

And then, after that, we actually have started bringing in outside musicians to work with, and signing licensing deals.
Electronauts vr multiplayer full#
Then we started building on to that, and building onto that, and building what’s called the Music Reality Engine, which includes those real-time quantized elements, and the ability to change all the tracks, and basically brings temps in from a song together to be able to have full control over that. And so that’s how we came up with a lot of the interfaces that you see in the game: orbs and changing the track and all those kinds of things. ,and basically we just started adding elements to that and creating an interface around making music in virtual reality.

The ability just to hit a few buttons and actually make music. We basically started building a small music prototype that wasn’t even in VR, but i tas something that was just… could we make a few quantized instruments, and could we just play around with actually make something musical that people could enjoy without any training?Īnd so we ended up making what’s called-the game was code-named Body Jam, and we had this little Body Jam prototype that we made that was on controllers, and just this tiny little prototype was incredibly fun. So, about a year later, we had, as a company, put aside some of the hardware that we’d been developing at that point, back in 2015… So, basically, back in 2015, we had been developing hardware, we had our own head-mounted display that we’d developed, along with some other hardware, and basically we took a few members of our hardware team and we wanted them to focus on software. So this idea of kind of empowering someone to be a musician was something that I was kind of catching wind of. And if someone had set up an arpeggiator correctly in a music program, I could, once again, go over to a keyboard, hit a few notes, and sound amazing, even though I’m not.

Right around this time I’d also discovered what an arpeggiator was, and kind of what arpeggiated notes would be.
Electronauts vr multiplayer how to#
Because I’d always wanted to become a musician, but I’d never really learned how to use an instrument properly. What inspired you to create Electronatus?īurba: So, basically… where to begin, where to begin? Back when I was at USC, before the start of Survios, or right around the time of the start of Survios, I caught wind of a small game called Plink, and Plink is a kind of a game made by an advertising company - probably just made by one or two people - and it’s a little quantized music app, and it’s something that … I kind of became obsessed with music quantization at this time, and the idea that you could have an instrument or-that I could play something on a piano and sound good even though I’m good at piano. Kitagowa: I’m Hunter, I’m the product marketing manager for Electronauts and the Marketing Manager at Survios. But it really empowers you feel what it’s like to really be a musician, and to perform like a musician, and to perform with some of your favorite tracks that are out there today. It’s just a very exciting, fun project that’s kind of um, it’s a very experimental product, it’s kind of hard to describe. We’ve been developing it for over two years, it’s basically a creative, exploratory music title, and one that we’re working with a lot of different artists on. Would you be so kind as to tell us you tell us who you are and a little bit about who you are, what you do, and your company?īurba: Sure! I’m Nathan Burba, I’m the Co-Founder and President of Survios, and Survios - we’re one of the premier virtual reality companies out there, we produce titles such as Raw Data and Sprint Vector, and our third title coming out is a title called Electronauts. Please note that, due to length and wandering conversations, this interview has been slightly edited to remain topical. With the release of Survios’ new immersive music creation tool, Electronauts, fast approaching, I got to sit down with Nathan Burba, Hunter Kitagawa, and Jade Hirtle to learn more about the company’s history, their approach to making VR titles, and the music, artists, and creative process behind the creation of Electronauts.
