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Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California, where they produced Project Holodeck, a student research project exploring motion-input based VR gaming. The UsefulNotes/OculusRift Consumer Version 1 would not release until 2016, so in effect Survios was developing for VR even before VR headsets came onto the consumer market.

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Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California, where they produced Project Holodeck, a student research project exploring motion-input based VR gaming. The UsefulNotes/OculusRift Platform/OculusRift Consumer Version 1 would not release until 2016, so in effect Survios was developing for VR even before VR headsets came onto the consumer market.
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The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality equipment, they're highly successful. ''Raw Data'' [[https://www.fastcompany.com/3063747/how-to-make-a-million-dollars-in-vr-release-an-expensive-game made over $1,000,000 in the first month since its release]], and over 20% of UsefulNotes/HTCVive owners have a copy.

to:

The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality equipment, they're highly successful. ''Raw Data'' [[https://www.fastcompany.com/3063747/how-to-make-a-million-dollars-in-vr-release-an-expensive-game made over $1,000,000 in the first month since its release]], and over 20% of UsefulNotes/HTCVive Platform/HTCVive owners have a copy.
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* ''[[VideoGame/CreedRiseToGlory Creed: Rise to Glory]]'' (in development, projected 2018)

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* ''[[VideoGame/CreedRiseToGlory Creed: Rise to Glory]]'' (in development, projected 2018)(2018)
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* ''Creed: Rise to Glory'' (in development, projected 2018)

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* ''Creed: ''[[VideoGame/CreedRiseToGlory Creed: Rise to Glory'' Glory]]'' (in development, projected 2018)
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* ''VideoGame/Electronauts''

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* ''VideoGame/Electronauts'' ''VideoGame/{{Electronauts}}'' (2018)
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* ''Electronauts'' (in development, projected 2018)

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* ''Electronauts'' (in development, projected 2018)''VideoGame/Electronauts''
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Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California, where they produced Project Holodeck, a student research project exploring motion-input based VR gaming. The UsefulNotes/OculusRift CV1 would not release until 2016, so in effect Survios was developing for VR even before VR headsets came onto the consumer market.

to:

Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California, where they produced Project Holodeck, a student research project exploring motion-input based VR gaming. The UsefulNotes/OculusRift CV1 Consumer Version 1 would not release until 2016, so in effect Survios was developing for VR even before VR headsets came onto the consumer market.
Is there an issue? Send a MessageReason:
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Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California, where they produced Project Holodeck, a student research project exploring motion-input based VR gaming. The UsefulNotes/OculusRift consumer version 1 shipped in 2016. In other words, Survios was developing for VR even before VR headsets came onto the consumer market.

to:

Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California, where they produced Project Holodeck, a student research project exploring motion-input based VR gaming. The UsefulNotes/OculusRift consumer version 1 shipped CV1 would not release until 2016, so in 2016. In other words, effect Survios was developing for VR even before VR headsets came onto the consumer market.
Is there an issue? Send a MessageReason:
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Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California. There they produced Project Holodeck, a student research project exploring motion-input based VR gaming. The UsefulNotes/OculusRift consumer version 1 shipped in 2016. In other words, Survios was developing for VR even before VR headsets came onto the consumer market.

to:

Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California. There California, where they produced Project Holodeck, a student research project exploring motion-input based VR gaming. The UsefulNotes/OculusRift consumer version 1 shipped in 2016. In other words, Survios was developing for VR even before VR headsets came onto the consumer market.
Is there an issue? Send a MessageReason:
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Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California on Project Holodeck, a student research project exploring motion-input based VR gaming - so they were developing for VR even before VR headsets came onto the consumer market.

to:

Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California on California. There they produced Project Holodeck, a student research project exploring motion-input based VR gaming - so they were gaming. The UsefulNotes/OculusRift consumer version 1 shipped in 2016. In other words, Survios was developing for VR even before VR headsets came onto the consumer market.
Is there an issue? Send a MessageReason:
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The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality equipment, they're highly successful. ''Raw Data'' [[https://www.fastcompany.com/3063747/how-to-make-a-million-dollars-in-vr-release-an-expensive-game made over $1,000,000 in the first month since its release, and over 20% of UsefulNotes/HTCVive owners have a copy]].

to:

The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality equipment, they're highly successful. ''Raw Data'' [[https://www.fastcompany.com/3063747/how-to-make-a-million-dollars-in-vr-release-an-expensive-game made over $1,000,000 in the first month since its release, release]], and over 20% of UsefulNotes/HTCVive owners have a copy]].copy.
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The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality equipment, they're highly successful. ''Raw Data'' [[https://www.fastcompany.com/3063747/how-to-make-a-million-dollars-in-vr-release-an-expensive-game]] in the first month since its release, and over 20% of UsefulNotes/HTCVive owners have a copy.

to:

The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality equipment, they're highly successful. ''Raw Data'' [[https://www.fastcompany.com/3063747/how-to-make-a-million-dollars-in-vr-release-an-expensive-game]] com/3063747/how-to-make-a-million-dollars-in-vr-release-an-expensive-game made over $1,000,000 in the first month since its release, and over 20% of UsefulNotes/HTCVive owners have a copy.copy]].
Is there an issue? Send a MessageReason:
None


The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality equipment, they're highly successful. ''Raw Data'' [[https://uploadvr.com/raw-data-the-gallery/ made over $1,000,000 in sales]] in the first month since its release, and over 20% of UsefulNotes/HTCVive owners have a copy.

to:

The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality equipment, they're highly successful. ''Raw Data'' [[https://uploadvr.com/raw-data-the-gallery/ made over $1,000,000 in sales]] [[https://www.fastcompany.com/3063747/how-to-make-a-million-dollars-in-vr-release-an-expensive-game]] in the first month since its release, and over 20% of UsefulNotes/HTCVive owners have a copy.
Is there an issue? Send a MessageReason:
None


The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality HMDs, they're highly successful. ''Raw Data'' [[https://uploadvr.com/raw-data-the-gallery/ made over $1,000,000 in sales]] in the first month since its release, and over 20% of UsefulNotes/HTCVive owners have a copy.

to:

The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of only making expensive games for the niche market of people who buy virtual reality HMDs, equipment, they're highly successful. ''Raw Data'' [[https://uploadvr.com/raw-data-the-gallery/ made over $1,000,000 in sales]] in the first month since its release, and over 20% of UsefulNotes/HTCVive owners have a copy.
Is there an issue? Send a MessageReason:
None


The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of marketing expensive games to the niche market of people who buy virtual reality HMD's, they're highly successful. ''Raw Data'' [[https://uploadvr.com/raw-data-the-gallery/ made over $1,000,000 in sales]] and over 20% of UsefulNotes/HTCVive owners have a copy.

to:

The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of marketing only making expensive games to for the niche market of people who buy virtual reality HMD's, HMDs, they're highly successful. ''Raw Data'' [[https://uploadvr.com/raw-data-the-gallery/ made over $1,000,000 in sales]] in the first month since its release, and over 20% of UsefulNotes/HTCVive owners have a copy.
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''VideoGame/RawData'' (2016)
''VideoGame/SprintVector'' (2018)
''Electronauts'' (in development, projected 2018)
''Creed: Rise to Glory'' (in development, projected 2018)

to:

* ''VideoGame/RawData'' (2016)
* ''VideoGame/SprintVector'' (2018)
* ''Electronauts'' (in development, projected 2018)
* ''Creed: Rise to Glory'' (in development, projected 2018)
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Added DiffLines:

Survios, Inc. is an early pioneer in VirtualReality gaming. Their focus is primarily on "active VR" - games that don't just have you sit or stand around while wearing a headset, but vigorously move your whole body to engage with the virtual experience.

Survios was founded in 2013 by Nathan Burba, James Iliff, Alexander Silkin and Graham Matuszewski after they worked together at the University of Southern California on Project Holodeck, a student research project exploring motion-input based VR gaming - so they were developing for VR even before VR headsets came onto the consumer market.

The company and its products stand out for several reasons - first, they're one of the rare game companies that develops exclusively for VR. Second, their work has unusually high production values for the VR market, which is plagued by projects with NoBudget. Third and most remarkable - despite the obvious challenge of marketing expensive games to the niche market of people who buy virtual reality HMD's, they're highly successful. ''Raw Data'' [[https://uploadvr.com/raw-data-the-gallery/ made over $1,000,000 in sales]] and over 20% of UsefulNotes/HTCVive owners have a copy.

!!Games developed include:
''VideoGame/RawData'' (2016)
''VideoGame/SprintVector'' (2018)
''Electronauts'' (in development, projected 2018)
''Creed: Rise to Glory'' (in development, projected 2018)

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