![]() But the company can take some of the pressure off by adapting the game to the larger 2D audience. Veigar Pétursson said the company realized early on that the VR market would take a long time to develop, and it figured out ways to take its early game, Eve: Valkyrie (launched in March 2016), to as many VR platforms as possible. Iceland-based CCP raises $30 million in November 2015 as it made its big push into VR. The developers can show how they are innovative on the VR headsets, but they can also make money by making the 2D screen versions and selling the game to a much wider installed base of users on the 2D screen consoles and PC. In some ways, it’s a pretty smart re-use of assets created for VR games. Learn how to build, scale, and govern low-code programs in a straightforward way that creates success for all this November 9. ![]()
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