by Immotionar Team, Thursday, December 15, 2016 at 11:30 AM

After the Kinect v1 integration we’ve announced just 2 weeks ago, it’s time to make another great announcement: Immotionar has finally relased Hit Motion in pre-alpha!

What is Hit Motion? Well, before explaining it… look at this cool trailer we’ve made!

by Immotionar Team, Thursday, September 29, 2016 at 11:00 AM

From September 29th to October 2nd 2016, the third edition of the Supernova Festival, the innovation and creativity fair, will take place in Brescia (Italy). An event organized by Talent Garden, focused on innovation, technology, companies and people.

This edition will answer to the question "What is the impact of technology, innovation and creativity on the environment?". Current and future changes to the environment will be analyzed, in order to prove that technology and creativity can limit damages and improve our lives. Reality and digital world, social, sharing, virtual reality, and many more will be topics discussed in workshops and conferences.

by Immotionar Team, Friday, April 8, 2016 at 9:15 AM

TecHeroes loves GameDev Tour is a series of free Italian events focused on Game Development. On April 21st, there will be an event in Turin, Italy, at the Microsoft Innovation Center.

In Turin you will also have the opportunity to follow a special session/lab on Virtual Reality, where Antony Vitillo and me will present you technologies, devices for VR and how to develop with Unity. If you are interested, there will also be the exclusive opportunity to try the ImmotionRoom system.

by Antony Vitillo, Friday, March 4, 2016 at 4:10 PM

Hello everyone and welcome to the first episode of this serie that talks about what we’ve learned during the developing of our concept demo "The time of Conundrum".

Today I just want to talk about one of the biggest problem about Virtual Reality: locomotion. OK, I know, you’re thinking this is just another post about our ImmotionRoom system, but no, this is not a post about how cool our system is, about how it has the potentiality to remove all the motion sickness in player movement and all this stuff (that is all true, anyway ;) ). Today I just want to talk about traditional input systems, because yeah, Vive room-scale and ImmotionRoom walk-scale are cool, but not everyone has them at this moment, so I think we, as developer, should publish games that support at least a double input scheme, with one using gamepad or other traditional input methods, to let the greatest number of players experience our games.

by Antony Vitillo, Friday, March 4, 2016 at 9:30 AM

Hi everyone! As promised, today I’ll start a new serie that tells you what we’ve learned while developing and submitting our demo "The time of Conundrum". I’ll split it in various different articles, to be focused on a single, well-explained topic in every part. These are the main topics I’ll cover:

by Antony Vitillo, Tuesday, February 23, 2016 at 9:15 AM

Hi to all! How are you doing?

We’re well… we’re developing our first game for the ImmotionRoom system: “The time of Conundrum!”. Do you like its name? Haven’t you noticed how sophisticated are we in the use of the word “Conundrum”? The game plot is as follow: one day you wake up in a strange and disturbing basement, with all rusty stuff and blood around you. The door is closed and there seems to be no escape. Besides that, a not-so-reassuring clock on the wall ticks the time that remains to you to live if you don’t escape. Why are you there? How can you escape? What is there beyond the door? You can know it only if you play our game!

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