Reappearance – TimefireVR

Cyberpunk in TimefireVR

It’s been a long time since I’ve penned anything other than business documents. In the intervening months since last I dropped words, Timefire has gone through some changes like so many start-ups do.

One giant change is that we’ve grown. A year ago, we were six; today, we are nearly twenty full-time creators. We changed our name and changed it back again and that’s after we had already done that before.

Like many other early VR adopters, it appeared to us that Virtual Reality was nearly at our doorstep. In reality, it started to look like a fast-moving target that might find a consumer release in some distant future (fortunately not another decade or two like back in the 1990s). Now it's said we’ll see the first consumer products by the end of this year, go Valve/HTC and Samsung.

While Samsung rolls out the new Note 5 and GearVR for the general public, we are not building for mobile unless you consider the work we’ve been doing with 360 videos. While we all love immersive 360-degree video, and it will find its place in our VR world and our production skills, it is an explorable interactive Virtual Reality that we are looking forward to the most.

And this is where our efforts have been focused.

We had to scale. Our original plan and budget said to stay small and spend slowly, but back then, there was just Oculus, no Facebook, no Magic Leap, no billions of dollars being spent wildly. Then, in a burst toward the latter part of 2014, the VR renaissance kicked into high gear and made the quantum leap. Either we adapted to what was happening or we'd be irrelevant before we saw the light of the display mounted an inch from our face.

A programmer goon or two joined a database guru and started designing the backend that would drive our customer sign-ups and allow us to build all types of interesting new tools and functionality. More artists came on board, including a terrific digital sculptor, a level developer worth his weight in gold, a dedicated texture artist, and other creators who helped round out our growing team.

With this heft of creative skills, we were now able to deploy, it was time to make some big changes to our world. We put our noses down and went dark. We have a lot to do.

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