learning, said onstage today. Think of what Google Photoslets you do, but think of what Facebook’s implementation would look like — being able to search through all the pictures your Facebook friends have shared. But video is where scalability makes things more challenging and more interesting.

1) Generating captions for the things people say in videos.

2) Identifying the people who appear in videos so that they can be tagged, and even associated with specific times in the video, so that users can get right to the moment when a person first appears in the frame.

The company has been quite busy with artificial intelligence research in the two and a half years since tapping Yann LeCunto head up the Facebook Artificial Intelligence Research (FAIR) division.

Facebook is one of several Web companies engaged in the advancement of deep learning, a type of AI that generally involves training artificial neural networks on large sets of data and then getting them to make inferences about new data.

Facebook AI researchers have published many academic papers documenting their discoveries, and the company has open-sourced AI software and even shared designs for its specialty AI hardware. Earlier this year Facebook saidit would send AI-oriented servers to academic labs around the world.

In the specific domain of video, Snapchat, among others, is already engaged in AI research. But Facebook’s AI research operation is more mature than Snapchat’s, and that company’s user base is not as large as Facebook’s.


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Microsoft and Code.org launch Minecraft tutorial to teach kids how to code

Microsoft and Code.org launch Minecraft tutorial to teach kids how to code

Founded in 2013, Code.org is a non-profit organization that seeks to encourage computer science uptake in schools, while also offering coding lessons through its own website.

Minecraft

Above: Minecraft

Image Credit: Paul Sawers / VentureBeat

Microsoft has announceda partnership with Code.org that will bring Minecraft into the education curriculum.

Mojang, the Sweden-based game development studio that shot to prominence due to its work on Minecraft, was acquired by Microsoftfor $2.5 billion last year.

in schools, while also offering coding lessons through its own website. Now, Code.org is offering a Minecraft coding tutorialto mark its third annual Hour of Code campaign, which will run from December 7 -13, during Computer Science Education Week.

Aimed at learners aged six years and over, the tutorial introduces budding programmers to the basics of coding within the Minecraft platform. Gamers are then given a set of 14 challenges to dig into the coding concepts they learned during the tutorial.

“A core part of our mission to empower every person on the planet is equipping youth with computational thinking and problem-solving skills to succeed in an increasingly digital world,” said Satya Nadella, Microsoft’s CEO. “With ‘Minecraft’ and Code.org, we aim to spark creativity in the next generation of innovators in a way that is natural, collaborative and fun.”

Microsoft will also be leading “thousands” of Hour of Code events across the globe, which will be hosted in Microsoft stores, offices, among other facilities.

Given the enduring popularity of Minecraft across many age groups and demographics, the tie-up does make a lot of sense, as it lets kids apply their learning to something they understand. “This year’s ‘Minecraft’ tutorial will empower millions of learners around the world to explore how a game they love actually works and will inspire them to impact the world by creating their own technology or apps,” said Code.org cofounder and CEO Hadi Partovi.


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Code.org is a non-profit dedicated to growing computer programming education. Our goals include: - Spreading the word that there is a worldwide shortage of computer programmers, and that it's much easier to learn to program than you th... read more »

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An interview with a Microsoft HoloLens true believer

An interview with a Microsoft HoloLens true believer

Above: Object Theory's leaders.

Object Theory's leaders. Michael Hoffman is on the left.  Caleb Cannon, senior software developer, on right.

Above: Object Theory's leaders. Michael Hoffman is on the left. Caleb Cannon, senior software developer, on right.

Image Credit: Dean Takahashi

Michael Hoffman is a true believer when it comes to the potential of Microsoft’s HoloLens holographic glasses technology. So much so that he quit his job on the HoloLens team.

Hoffman was part of the Microsoft Research that created HoloLens, which just started shipping in developer kit form last week for $3,000. But he decided to leave the team last year to create Object Theory, a startup devoted to making applications based on HoloLens. Those apps are focused on enterprise applications, such as visualizing what a building would look like so that architects, engineers, and construction workers can communicate precisely on a project.

Hoffman’s startup is just getting off the ground, but he thinks that mixed reality, augmented reality, and HoloLens are going to change the world, and not just for games.

I sat down with Hoffman to talk about his company and the future of HoloLens. Here’s an edited transcript of our interview.

Microsoft's HoloLens Development Edition.

Above: Microsoft’s HoloLens Development Edition.

Image Credit: Microsoft

VentureBeat: What are you guys doing? You’ve become HoloLens experts?

Michael Hoffman: I was a principal lead on the actual HoloLens studio team at Microsoft. I was heavily involved with Trimble, Autodesk, the Fusion 360 proof of concept, the Autodesk Maya motorcycle concept. I don’t know if you’ve seen any of the videos, these use case videos. Then I was also involved in the NASA collaboration, the Curiosity mission planning.

I absolutely believe that HoloLens is the future. I absolutely believe that Microsoft has a great road map and is going to make a big difference in revolutionizing AR. I ended up leaving Microsoft to start Object Theory with Raven Zachary, in part because I lived in Oregon and was commuting regularly up to Microsoft, and also because I’m a startup guy. I’m comfortable starting companies and this felt like a big opportunity. It solved two different things — taking advantage of a great opportunity and being able to operate out of Oregon.

I left Microsoft end of last June. We’ve been building the company ever since. We hired Caleb Cannon, another engineer, and a creative director just a few months after that, the October time frame. Right around that time we were already starting to engage with our first client, CDM Smith. We announced today that we have this partnership developing HoloLens solutions for them.

VB: Who are they?

Hoffman: CDM Smith is one of leading consulting firms in architecture, engineering, and construction. A lot of people in the industry know it as AEC. It’s the epicenter of where 3D matters, because it’s all about 3D design. It’s designing big infrastructure projects. CDM Smith designs wastewater treatment plants, dams, traffic interchanges. They do a lot of oil and gas, other energy sector consulting.

We’re focused on helping them solve some of their collaboration challenges. They have an engineering design team that designs these complex models for building something as massive as a water treatment plant, which, you can imagine, has many millions of moving parts. Then the construction crew starts building it.

Object Theory's work for CDM Smith shows collaboration with HoloLens.

Above: Object Theory’s work for CDM Smith shows collaboration with HoloLens.

Image Credit: Object Theory

The collaboration between the engineers and the construction crew can often be a challenge. It’s very error-prone. You do things by phone, whatever it takes to solve the problem. The engineers are rarely on site. They’re almost always at one of CDM Smith’s offices, which are geographically dispersed. You have a dispersed team all trying to solve problems. Their main mission is reducing costs, reducing errors, making better decisions.

We’re at the epicenter of trying to help them figure that out. We’re focused on what it means to take design models and bring them into HoloLens and have multiple people all across the globe engage in a conversation around that model to solve a real problem. Recently they’d ordered a piece of equipment, and what was delivered was bigger than they expected. It didn’t fit in the allotted space.

They had to make a decision. Do you reroute pipes? Do you rip out the old platform that houses it? Do you move a wall? They make those kinds of decisions all the time — last-minute accommodations. It requires those engineers to be part of the conversation. One big thing we’re showcasing here is the ability to use remote collaboration in HoloLens with avatars that let you have shared conversations around a single point of interest.

We’ve had a lot of interesting realizations. With HoloLens you know where someone is looking. Not necessarily where the eyes are looking, but where the head’s pointing. You have this precise hands-free way of pointing at things. It’s great for remote because we may not be able to communicate where your eyes are looking across a phone call, but we can pass across where in a three-dimensional model, where exactly you’re looking at. We take advantage of that.

We started loading these complex models into HoloLens. One of them was a 60-acre construction site. It started off as billions of data points from a laser scan. Those billions of points were reduced to a mesh of that 60 acres and we would just show the 60-acre mesh with fully detailed texture of what it looks like. One of the guys on that site at the time to take the scan, he saw his own safety vest in the back of his pickup in the model. That gives you an idea of the detail.

We’d have conversations where he’d look at that thing in the pickup and I’d know he was looking at the pickup. He could show me the safety vest. Within a second we’re both sharing a conversation with high accuracy and fidelity. It was an eye-opener. HoloLens is amazing for collaborating around anything that’s fundamentally a three-dimensional problem. That industry has lots of three-dimensional problems.

Object Theory shows how you can collaborate on a building design in HoloLens.

Above: Object Theory shows how you can collaborate on a building design in HoloLens.

Image Credit: Object Theory

VB: This could go to different levels. There are more things you could do, it seems like. If the construction engineer on site had one of these on his head, he could be looking in a certain direction and you could overlay what’s supposed to be there. It gives you the right position, where it’s supposed to fit.

Hoffman: Absolutely. There’s always a challenge between “as designed” and “as constructed.” It’s a dance between the original design intent and the actual construction. To be able to put the original design models on top of the construction and see the deltas, the things that are right or wrong — that’s very powerful. You can immediately say, “Wait a minute, that pipe will be in the way of this other pipe.” It’s a powerful way to make quick assessments that are much more efficient and accurate than has ever been possible before.

VB: Is there also a difference between doing this in AR versus doing it in VR?

Hoffman: VR is good for some phases of this, but not many. One thing about VR, and I’m sure you already know this, is that with VR you’re not able to do anything without worrying about falling or running into something. You’re stuck with a completely immersive experience. Very few of those are good at helping you navigate your environment in a meaningful way.

For the initial understanding of a space in a model where you don’t necessarily need to navigate it effectively — The difference with navigation in VR is that you don’t get a sense of space quite as intuitively as if you’re literally in the space walking around. That has its limits, because the space you can walk around has to be big enough that you can get around your model, which is a challenge if you’re building something as big as a water treatment plant. We would end up having some of the same challenges.

But in AR, there are two big differences. One, we can overlay in the real world. The other is that you can have a conversation with a person. I can look at a model in a fishbowl, so to speak, the war room scenario planning type of thing. I can look at you and have a conversation. We can both point at a nonexistent object in front of it. Everything is aligned accurately enough that we’ll be seeing the same thing to such fidelity that we’ll point at the same thing. That lets you have these conversations around something that doesn’t physically exist.

You can’t do that in VR. You and I could not both have Oculus headsets on and have a conversation about a shared model. It’ll get there. To be honest, eventually all of this will converge. But right now AR, or what Microsoft more often refers to as mixed reality, to differentiate from all these other versions of the concept — with mixed reality, collaboration is one of the biggest opportunity spaces for HoloLens.

VR is a subset of AR. Anything you can do in VR, you can do with an AR headset. But you can’t do everything an AR headset can do with a VR headset. HoloLens is actually a completely applicable VR device. We use VR all the time in our scenarios for walking through an environment.

Microsoft HoloLens

Above: Microsoft HoloLens

Image Credit: Dean Takahashi

VB: Where does this go from here? Does your client productize it for architects and construction people?

Hoffman: CDM Smith does everything from original conception of a project all the way through construction. They’re starting to get into operating the facilities they build as well. They see opportunities. We’ve helped them identify opportunities across the gamut of what they do. But we’ve decided with them that the one area of focus is this emerging field called virtual design construction.

VDC is an industry term that’s coming to mean, “Don’t have such a big handoff between design and construction. Have it be more seamless and collaborative than it’s been before.” But there are missing pieces for making it seamless and collaborative. Together we’re focused on how to solve some of the challenges in making it seamless, that handoff between design and construction.

That’s the initial focus, but we’ve identified other areas that are also valuable. In the future, there’s going to be a lot of IoT (Internet of Things) in these facilities. There’s already some, but IoT is going to completely take over things like water treatment plants, power plants, you name it. Even highways will eventually have IoT components embedded along the way for things like detecting damage and planning maintenance.

All that telemetry feeds heuristics that can then feed back into the experience of identifying problems and training people. If you need to fix a particular valve, you can lead that person to the valve, give them the complete history of the valve, and then provide a three-dimensional walk-through of how to fix it. The HoloLens could literally say, “Turn this screw. Dial this value.”

VB: What form does your software have now? Is it available for dev kit users to start looking at?

Hoffman: We’re focused almost entirely on custom engagements. We’re building a huge arsenal of foundational components — for avatars, for annotating things in 3D space with voice and photos and text. That tool chest we’re only making available right now to our clients.

During the initial phases of engaging with us they don’t need dev devices, because we have devices. That’s not a requirement. They’ll obviously want to acquire their own eventually, but during the phase where we’re designing the software solution for them, they don’t need to have engineers or devices necessarily. We’re more than happy to augment a customer’s team if they want to build expertise internally, but our primary focus is to be their HoloLens solution architect.

We’re in a position to take on clients. We’re building some real solutions. That said, we want to be good community citizens. We plan on open-sourcing some parts of what we have so everyone can benefit. We believe the pie will be big enough that we can afford to contribute to the larger community and still be a viable company.

VB: What are some other scenarios you’re designing for across the board?

Hoffman: Some of the categories we see repeating patterns in — in medicine there are two very clear areas that keep coming up. One is in the operating theater. A surgeon wants to be able to see all the scans and relevant data on the patient without having to constantly look up at monitors. Instead, while you’re operating, around you all the information is readily accessible and it’s in 3D. The human body is a 3D challenge. You can see the scans in 3D, rotate the scans in 3D, and have a lot more information. The amount of additional intuiting you can do is ridiculous. The other medical scenario is training. It’s very much like the Case Western scenario that was showcased at the keynote.

I can’t wait until everybody experiences a three-dimensional problem in 3D, so they can see how much easier it is to understand. It has applications for everyone from surgeons to baristas to car mechanics. Anybody who has work to do, who has information they have to look at.

Avatars for Microsoft HoloLens project.

Above: Avatars for Microsoft HoloLens project.

Image Credit: Object Theory

Another scenario is retail space planning. Retail spaces change all the time and someone has to decide what works. You can use it for user research. You can use it for just the initial design. It’s hard, in a physical space, to know if a layout is too constraining to walk through. In retail spaces you think about things like that. What first grabs your attention walking into a space? They can use HoloLens to experience all of that before they ever build a mockup or an actual store. They sometimes do life-size mockups before they ever build a store. We allow them to do that experimentation much more efficiently.

There’s premium assisted selling, like the Volvo scenario. You want to design a custom Nike shoe at a flagship Nike store. You can just design it in 3D. Again, it’s fundamentally a 3D problem. You can imagine, in the car scenario, seeing different treatments of all the choices you’ve made. How does the interior of the car look with wood paneling versus carbon fiber versus leather? You can try all those options without having every model of the car available in the showroom.

Related to that is assisted manufacturing. One of the biggest movements in industry is “everything is different.” Every car is different. Every plane is different. We’re moving to a world where you make one of each thing. You don’t make 100 or 1,000 or 1,000,000. Anywhere you make very few of the exact same thing, it’s hard to keep your manufacturing personnel trained.

One of the big opportunity spaces is using HoloLens to walk through all the right steps in the manufacturing process so you don’t make mistakes. That way you can use less skilled labor to accomplish the same outcome. There’s an efficiency play. Boeing did a substantial research project to prove that augmented reality increases efficiency and reduces errors in manufacturing. I’ve been trying to post everything relevant that I can find on my LinkedIn, and that’s one I uncovered recently.

VB: Do you do any work in games as well, or are you leaving that to others?

Hoffman: As Object Theory, we’re staying away from games. The closest we’ll come to games is the larger entertainment industry. A couple of sweet spots we’re seeing — I don’t know if you’ve heard of The Void, but it’s this concept of merging virtual reality with the physical world and have a sort of hybrid experience. The theme parks are thinking about this. How can a theme park create an interesting AR experience? Maybe it’s some combination of animatronics in the physical world, plus virtual reality.

We’re starting to see some interest in those entertainment scenarios. The other possibility is premium VIP experiences for, say, a showcase movie. You’d have the premium version of a movie that HoloLens augments in some way. Or a concert’s playing, but you can experience that concert in 3D as if you’re there, even if you can’t be there.

We’re seeing lots of those kinds of things. They’re not as interesting to us as the founders of this company. We’re more interested in solving the hardcore industrial challenges. But there are some interesting projects that we would probably do if they ended up in our lap. We’d be excited about that.

HoloLens demo from Case Western University.

Above: HoloLens demo from Case Western University.

Image Credit: Dean Takahashi/VentureBeat

VB: Is what you’re doing easier as a startup than it would be inside Microsoft?

Hoffman: Not necessarily. I love startups. I’m a startup guy. But the HoloLens team at Microsoft rocks. It’s the most amazing place I’ve ever worked, and I’ve been a lot of places. I’ve been an early player in a lot of companies. It’s the most high-functioning team I’ve worked on. It feels like an extended family. Everywhere I go I’m hugging all these people I worked with at Microsoft because they’re all awesome. They’re all human. They’re all team players. We all constantly looked out for each other and helped each other. It was magical.

It was really hard to leave that job. I was so happy. But the commute was killing me. It was unfortunate that it didn’t work out. That said, I’m a startup guy. I think this is the future. I’m the kind of guy that’s willing to take a big bet. I absolutely believe that as a startup we’ll be helping invent the future.

VB: How many people do you have?

Hoffman: We’re only five full-time permanent right now, but we use a lot of outside contractors for art and sound and video and storyboarding. We do a lot of outsourcing. But we’ve been interviewing like maniacs. We’re ready to grow. We’re pretty sure that after this Build, now that we’re out in the open about having devices and being a Microsoft partner, the floodgates are going to open. We want to be ready for that.

We want to have at least two to three studios that can handle two to three simultaneous projects. There’s some efficiency in scale because you can have specialists. One of the hardest hires is a technical artist. They’re hard to find and they’re relatively expensive. The expense isn’t the issue as much as they’re just hard to find. You don’t need a technical artist per studio, though. You need one for two or three studios. To have one on staff you actually need more than one studio.

We’re looking at ramping up to two to three studios, maybe three to four, that can each take on projects and work relatively autonomously, but share specialty capabilities. A sound engineer is the other big one. You can’t afford a sound engineer if you just have a single studio.

VB: Have you already raised money, or do you need to raise money?

Hoffman: Right now Raven and I are funding the company through putting money in and working for free. I’m a platform guy. My entire career I’ve built platform solutions for business. We’re both always looking for that platform play. If we think there’s a certain opportunity to bring the world’s best collaboration solution for HoloLens to market as a product, we would do that. That’s when we’d be looking for venture capital.

Right now we’re not that attractive because we’re mainly a cost plus service business. We’re like a digital agency in how we operate. We don’t actually need venture capital. But that could change very fast. Within a year we might be saying, “Okay, let’s run with this opportunity as fast as we can and we need money to do that.”

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