SKARA launches its ICO - Offering gamers a less risky way to invest in crypto

Token sale to fund exciting new features for F2P competitive combat game SKARA - The Blade Remains, including eSports, blockchain-powered in-game asset trading and in-game betting

"We aren't affected by Bitcoin volatility," says SKARA

LONDON, UK, FEBRUARY 8TH 2018: SKARA, developer and publisher of the eponymous free-to-play competitive team-based melee combat game, today (February 8th) begins a €10m token sale to fund the ambitious expansion of the franchise.

SKARA - The Blade Remains has notched up over 30 awards and boasts 350,000+ installs of its Alpha version via the Steam platform, in addition to generating tens of thousands of in-game transactions. The highly-anticipated Beta version of the game will be released imminently.

The Token Sale (also called an Initial Coin Offering, or ICO) will offer the public a chance to invest in the game's own cryptocurrency, SKARAT (SKARA Token - SKRT), which is based on the Ethereum blockchain.

Crucially, gamers can participate in the fundraising simply by playing the game and buying the coins. It's a simple and safe way for ordinary folk to get involved in the world of crypto currencies.

SKARA has adopted blockchain technology principally to decentralise the in-game economy, allowing players to keep real ownership of their hard-earned in-game loot, including SKARATs, safely and securely outside of the game's control.

As such, players will be free to buy, sell or trade these assets for a profit in external markets, such as Counterparty, where some of these SKARA assets are already being traded.

The first SKARA eSports tournaments will take place in March, enabling players to compete for cash prizes awarded in the form of SKARAT.

While Bitcoin and similar currencies are currently facing much volatility, SKARA claims that the SKARA Token (SKRT) is the answer for those wishing to enter the world of crypto, as real use of the tokens will keep the value high.

"The main use of most of the cryptos is speculative, so when Bitcoin goes down, many others follow. SKARATs are different," said SKARA Co-Founder Cesar Ortega.

"SKARATs are sustained by a fast-growing community of 350,000+ video game players who will be purchasing in-game assets very soon. This means that the demand for SKRT won't be affected by market sentiment since gamers will focus on using the currency for in-game purchases, rather than being concerned by crypto market conditions.

"Around five to eight per cent of free-to-play gamers buy virtual currency, and we plan to hit 3 million players by the end of 2018 - that is a lot of players buying and selling SKRT in the secondary market."

Learn more about SKARA - The Blade Remains here: https://playskara.com

Watch the SKARA - The Blade Remains token sale video here: https://youtu.be/rm9cUO7bjt8

Full press kit with hi-res images & background info: https://playskara.com/presskit/EN/index.php

Notes To Editors
 
About SKARA
SKARA is a Free-to-Play competitive team-based melee combat game for up to 6 players set in a fantasy world. SKARA is now available for PC on the Steam Store. Easy to learn, hard to master, only the best can be legendary, remembered forever in Skara lore. Will you be among the next SKARA heroes? For more information, visit https://playskara.com
 
About the SKARA token sale
A SKARAT (SKARA Token) is a ERC 20 cryptocurrency that represents a unit of value that will be created to self-govern our business model, empowering SKARA users to interact with other products, while facilitating the distribution and sharing of rewards and benefits to all of our community and stakeholders.

The SKARA Token Sale starts on February 8th 2018 at 5pm CET (11am ET). It will end on 23rd February 2018 at 5pm CET (11am ET) or when the CAP is reached. There will be a total maximum of 20,000,000 SKARA tokens. For more information, visit: https://www.skaratoken.com

Press Contacts
Stuart O’Brien – Mimram Media
stuart.obrien@mimrammedia.com
+44 (0) 7732 114 067

Cesar Ortega
Co-Founder – SKARA
cesar@skarathebladeremains.com

Snatch creator Jamal Hirani joins Reality Clash advisory board

Creator of smash hit AR treasure hunt app Snatch lends further weight to team behind eagerly-anticipated AR combat game Reality Clash

Cross-promotion of Snatch and Reality Clash gameplay elements in the pipeline

FOR IMMEDIATE RELEASE: Snatch CEO & President Jamal Hirani has joined the Reality Clash advisory board as the development of the upcoming augmented reality (AR) mobile combat game continues apace.

Hirani will be lending his significant expertise to the Reality Clash project, having co-founded, secured funding for and released AR treasure hunt app Snatch, which to date has amassed close to 1 million downloads.

In addition, Reality Clash publisher Reality Gaming Group and Snatch will also explore the exciting cross-promotional possibilities that exist between the two titles.

Tony Pearce, Reality Gaming Group co-founder, said: "We're delighted and proud that Jamal has taken up a seat on the Reality Clash advisory broad - his expertise and experience in building and launching a mobile AR app will be invaluable as development of the game enters a crucial stage. We are also excited at the opportunity to explore synergies between our respective titles."

Snatch CEO & President Jamal Hirani said: "Reality Clash's work to blur the lines between digital and physical experiences, along with the development of RCC, is revolutionary. I look forward to working with Tony, co-founder Morten Rongaard and the team to continue challenging conventional approaches to gaming and exploring the numerous synergies between Reality Clash and Snatch.

Reality Clash is a free-to-play game for iPhone and Android devices that uses the phone's camera to render an AR view of the world on-screen, with geolocation gameplay inviting players to enter face-to-face combat with each other in real time.

Combat will take place in real locations - players can invite friends, join tournaments and set up battles in urban areas, parks and woodlands. In-game items, such as weapons, can be bought using in-game crypto currency Reality Clash Gold coins (RCC Gold), with all purchases ERC-20 tokenized on the blockchain.

Reality Clash is due to be released in 3Q18.

Snatch is available now for iOS and Android and encourages players to compete to find and claim virtual parcels, which can be redeemed for real-life prizes from some of the world's largest brands, including Heineken, Samsung, Boohoo and Deliveroo.
 
Reality Clash Teaser Trailer: https://vimeo.com/210474982.
 
More information about Reality Clash can be found at http://realityclash.com.

More information about Snatch can be found at https://www.snatchhq.com.

Notes To Editors
 
About Reality Gaming Group
The Reality Gaming Group is the developer and publisher of mobile AR combat game Reality Clash, which is due for release in 3Q18 and utilises exciting blockchain technology. It is also the creator of a ground-breaking AR geo-location platform for mobile, which can be deployed across a huge range of content types. The Reality Gaming Group development team has more than 20 years' experience across Mobile, PC, Console, AR and VR games platforms. For more information, visit: http://realitygaminggroup.com/
 
Press Contacts
Stuart O'Brien - Mimram Media
stuart.obrien@mimrammedia.com
+44 (0) 7732 114 067
 
Tony Pearce - Reality Gaming Group
Tony@realityclash.com

Reality Gaming Group ramps dev facilities, hires BAFTA Breakthrough Brit awardee

BAFTA’s Breakthrough Brit awardee Henry Hoffman on board as publisher readies mobile AR combat game Reality Clash

Philippines development hub extended ready for rollout of in-game trading platform

Reality Gaming Group is aggressively expanding its development team ahead of its release of mobile combat game Reality Clash next year.

Fiddlesticks Co-Founder & BAFTA Breakthrough Brit awardee Henry Hoffman joins to work on the underlying technology framework, bringing his wealth of experience and creative talent to what is a complex title that bridges the worlds of games and cryptocurrency and to ensure that gameplay in Reality Clash is as important as the cutting edge technology.

Hoffman was most recently project lead for Fiddlesticks’ Hue, which was published by Curve Digital for Xbox One, PS4, Vita and Steam, winning more than 25 industry awards in the process. On October 26th 2017 he was awarded a BAFTA Breakthrough Brit for his work in the UK game industry.

Hoffman joins Lead Developer Paul Mottram and Executive Producer Ben Hebb of Near Light (both previously of Zoë Mode) on the Reality Clash project, which blends elements of multiplayer, AR and cryptocurrency on iPhone and Android devices.

Reality Gaming Group has also ramped its development hub in the Philippines, which is charged with building out the Reality Clash in-game weapons line-up and its blockchain-based ‘Armory’ weapon trading platform, which is due to come online this winter ahead of the game’s release.

The company recently raised $3.5 million via an innovative ICO (Initial Coin Offering) using Ethereum blockchain technologies to fund the development of the highly-anticipated title, which is due for release in Q3 2017.

Reality Clash is a free-to-play game for iPhone and Android devices that uses the phone’s camera to render an AR view of the world on-screen, with geolocation gameplay encouraging players to enter face-to-face combat with each other in real time.

Combat will take place in real locations – players can invite friends, undertake missions and set up battles in urban areas, parks and woodlands.

“I’m delighted to be joining a great team to work on one of the most ambitious mobile games projects to date – I can’t wait to get started,” said Hoffman. “As soon as I heard that Reality Clash combined AR, crypto and multiplayer I knew it was a game I wanted to be part of. It’s going to bring the world of crypto and gaming together in a way that’s never been attempted before.”

Tony Pearce, Reality Gaming Group co-founder, said: “We were absolutely thrilled with the level of participation in the Reality Clash ICO, and now we’re even more excited to embark on the next stage of that journey – the expansion of our development team as we work towards delivering what is a hugely exciting project. We’re privileged to have a talent like Henry as part of the Reality Gaming Group team.”

Reality Clash Teaser Trailer: https://vimeo.com/210474982

More information about Reality Clash and its Armory can be found at http://realityclash.com.

Notes To Editors

About Reality Gaming Group

The Reality Gaming Group management and development teams have strong experience when it comes to conceptualising and creating video games and apps. The development team has more than 20 years’ experience across Mobile, PC, Console, AR and VR games platforms, including:

Shooty Fruity – PSVR / HTC Vive / Oculus Rift

Perfect - PSVR / HTC Vive / Oculus Rift

Sing Star - Disney

Marvel Ultimate Alliance 1 & 2 - Activision

Guitar Hero – Activision

Risk Urban Assault - Ubisoft

The Voice - Activision

Powerstar Golf - Microsoft

The Rocky Horror Show: Touch Me

Lego Star Wars Battle Orders – Disney

Runescape – Jagex

Habbo Hotel

Press Contacts

Stuart O’Brien – Mimram Media

stuart.obrien@mimrammedia.com

+44 (0) 7732 114 067

 

Tony Pearce – Reality Gaming Group

Tony@reality-clash.com

 

FuturLab readies Mini-Mech Mayhem for PSVR

You want robots, sci-fi, battles and VR? Velocity 2X and Tiny Trax studio announces next project

“It’s a metaphor for our studio”, says award-winning Brighton firm

Award-winning Brighton studio Futurlab has revealed its next release – Mini-Mech Mayhem for PSVR.

Futurlab is keeping its cards close to its chest regarding full details of the game, but Mini-Mech Mayhem is a robot battle game, where you play the big buddy and your Mini-Mech partner is the little buddy.

Futurlab enjoyed a hit with its debut PSVR title Tiny Trax this summer, which followed the firm’s critically-acclaimed best seller, Velocity 2X.

Mini-Mech Mayhem will be released in 2018, with further details to follow.

FuturLab is also significantly bolstering its development team for the project, including hiring a Technical Director and several programmers.

“Your Mini-Mech is full of enthusiasm, passion and incredible power, but sometimes, amongst all the mayhem, this little buddy loses sight of the big picture,” explains Futurlab MD James Marsden.

“So you’re there to guide your Mini-Mech buddy to success. Any mistakes along the way can be chalked up as a learning experience, and over time you’ll trust each other, achieving many wonderful and hilarious victories together.”

“Mini-Mech Mayhem sees us return to our passion of sci-fi,” added Marsden. “Having made our debut on PSVR with Tiny Trax, we’ve learnt a lot about the format and we’re looking forward to putting these new skills to work in Mini-Mech Mayhem soon.

“We also see Mini-Mech Mayhem as a metaphor for our studio. Futurlab is PlayStation’s little buddy and we, in turn, play the role of a big buddy to our staff.

“Just as PlayStation cares about fostering our creativity, by helping us explore new ideas, we foster the creativity in our team. We shield their passionate enthusiasm from the turbulent mayhem of the games industry, so they can create something they care about, at a pace of challenge that is manageable.

“We can’t wait to share more information about Mini-Mech Mayhem. Until then, please let your friends know we’re hiring!”

Notes To Editors

About FuturLab
FuturLab is an award-winning game studio based in Brighton, UK. The company develops and publishes original games on mobile and console, its portfolio including the critically-acclaimed Velocity 2X, Surge Deluxe and Tiny Trax PSVR.
www.futurlab.co.uk

Twitter: http://twitter.com/futurlab
Facebook: http://www.facebook.com/futurlab

Press Contacts

Lisa Carter – Mimram Media
lisa.carter@mimrammedia.com
+44 (0) 7970 164201

James Marsden – FuturLab
James@futurlab.co.uk
+ 44 (0) 1273 420367

Shure enhances SystemOn Audio Asset Management Software with new features

Remote Mic Linking, Homepage Inventory Management, and “Pair-A-Spare” Among Improved Feature

Today, Shure announced enhancements to its SystemOn Audio Asset Management Software. SystemOn enables users to monitor Shure devices without requiring constant attention and proactively alerts users through SMS and email when action is required.

For AV and IT staff responsible for large-scale installations, SystemOn combats daily microphone issues such as battery life and missing devices. The SystemOn framework is designed to complement existing Shure wireless systems by providing management and control across enterprise-wide deployments.

New enhancements for Shure Microflex® Wireless include remote microphone transmitter linking that enables users to automatically link a mic to an access point in a room from a remote location, such as a Help Desk. New “pair-a-spare” capabilities for Microflex Wireless lets users create a back-up mic or a second form factor to be paired to one MXWAPT channel. This helps to limit meeting interruptions and lets users swap in new microphones more quickly and easier than before.

New features for Microflex Wireless, ULXD® Digital Wireless, and the SCM820 automatic mixer include a comprehensive inventory dashboard that displays all devices in one simplified homepage, and provides an all-inclusive hardware status view. SystemOn enables users to control these devices from a central location, and provide SMS and e-mail notifications for a 360-degree view of a room’s system, capabilities, and acute needs. SystemOn remotely monitors battery life, product inventory, audio levels, and RF spectrum status for different Shure hardware devices. In a world where constant connectivity is necessary and seamless performance is expected, SystemOn provides users with more control and eliminates potential issues ahead of time.

“The enhanced capabilities of SystemOn provide even more support and control for users tasked with managing multiple installations,” said Chad Wiggins, Senior Director of Networked Systems at Shure. “From remote mic linking to a centralized, completely comprehensive inventory dashboard, SystemOn offers updates and information in real-time—before issues arise—so that facility needs can be addressed as proactively as possible. The new features provide an even greater level of control and flexibility, ensuring users can successfully manage even the largest system deployments.”

SystemOn software is sold through a subscription license that covers a defined time period, ranging from one to five years. Each network-connected device requires one license. The software is available for purchase through any authorized Shure system integrator or distribution center.

SystemOn currently supports Microflex Wireless, ULX-D Digital Wireless (handheld and bodypack transmitters), and SCM820. For more information on Shure and the SystemOn Audio Asset Management Software, please visit www.shure.com/systemOn.

About Shure Incorporated
Founded in 1925, Shure Incorporated (www.shure.com) is widely acknowledged as the world's leading manufacturer of microphones and audio electronics. Over the years, the company has designed and produced many high-quality professional and consumer audio products that have become legendary for performance, reliability, and value.  Shure’s diverse product line includes world-class wired microphones, wireless microphone systems, in-ear personal monitoring systems, conferencing and discussion systems, networked audio systems, award-winning earphones and headphones, and top-rated phonograph cartridges. Today, Shure products are the first choice whenever audio performance is a top priority.
 
Shure Incorporated is headquartered in Niles, Illinois, in the United States with more than 30 additional manufacturing facilities and regional sales offices throughout the Americas, EMEA, and Asia.

Music & business leaders converge on Bilbao for BIME 2017

10 Reasons to Attend BIME 2017

- Over 140 Speakers attending (full list below)
- Speakers from Primavera Sound, Warner Music, The Orchard, Sony Music Entertainment, BMG, Boiler Room amongst those confirmed
- The largest meeting point for the Latin American Music Industry in Europe
- Over 180 Festivals Confirmed for Congress of Spanish Music Festivals – including Benicassim Festival, Les Eurockéennes de Belfort, Melt, Way Out West
- Booking agencies represented – including United Talent Agency, X-Ray Touring, CODA, William Morris, ITB & ATC Live
- Music Supervisors joining will include The Missing Sync, Cloud 9 Music, GloboMedia, Motion&Go, CORD ++++
- Over 580 Speed meetings taken at the conference in 2016
- BIME Startup Summit including the 8 most Innovative new companies from Europe and South America
- All New Forum for Music Business Law
- Largest Delegation of Spanish Music Industry of any conference
- BIME Live Festival Runs alongside featuring Royal Blood, The Prodigy, Metronomy, Franz Ferdinand as headliners

October 25th - 28th 2017, BEC! Bilbao, Spain
Tickets: http://bime.net/bime_pro/en-us/registration

BIME Pro will return October 25th- 28th 2017 to celebrate its fifth anniversary in Bilbao, with what promises to be its most diverse and inspiring conference line up to date.

The annual music and tech get together is the largest meeting point in Europe for Latin American entertainment industry executives, allowing them to network and explore ideas with a wider multinational audience.

Christophe Cassan, Project Manager at BIME Pro, spoke on the success of last year’s conference, whilst looking ahead at the upcoming event. “Last year’s event in Bilbao was our most successful yet, attracting 1,800 delegates from 20 countries.

"For 2017, our focus will be on strengthening the Congress of Spanish Festivals, inviting the representatives of some of the most important artists in today's music scene.”

BIME Pro 2017 will be held once again at the BEC! Centre in Bilbao, with a host of speakers already announced. This year a host of UK and international booking agents and music supervisors will play a pivotal role in the conference whilst BIME’s infamous Startup Summit will bring together the 8 most innovative companies from Chile, The Netherlands, Denmark, France and Spain to pitch in from of 90 investment funds (and dragons).

Full speaker list below and full programme information can be accessed here - http://bime.net/bime_pro/en-us/activities

• Martyn Ware – The Human League – Founder of Heaven 17 and Illustrious Company
• Maria Fernandez - VP Operations and CFO Latin Iberia Region – Sony Music Entertainment
• Daniela Bosé - Managing Director BMG Spain & Portugal – BMG
• Jane Beese - Head Of Music – Roundhouse
• Molly Neuman – Head of Music – Kickstarter
• Seymour Stein – Founder – Sire Records
• Jose Carlos Sanchez – President – Warner Music Spain
• Josh Javor – Agent – X-Ray Touring
• Gabi Ruiz – Co-Founder / Director – Primavera Sound Festival
• Bas Grasmayer – Digital Strategist – Music x Tech x Future
• Andy Cook – Agent – CAA
• Carlota Navarrete – Director – La Coalición de Creadores e Industrias de Contenidos Digitales
• Itzel Gonzalez – Promoter – Vive Latino Festival
• Jason Edwards – Agent – Coda Agency
• Lucy Blair - Director, International Sales and Marketing – The Orchard
• Ashley Mak - Global Event Producer – Boiler Room
• Jose Maria Barbat – President Iberia – Sony Music
• Shanna Jade - Director of Community – Stem
• Vaughn Mckenzie - CEO - JAAK
• Tanya Laird – Founder - Digital Jam LTD
• Virginie Berger - CEO - Armonia Online
• Lutz Leichsenring – Press Officer and Board Member – Clubcommission
• Mark Davyd – Founder and CEO – Music Venue Trust
• Ismael Comas – Head Of Sales LATAM – Country Manager Spain & Portugal – Believe Digital
• Muki Kulhan– Executive Digital Producer – Muki-International
• Sanj Surati– Digital Atelier / Founder – Tiger Heart

As is tradition, BIME Live will run alongside the conference with Royal Blood, Metronomy, Orbital, Ride, The Prodigy, Franz Ferdinand, Vitalic among the names confirmed. Full line-up here.

BIME 2016 Record figures:
1800 delegates from 20 countries and 1040 companies registered at BIME Pro in 2016, which featured 172 speakers and 41 bands showcasing their talents, and over 580 speed meetings. Last year the Congress of Festivals recorded record numbers with 120 Festivals involved. Meanwhile, 85 startups and 75 investors participated at the Startup Summit conference.

BIME Pro 2017
25th – 28th October 2017
BEC! Bilbao, Spain
Tickets: http://bime.net/bime_pro/en-us/registration
Pro Pass (85€ + fee), Pro + Live Pass (115€ + fee) One Day Ticket (40€ + fee)

Contact:
Media Requests: james@mysticsons.com or darrell.carter@mimrammedia.com
Conference queries: lucas@sounddiplomacy.com or christophe@lasttour.net
www.bime.net

New LA story for Ralph Creative

Award-winning creative agency starts new chapter with the opening of Los Angeles studio as part of international expansion strategy

Creative agency Ralph has opened a new Los Angeles office to create a third home after London and New York.

Headed up by Ralph’s Co-Founder Iain Barrington-Light, the LA office will serve new and existing West Coast based brands, creating more capacity to expand Ralph’s Creative and Social Media strategy and content offerings.

The office will also focus on creating short-form and long-form high level video and motion graphics content for clients, including Sony Music, Twentieth Century Fox, and Square Enix.

Ralph is also working closely with the social and marketing teams at Netflix across an increasing number of shows and initiatives including Black Mirror, House Of Cards, their new original comedy platform “Netflix Is a Joke” and the upcoming second season of Stranger Things.

Recent work on Stranger Things involved creating #StrangerThursdays which encouraged existing and new fans to rewatch the first season and saw the Ralph team creating Stranger Things versions of classic movie posters.

https://instagram.com/p/BZCzI-plDJB/
https://twitter.com/stranger_things?lang=en
https://www.instagram.com/strangerthingstv/?hl=en
https://www.facebook.com/StrangerThingsTV/

The opening of the studio furthers Ralph’s expansion, which saw the company establish a New York presence in 2009. The team on the East Coast will continue to focus on social media and entertainment marketing, while the London office remains committed to creating exciting brand campaigns, encompassing live events and immersive experiences spanning TV, digital and outdoor.

“This is an important milestone for the team at Ralph and gives us a great opportunity to work closer with our existing clients and some new studios in Los Angeles,” said Co-Founder Iain Barrington-Light. “We’re currently recruiting some exciting talent, and hitting the ground running with our shiny, new West Coast home.”

Co-Founder Chris Hassell added: “It’s been a great year for Ralph, with highlights including work with Sony HQ on the Lost In Music campaign, award nominations for The Chainsmokers’ Paris VR experience, and exciting new work with Netflix, Twitter, Square Enix and more. We’re on a roll and whilst offices lead with certain offerings we are now able to offer a fully cohesive offering around the globe.”

Iain Barrington-Light and Chris Hassell are available for interview.

Notes to Editors

About Ralph
Founded in 2005 with offices in London, NY & LA, Ralph are trusted by the world's biggest brands to create experiences that audiences love and share. Their proudest achievements include managing social for some of Netflix’s biggest shows (House Of Cards, Stranger Things, Black Mirror, Gilmore Girls) running immersive theatrical music events for Sony, launching a beer across Europe for AB InBev, hacking marketing with Mr. Robot, opening a craft beer shop in Shoreditch, creating an above the line marketing campaign for Slack and making a cartoon called Tinkershrimp & Dutch with Nickelodeon. More information on Ralph can be found at www.ralphandco.com

Media Contacts
Lisa Carter - Mimram Media
+44 (0)7970 164201
lisa.carter@mimrammedia.com

Chris Hassell
+44(0)20 30066730
chris@ralphandco.com

Iain Barrington-Light
+1 212 226 2089
iain@ralphandco.co

Kuju & Ralph Creative snap up prestigious Raindance Festival Award

The Chainsmokers’ Paris.VR wins Best Branded VR Experience

The Chainsmokers’ Paris.VR has been picked as the Best Branded VR Experience at the Raindance Festival VRX Awards.

Listed by Variety as one of the world’s top ‘unmissable’ film festivals, Raindance showcases features shorts, music videos, VR films and web series by filmmakers from the UK and around the world. This year Raindance announced its inaugural VRX Awards. 

Jury members included Sean Bean (Game of Thrones, Lord of the Rings), Ewen Bremner (Trainspotting, Judge Dredd), Christopher Ecclestone (Doctor Who, 28 Days Later) and many more.

The Chainsmokers’ Paris.VR experience was created by specialist games and VR developer Kuju, along with brand experience agency Ralph Creative, as part of Sony’s ‘Lost In Music’ campaign.

The content, for the single Paris, was unveiled earlier this year at SXSW in Austin and is available exclusively for PlayStation VR in the PlayStation Store.

Viewers get to experience a live-remixed version of Paris, as they enter the mind of Drew Taggart (with the introduction filmed by the other half of The Chainsmokers, Alex Pall).

Flying through an ethereal landscape, the audio is remixed through stems from the original version and new versions of the song. Decisions viewers make along the route make major changes to the mix, whilst looking at various objects make more subtle changes to what is being heard.

The collaboration between Kuju and Ralph has since seen the two businesses partner up to create further ground-breaking AR and VR experiences for brands.

“Working with Ralph Creative on this project, we knew that we had something special with Paris.VR,” said Kuju’s Head of Studios Brynley Gibson. “We’re delighted that our work with The Chainsmokers has been recognised with this prestigious Raindance award.”

Ralph Creative’s Founder Chris Hassell added: “Over 40 VR projects were shortlisted, so to have picked up this award is a great achievement. Bring on the next bunch of awards!”

The Chainsmokers’ Paris.VR experience is also shortlisted in the upcoming VR Awards and the Immersive Perspective Awards.

The VR Awards 2017, organised by VR Bound, are being judged by a panel of VR industry experts, with the winners set to be announced on October 9th at an awards ceremony in London.

ENDS

Notes to Editors

About Kuju Enterprise
Kuju Enterprise makes compelling branded experiences for VR, AR and Console. They specialise in producing interactive game like experiences for PlayStation VR. Kuju Enterprise is a division of long standing games industry developers Kuju Ltd. a part of Curve Digital Entertainment.
kuju.com

About Ralph
Founded in 2005 with offices in London, NY & LA, Ralph are trusted by the world's biggest brands to create experiences that audiences love and share. Their proudest achievements include managing social for some of Netflix’s biggest shows (House Of Cards, Stranger Things, Black Mirror, Gilmore Girls) running immersive theatrical music events for Sony, launching a beer across Europe for AB InBev, hacking marketing with Mr. Robot, opening a craft beer shop in Shoreditch, creating an above the line marketing campaign for Slack and making a cartoon called Tinkershrimp & Dutch with Nickelodeon.
ralphandco.com

About the Raindance Festival
Listed by Variety as one of the world’s top 50 ‘unmissable’ film festivals, Raindance showcases features shorts, music videos, VR films and web series by filmmakers from the UK and around the world. This year Raindance announced its inaugural VRX Awards. This year saw the introduction of the Raindance VRX Awards, VRX Summit and VRX Market in the newly-established VR strand.
Raindance.org

Reality Gaming Group Raises $3.5m via ICO token sale to fund development of AR mobile FPS

Reality Clash publisher launches competition to offer investors one-of-a-kind personalised weapon for use in the game

ICO closes September 29th, 2017

Reality Gaming Group has so far raised $3.5 million via an innovative ICO (Initial Coin Offering) to fund the development of its highly-anticipated Augmented Reality (AR) mobile combat game.

The free-to-play game for iPhone and Android devices, due for release in 3Q 2018, will use the phone’s camera to render an AR view of the world on-screen, with geolocation gameplay inviting players to enter face-to-face combat with each other in real time.

Combat will take place in real locations – players can invite friends, join tournaments and set up battles in urban areas, parks and woodlands.

To fund the development of the game, publisher Reality Gaming Group undertook an ICO on August 29th using Ethereum blockchain technologies.
 
The ICO, which runs until September 29th, gives gamers and investors the chance to buy special RCC Gold tokens (the in-game currency) at the rate of only 1/3 of the regular RCC price, obtain exclusive in-game weapons that will never be available again, plus earn access to special tournaments and extras.

The amount raised to date represents a huge success for Reality Gaming Group, which was targeting a minimum of $1.5m.

To celebrate, the publisher has announced a world’s first competition for investors in which they have a chance to win a personalised machine gun for use within the Reality Clash game. Anyone who participates in the ICO will receive an email containing a referral code and link. All deposits that take place via a referral link will earn that referrer a 5% bonus in RCC Gold.

The winner of the competition will be the person who accrues the largest referral balance by the end of the crowdsale, at 5pm UTC on September 29th. To take part, investors simply sign up and deposit any amount of Ether (ETH) to the Reality Clash token sale, and receive a referral link for promotional use.

Those who have already participated in the token sale will automatically receive an email with referral details.

The competition winner will be announced one week after the token sale closes, and referral bonuses will be credited in RCC Gold after the end of the sale.

Tony Pearce, Reality Gaming Group co-founder, said: “We’re absolutely delighted with the response to the Reality Clash ICO, which we believe represents a great new way for game developers and publishers to fund their projects. It also gives gamers a unique opportunity to get into the fast-moving world of ICOs and crypto-currency trading. This competition is a bit of added fun and our way of saying ‘thank you’ to our community of investors.”

More details on the competition can be found here: https://reality-clash.com/win-your-own-gun

To participate in the Reality Clash ICO, visit https://reality-clash.com

For any questions regarding the referral programme contact support@tokenmarket.net

Pre-sale participants should email info@reality-clash.com directly for a referral code.

Reality Clash Teaser Trailer: https://vimeo.com/210474982
 
More information about Reality Clash, the ICO process and Ethereum blockchain can be found at http://reality-clash.com.

Notes To Editors
 
About Reality Gaming Group
The Reality Gaming Group management and development teams have strong experience when it comes to conceptualising and creating video games and apps. The development team has more than 20 years’ experience across Mobile, PC, Console, AR and VR games platforms, including:
 
Perfect - PSVR / HTC Vive / Oculus Rift
Sing Star - Disney
Marvel Ultimate Alliance 1 & 2 - Activision
Guitar Hero – Activision
Risk Urban Assault - Ubisoft
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Conspexit Games Studio hires Kuju to develop mobile AR title

London-based start-up Conspexit Games Studio is embarking on a new project that utilises proprietary Conspexit technology to push the boundaries of Augmented reality. They’re going to be working with veteran work for hire studio Kuju to create an innovative Augmented Reality game that not only challenges players prowess but will also enable them to participate in social change. 

Conspexit Games is co- founded by entrepreneur Eirik Moseng (CEO/CTO) who brought together pioneering ex-Sony devs Russ Harding (Creative Director) and Claire Boissiere (Production Director), both of whom were early innovators in AR on titles such as PlayStation EyePet, PlayStation Wonderbook: Book of Spells and PlayStation VR Worlds, and social investor Frank Ystenes (Chairman).

Meanwhile, with a strong reputation amongst some of the biggest publishers in the industry, Kuju has recently received critical acclaim for their PSVR exclusive The Chainsmokers: Paris VR experience. 

“This is an ambitiously creative project; realising our innovative vision will be no easy feat and we can’t think of anyone better than Kuju to work with on it,” said Russ Harding. “The studio’s track record speaks for itself and with their team working alongside ours we’re confident that our debut game will be a truly awe-inspiring, immersive AR experience.”

“After the success of The Chainsmokers and a long history with camera-based titles going back to Sony’s EyeToy, we’re excited to take on what will be our first modern AR project,” added Brynley Gibson, Head of Studios at Kuju. “The team at Conspexit are driven to push the boundaries of AR and I know that bringing their vision to life alongside them will be hugely rewarding.”

The soon-to-be-announced mobile game promises immersion and artistry, the likes of which are yet to be experienced on the platform.

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About Conspexit Games
Conspexit Games Studio is a trailblazing new company comprised of industry veterans who have all previously created critically acclaimed – and commercially successful – projects. The team is currently working on several innovative mobile games that will empower players to participate in social change. Conspexit Games Studio’s three core pillars are: ‘inclusivity’ to bring people together, ‘inspiration’ to drive awareness and ‘innovation’ to push boundaries. Conspexit Games Studio will utilise the power and influence of games to drive social change for good and collaborate with a variety of causes in the longer term.

About Kuju
Kuju make compelling games & branded experiences for VR, AR and Console platforms and have produced titles for some of the world’s biggest publishers including Sony, Nintendo, Microsoft, Activision, Disney and Ubisoft. With 20 years of experience behind them and over 125 titles to their name, they are one of the UK’s longest serving work for hire developers. Alongside developing original concepts, they have been entrusted with developing globally recognised IP from the worlds of Film, TV and Games.

Kuju is a division of Curve Digital Entertainment and the Catalis Group.