Liu Pinshan, a young entrepreneur after the 85th VR tide, this is her first venture and chose a high-tech field like VR. She said that VR is technology-driven, but she doesn't know technology. So she spent two years thinking about how to make someone who doesn't understand technology help people who know technology.
In September 2016, after two years of accumulation, she found the right direction for her – the developer community, and VRCORE was formally established.
Although the company has been established less than a year ago, VRCORE has gathered more than 3,000 developers and more than 500 VR startups. After the success of the first developer contest last year, they have a greater ambition this time.
As early as 2014, Liu Pinshan made up his mind to start a business, but he had been struggling to find a suitable entry point. In her opinion, VR has always been technology-driven, but for her lack of technical background, there is no hardware for hardware or software.
But since she first experienced the Oculus DK2 in 2014, she is convinced that this is the expression of the next generation of media, there will be new hardware, platform, content, media, everything is new, the dimensions will be completely different, and These bring great opportunities.
"I missed the wave of Internet entrepreneurship, because I am not old enough. When you realize the opportunity and want to do something, you will find it hard to stay in it. So I decided to start a business in 14 years. At that time, I was 27 years old, this is almost the best 10 years of my energy and physical strength, even if it may have the next 10 years, but the most matching with me is VR."
Since 2014, I have been paying attention to VR to 2016. During the past two years, Liu Pinshan has been thinking about what to do in the technology-driven VR industry. Later, she figured out that even a skilled person can't do anything. They still need help, and these have been verified in the past two years. They also helped some teams do a lot of work. .
In September 2016, VRCORE was formally established, focusing on the operation of the developer community. In less than a year, the community has gathered more than 3,000 developers and more than 500 VR startups.
VRCORE also hosted a number of offline events, including last year's VR Developer Contest and the second developer contest officially launched today.
Until now, they have maintained a small team of 10 people and have never financed.
For VR, Liu Pinshan believes that "looking down for 10 years, VR must be spiraling upwards. There must be a low tide in the middle, but it must be upward. If you are fortunate enough to be exposed to this trend, there is no reason not to do it. The problem is."
The second developer contest, this time they are going globalAt the 54th Youth Festival, the launching ceremony of the second VRCORE Developer Contest was also selected on this day.
Last year, VRCORE hosted the first developer contest, with more than 300 products participating. For the developers who participated in the competition, they booked several rules: 1. The developer must have full copyright of the work; 2. It cannot be a work that has participated in other competitions.
Such a rule is to encourage new teams to develop good works, rather than putting limited resources on award-winning products because they already have a lot of attention.
Under this pre-condition, Liu Pinshan found that the previous award-winning team was still very recognized by the industry. First, the team that won the developer contest's work received many awards, and in the industry's cooperation and development, channels and hardware. Received very good results.
This competition continues the previous preconditions, but this time Liu Pinsong has a bigger ambition to internationalize the game.
Although there is no shortage of excellent game works in China, the overall international recognition is not high. "We hope that in the future, when the community and the works approved by the competition continue to expand to the outside world, they will be recognized by the United States and Europe internationally, and the problem of low international recognition of Chinese content will be reversed."
In addition to joining the international authority in the jury team, Liu Pinshan is also preparing to let some overseas teams join the competition to make it more international. For the award-winning team, in addition to the exposure support, VRCORE will set up booths for free display during GDC and SVVR.
In addition, the prizes for this session will also be adjusted.
“Last year was a bonus. I hope to convert it into other resources this year. The bigger problem for developers is the realization of the problem, and the realization of the problem will affect financing. The core appeal is to solve the cash flow problem. We will ask the sponsor to use the order as a prize. Put it in the game."
In fact, this move has deeper considerations. Even if the team receives 100,000 or even 1 million bonuses, it can only be used as a one-time income in the financial statements, and cannot be treated as linear income. This is not very helpful for financing, because it is only a random event; but if it is converted into 100,000 Or a 1 million order will be counted as a positive cash flow, and a team with a linear income will be more likely to get financing.
The status of Chinese VR developers in the eyes of VRCOREWith so many VR developers, VRCORE has a certain understanding of the status quo of the entire team. At the launching ceremony of today's developer contest, VRCORE released a developer report documenting the current status of domestic VR developers.
The report was based on 400 developers surveyed, with 51.5% of team decision-making members, 24.8% of operations/business, 11.9% of programs, and 8% of art and others.
The data shows that from the age level of VR developers, the focus is on the youth level (don't tell me that after 92 years are middle-aged), 45% are concentrated in 30-40 years old, and 35% are concentrated in 25 -30 years old. The background of practitioners is mostly in the game industry, 25% of which are mobile game developers and 25% are host game developers. The proportion of employees who have been in business for more than one year is 55%.
In terms of team size, 60% are small teams of less than 20 people. Of all the teams, 34% were unfunded, 39% were in the seed/angel round, and 27% in the A round and above.
Among all the development teams, VR game development is the highest, reaching 58%, of which action and shooting are the two most popular types, accounting for 28% and 23% respectively.
Industry application is currently the fastest-growing area, and it is also a direction in which the team chooses more. 25% of the teams are engaged in industry application content development. Among them, education and training and real estate accounted for the most, accounting for 35% and 24% respectively.
In addition, there are very few teams engaged in film and television modeling and film and television shooting, accounting for 13% of the total.
The product development, development cycle, experience duration and development goals of the 2017 team were also investigated. Among them, 40% of the teams currently have no mature products, and the experience market accounts for 60% of the works within 20 minutes. More than half of the team plans to launch 2-5 new works in 2017.
In terms of revenue, only 26% of all teams are able to break even, and fewer teams are profitable, accounting for only 5%, which means that only 20 of the 400 teams can make a profit.
Of all the teams, 55.7% of the team's revenue comes from commercial custom projects, and teams with offline and online channel revenues each account for more than 40%. More than 90% of the team wants to get financing.
In summary, the biggest problem facing the team at present is the realization of the team, and the team that can really realize it is only rare.
Natural extension from the developer community to the distributionIn order to help the team realize, in addition to the competition, VRCORE also has a major plan for the release of this year. In fact, they have already obtained the publishing qualification of PlaystaTIon as early as last year, and a special distribution team will be established this year.
The biggest purpose of the release is to help the team realize, globalize, and internationalize the game for this reason.
In terms of the distribution strategy, Liu Pinshan said that it is currently a custom distribution, tailoring a separate distribution strategy according to the actual situation of the content, while also exploring other distribution forms, may not fully respect the logic of traditional publishers. Liu Pinshan did not reveal too much about this specific practice. In her view, compared with the previous "paper talks", it is more inclined to speak with actual results, and is also exploring new forms of distribution.
However, she is very optimistic about the situation of VR this year. "Our data shows that PC devices will have a turning point in the amount of quality change at the end of this year. This amount can support 1-2 phenomena-level products, and game teams can realize content by content. It is unrealistic for teams to realize large-scale realization, not only. It is VR. All industries follow the 28th principle. 20% are making money. Most teams have no way to realize this. The best team has absolute opportunities."
As for which platform will be more easily realized, Liu Pinshan believes that PS VR is an important platform for a long time. The mobile terminal is far away from the realization, although it will reach a very high amount in a short time, but at the beginning the user has no willingness to pay, the download volume, the amount of playback, the installed capacity may be high, but the payment is still needed on the mobile side. a period of time.
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