After the 85th, why did you first venture into VR?

Liu Pinshan, a young entrepreneur of the post-85s who was in the midst of the VR trend, was the first time she started her business and chose VR as a high-tech field. She said that VR is technology-driven, but he does not understand technology, so he spent two years thinking about how to make a person who does not understand technology to help those who understand technology.

In September 2016, after two years of accumulation, she found a suitable developer-developer community and VRCORE was officially established.

Although less than a year after its establishment, VRCORE has gathered more than 3,000 developers and more than 500 VR startup companies. After the success of the first developer competition last year, this time they had even greater ambitions.

VR is definitely spiraling up, but it's a matter of guts if you look at the trend!

As early as 2014, Liu Pinshan decided to start a business, but has been suffering from the failure to find a suitable entry point. In her view, VR has always been a technology-driven, but she has not done hardware or software genes for her without a technical background.

But since she first experienced Oculus DK2 in 2014, she firmly believes that this is the next generation of media. There will be new hardware, platforms, content, and media. Everything will be new, and the dimensions will be different. These bring great opportunities.

"I missed the wave of Internet entrepreneurship. Because I am not old enough, when you realize the opportunity and you want to do something, you can hardly miss it. So in 14 years, I basically decided to start a business. Then I At the age of 27, this is almost the best 10 years of my energy and strength, even though it may have the next 10 years, but the highest match for me is VR."

From the beginning of 2014, focusing on VR to 2016, Liu Pinshang has been pondering over the past two years. What is it to do in a technology-driven VR industry? Later, she figured out that even those who have skills are not able to do anything. They still need help. These have been verified in the past two years. They have also helped some teams do a lot of work. .

In September 2016, VRCORE was officially established and focused on the operation of the developer community. In less than a year, the community gathered more than 3,000 developers and more than 500 VR startups.

VRCORE also held a number of offline events, including the VR Developer Contest last year and the second Developer Contest officially launched today.

Until now, they have maintained a small team of 10 people and have never been able to raise funds.

For VR, Liu Pinshan believes that “looking down for 10 years, VR is definitely a spiral, and there must be a low tide in the middle, but it is definitely upward. If you are lucky enough to come into contact with this trend, there is no reason not to do it. Problem."

The second developer competition, this time they want to go global

At the 54th Youth Day, the launch ceremony of the second VRCORE developer contest was also selected on this day.

Last year, VRCORE hosted the first developer contest and more than 300 products competed. For the participating developers, they made several provisions: 1. The developer must own the complete copyright of the work; 2. Cannot participate in other competitions.

This rule is to encourage new teams to develop good works, rather than to put limited resources on products that have won awards, because they have a lot of attention.

Under this precondition, Liu Pinshan found that the winning team of the previous session was still very much recognized by the industry. First, the team winning the developer contest has a lot of follow-up prizes. In addition, cooperation in the industry expands, and channels, hardware Received very good results.

The competition still continues the previous preconditions, but this time Liu Pinshan has a greater ambition to internationalize the game.

Although there is no lack of excellent game works in China, the overall international recognition is not high. “We hope that in the future, when we continue to expand into the outside world through the community and the works approved by the competition, we can receive international recognition from the United States and Europe to reverse the issue of low international recognition of Chinese content.”

In addition to adding international authority to the judging team, Liu Pinshan is also preparing to allow some overseas teams to join the competition to make it more international. For the winning team, in addition to exposure support, VRCORE will set up booths for free display during GDC and during SVVR.

In addition, this year's prize will also be adjusted.

"Last year was a bonus. This year we hope to convert to other resources. The bigger problem for developers is to realize the problem of cash. The realization of the problem will affect financing. The core requirement is to solve the problem of cash flow. We will ask sponsors to use orders as prizes. Put in the game."

In fact, this move has deeper considerations. Even if the team receives 100,000 or even 1 million bonuses, they can only be used as 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 to 100,000 Or 1 million orders will be calculated as positive cash flow, and teams with linear income will be more likely to obtain financing.

The current status of Chinese VR developers in the eyes of VRCORE

With so many VR developers, VRCORE has a certain understanding of the status 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 a survey of 400 developers, 51.5% of which were team members, 24.8% were operations/business, 11.9% were programs, and 8% were arts and other.

The data show that from the perspective of the age of VR developers, they are mainly on the youth level (don’t tell me that they are middle-aged after 92 years), 45% of them are concentrated in the 30-40 years old, and 35% are concentrated in 25 people. -30 years old. The practitioners are mostly practitioners of the game industry, of which 25% are mobile game developers and 25% are game developers. The percentage of employees who have spent more than one year in business has reached 55%.

From the perspective of team size, 60% are small teams of less than 20 people. Of all teams, 34% did not have financing, 39% were seed/angels, and A and above accounted for 27%.

Among all the development teams, the highest proportion of VR game development is ongoing, reaching 58%, of which the action and shooting categories are the two most popular types, accounting for 28% and 23%, respectively.

Industry application is the fastest realizing field at present, and it is also a direction for the team to choose more. 25% of the teams are engaged in the development of industry application content. Among them, education and real estate accounts for the most, accounting for 35% and 24% respectively.

In addition, there are very few teams engaged in film and television modeling and filming and filming, accounting for 13% of the total.

A survey was also conducted on the progress of the products developed by these teams, the development cycle, the length of experience, and the development goals for 2017. Among them, 40% of the teams currently have no mature products, and the percentage of works in the experience market within 20 minutes reached 60%. More than half of the teams plan to launch 2-5 new works in 2017.

From a revenue standpoint, only 26% of all teams are able to break even, and fewer teams are able to earn profit, accounting for only 5%, that is, only 20 of the 400 teams are profitable.

Of all the teams, 55.7% of the team's revenue comes from commercial custom projects, and the teams with offline and online channel revenue each account for more than 40%. More than 90% of the teams want to get financing.

In summary, the biggest problem facing the team at present is to realize cash, and the team that can really realize cash is only a few.

From the developer community to the natural extension of the distribution

In order to help the team cash out, in addition to the competition, VRCORE has a major plan this year - the release, in fact, as early as last year they have got the PlaystaTIon qualification, this year will set up a special distribution team.

The biggest purpose of the issuance is to help the team realize, globalize, and internationalize the game for this reason.

In terms of distribution strategy, Liu Pinshan said that it is currently a custom distribution, and it has customized individual distribution strategies based on the actual situation of the content, and is also exploring other forms of distribution, and may not fully respect the logic of traditional publishers. For this specific practice, Liu Pinshan did not disclose too much. In her view, compared to the previous “on paper”, he was more inclined to speak with actual results and explore new forms of distribution.

However, she is very optimistic about the situation of VR this year. “Our data shows that PC equipment will undergo an inflection point of qualitative change at the end of this year. This quantity can support 1-2 phenomenal grade products, and the game team can rely on content to realize cash. It is not realistic for the team to realise in a wide range. It is VR. All industries follow the principle of 28, and 20% are making money. Most of the teams have no way to realize this by themselves. The best team is definitely a chance."

As for which platform will be more easily realized, Liu Pinshan believes that it is still a long time for PCs to realize cash. PS VR is an important platform. The mobile terminal is far from the liquidation, although it will reach a very high volume in a short period of time, but at the beginning the user has no intention of paying, the download volume, playing capacity, and installed capacity may be high, but the payment is still needed on the mobile terminal. a period of time.

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