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AnotheReality (www.anothereality.io) | Backend and Frontend/Creative Developers | Milan, Italy | ONSITE or REMOTE (freelancing) | Full time

AnotheReality is an italian startup working in the field of spatial computing (virtual reality, augmented reality...) since 2016. We're creating a software platform that allows developers & creators to easily build AR/VR experiences with low effort and good design principles. We're in early stage of the product, and we're ourselves our first users as we create various experiences for clients (from virtual academies to simulations & trainings).

As our team comes mostly from game development, we're looking for a Full-Stack (mostly backend) developer to help us build our core web services and a frontend / creative developer (three.js) that can shape the 3D frontend web experiences that we create and offer through our platform.

The openings are here: Full Stack Developer (.NET): https://www.anothereality.io/company/work-with-us/full-stack... Creative/Front End Developer (Three.js)(open also for freelancing): https://www.anothereality.io/company/work-with-us/creative-f...

Also other openings: Technical Artist (3D, Realtime, Unity)(open also for freelancing): https://www.anothereality.io/company/work-with-us/technical-... Technical Game Designer (Unity)(open also for freelancing): https://www.anothereality.io/company/work-with-us/technical-... Graphic Designer (only freelancing): https://www.anothereality.io/company/work-with-us/graphic-de...

Refer to careers@anothereality.io or for specific product/tech questions you can email/chat directly with me (fabio(at)anothereality.io)

Fabio - CTO @ AnotheReality


AnotheReality | Milan, Italy | Mid-Senior Game Developer / XR Developer (Unity) & more | On-Site | https://www.anothereality.io/

We're a VR/AR development studio founded in 2016 based in Milan, coming from the game development industry: we mainly develop B2B applications, but we're also working on a platform to enable future developers (technical and not) to easily develop and deploy XR applications, with open source code to be used within game engines or through a web interface with an authoring tool.

We're now looking for a XR Developer (mainly Unity based, but we also welcome people skilled in Unreal Engine) to expand our development team. Min of 3 years of experience, solid coding skills with C#/C++ (and also outside game engines).

See more on the position here: https://www.anothereality.io/company/work-with-us/xr-gamepla...

If you're interested you can mail directly me (CTO) and ask anything you want at fabio@anothereality.io (add a [HN] in the subject!)


I think this is a common point for all of those kind of games (let's say action games, I could be Super Mario, an FPS multiplayer game or DDR), where you can have fun just with "reflexes" but to get really good, or otherwise "master" the game, you start to go into the memorizing-planning part. In DDR means you memorize the whole song, and if you play "no bar", there's a huge planning in your movements too. Also in games like Overwatch, you might have a good aim and reflexes, but at some point you'll need some planning skills, just think of "keeping in mind the ultimate status of your enemy and how to counter it". I think you enter in this "master" phase of the game if you truly like it, you stop before if you want to have a more "casual fun" with that game


AnotheReality | Milan, Italy | Unreal Engine Developer | Full-time | Onsite

AnotheReality is a small startup with the goal to spread Virtual / Mixed reality technologies leveraging on their advantages. We do so operating in videogame development (escape rooms, shooter arena for location based entertainment etc etc) and training simulations. The games we make can be for pure entertainment, but we also use them for soft skills training and assessment. We distinguish ourselves for our high but intuitive interactivity and high quality standards.

Now we're expanding our team and we're looking for an experienced Unreal Engine developer to join us in our office in Milan. Our tech stack is mainly built in C++, others part in C# using Unity (Hololens).

I'm the CTO of AnotheReality. For any questions, you can mail me at fabio@anothereality.io


I read through a page / event in my local zone, and someone talked just about free offer (including like, meal, offering a drink). So, nothing set in stone about fees right now


If you're good with computer graphics and programming, you're halfway done for doing your first demos / experiments :)

If you have an OculusRift, I think that's probably the easier start. Not because "mobile" is harder, but because you can focus more on doing stuff instead of optimizing / cutting stuff because mobile devies still do not have so much computational power.

Unity3D / Unreal engine are really easy to set up for VR. So easy to set-up that most people lose sight of VR.

I HIGHLY suggest you to give a read here https://developer.oculus.com/documentation/intro-vr/latest/c...

and

http://static.oculusvr.com/sdk-downloads/documents/OculusBes...

You may think this is simple, everyone do it but... no. There are so many useful hints about how to reduce sickness and produce a better product, and so easy to find, that is mandatory to know.

This will get you started pretty well :)


Hello there! First of all, I really appreciated your article. I'm not really into this world (yet), but I think you have been able to underline differences between the two accelerators, and letting the reader "choose" which one would fit better, based on their own situation. Again, well done.

Question time: how "ready" should I be to consider to apply to an accelerator? To be more clear: is it possible to apply with a general idea and the founders? Or is advisable to apply with a well-made business plan? There is difference in this matter when applying to one or another? Consider this being asked from an "outsider" of the startup world willing to get aboard.

Many thanks in advance!


this should be helpful: http://www.ycombinator.com/howtoapply/

Nowadays, honestly I think unless your founding team consists of superstars, getting in with just a general idea would be almost impossible.


Don't be tricked by that "area". I admit I haven't tried it but, from my experience with the Oculus, you will barely able to see that nose (unless you actually try to look at it, like you would in real life). That area is mainly in the peripheral vision.


Sickness comes from two places: how the "game" is made, and how much are you resilient against sickness.

For instance, when I tried DK1 for the first time, I was able to test many demos for like 45 minutes, and I didn't felt a lot of sickness. Meanwhile, a friend of mine held only 5 minutes.

This friend of mine (who owns a studio and he wanted to develop for virtual reality), started to train himself and his colleagues, using the Oculus every day till they felt sick. After 1 month, they were able to play Unreal Tournament with the DK1 for 15-20 minutes, and use normal demos for an hour or two.

I highly advise you to try this out too: you can just improve!


Do they also report improvement for normal motion sickness? I'd be really really interested in that.


That just comes as a % related on how much (average) time people played the same game with and without the nose. 13.5 percent refers to those ~90 seconds added playtime. This means, on average the Tuscany demo has been played for 697 sec (~11 and half mins) without nose, and 792 sec (~13 mins) with. It would be interesting to know the dynamics of the experiment (the testers were aiming to hold on as long as possible? Or they were simply told "play as much as you want"?), since the Tuscany demo is quite short, and most of people wouldn't play it for more than 10 minutes, besides sickness


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