Category: Gaming

Make Real – 2017 Q3 Review
By Sam Watts | 29th September 2017

It is time once again to look back at the last quarter of the year that has just passed – quick as a flash, we are into the home stretch before 2017 draws to a close. After a manic period of deliverables and finished projects last quarter, the development team were able to relax a […]

Make Real – 2017 Q2 Review
By Sam Watts | 03rd July 2017

As 2017 rushes ever onward and we now find ourselves in July already, it’s time to look back at the last quarter and everything that we got up to. Following a similar vein as the first quarter, the second also refused to relent in terms of studio workloads, events to attend and product launches. There […]

Make Real — 2017 Q1 Review
By Sam Watts | 26th May 2017

2017 started with a bang for us at Make Real, following the Christmas holiday break, with multiple projects kicking off early doors as soon as we all returned to the studio. Some short timescales and rapidly approaching deadlines meant the team had little chance to gently get back into the groove but as ever, they […]

Press Release – Loco Dojo – VR Party Game for Oculus Rift + Touch
By Sam Watts | 26th April 2017

VR Party Game “Loco Dojo” Released For Oculus Rift + Oculus Touch – April 27th 2017 Enter the whimsical wooden world of Loco Dojo and step up to Grand Sensei’s ‘Table of Trials’ to pit your silliest skills against friends or strangers in this hilariously competitive party game. Take turns spinning the dice wheel to […]

2016 – End of Year Review
By Sam Watts | 16th December 2016

[vc_row type=”in_container” scene_position=”center” text_color=”dark” text_align=”left” overlay_strength=”0.3″][vc_column column_padding=”no-extra-padding” column_padding_position=”all” background_color_opacity=”1″ background_hover_color_opacity=”1″ width=”1/1″][vc_column_text]As 2016 draws to a close and the team prepares to take a well deserved break, let’s a take a look back at the year and what we’ve achieved, along with some notable events tied to the immersive technologies we work with. It seems a […]

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