Job Simulator coming to PlayStation VR!

Hello humans!

The scientists here at Owlchemy Labs are excited to announce that Job Simulator will be a launch title for PlayStation VR! That’s right, that means you’ll be able to smash an egg, chuck a stapler, and serve a moldy hot dog from the comfort of your living room on PlayStation VR!

For those not yet familiar with Job Simulator, here’s the scoop: in the future, robots have replaced all human jobs. In an effort to ensure that humans would not forget what it was like “to job,” the Job Simulator was created. Players can re-live the glory days of work by simulating the job of a gourmet chef, an office worker, a convenience store clerk, and more!

Job Simulator is all about using your actual hands to interact with the world. The game relies on two tracked PS Move Controllers, one for each hand, to manipulate the environment. Once you’ve reached into the world with 1:1 tracked hands to pick up and throw items, you can never go back! Interacting with objects feels so natural that you don’t need to think “How do I pull this lever?” It just works.


Job Simulator also utilizes the tracking space of PlayStation Camera in a very significant way. The game encourages players to stand, reach, and move around the space in front of the TV, meaning you’ll have the room to live out all of your job-related fantasies. Feeling bored at work? In our Office Worker job, you can throw office supplies at your coworker one cubicle over without fear of impending unemployment. And the Office Worker job is just one of five fully-featured jobs to ship with the final game.
Job Simulator relies heavily on realistic physics to deliver hilarious moments of physical comedy. The feel of throwing a paper airplane, juggling a coffee mug, or opening a cash register all hinge on an incredibly smooth and fluid physics system. This means the industry standard of 60 frames per second gameplay just didn’t cut it for Job Simulator. The team buckled down and optimized further than we ever thought possible in order to bring our rich environments and physics interactions to the PS4 at 90 frames per second. We’re very proud of the entire team for pulling this off!


For those lucky enough to be attending PlayStation Experience here in San Francisco, come by the Job Simulator demo station on the show floor to try out the game. You’ll also have a chance to meet some of the Owlchemy Labs team in the flesh to ask all of your burning VR (or owl-related) questions.

We also have a little special nod to PlayStation fans in the game. We’ll divulge more information soon, but for now we can’t wait for you to be able to serve wacky customers expired hot dogs and juggle tomatoes from the comfort of your living room with Job Simulator on PlayStation VR.

We’ll see you humans in VR soon!


Job Simulator on Oculus Touch & new Office Job!

Today we’re happy to announce that Job Simulator will be an official launch title for Oculus Touch!

Job Simulator Promo

Attendees at Oculus Connect 2 will have an opportunity “to Job” in Hollywood playing Job Simulator using Oculus Rift and Oculus Touch.

Office Worker Job Screenshot

If that weren’t enough, today we’re also announcing a brand new job for Job Simulator — the Office Worker job! Clocking in 9-to-5 in a mundane office has never been more exciting. The office joins the already existing roster of jobs, including Gourmet Chef and Convenience Store Clerk.

Oculus Connect 2 attendees will have the opportunity to have hands-on (pun intended) time with this new Office Worker job.

We’re super excited for Job Simulator to be coming to Oculus Touch as well as the HTC Vive. We can’t wait for launch!!

Get your TPS-reports in order, watch out for BossBot, and prepare for some high-octane jobbing!


P.S. – Come check out our talk on “Designing Standing VR Experiences with Tracked Controllers” at Oculus Connect 2 in Chinese Theater 6 at 5:30pm today (September 24th, 2015!)

Austin Room-scale VR Jam Recap: A great success!

Room-scale VR jam header

It turns out when you bring 75 VR developers, Valve, HTC, NVIDIA, Epic, and Unity into the same room for a weekend, great things happen. The first ever room-scale VR game jam was a huge, ground-breaking success!

The Vuka event space

On May 9th, 2015 at 10am, the festivities began for the Austin room-scale Vive VR jam — the first ever game jam to allow participants to build games that take advantage of room-sized tracked spaces. Game jam participants filled the Vuka event space in Austin, TX, setting up their desktops on the ground floor while folks set up three HTC Vive headsets upstairs, separated into three 15’ x 15’ room setups. The space quickly filled with local Austin developers (both indie and AAA), along with some especially dedicated folks who flew in from California, New York, Georgia, Massachusetts, and even Canada!

Jammers conversing

Panorama of the ground floor

The weekend game jam lasted from 10am to 10pm Saturday and Sunday, and Monday we hosted a VR Austin demo night so all the jammers could show off their games to the public. It’s incredible that 19 projects were created and working in such a short time period, especially since most jammers hadn’t seen a Vive in person until this event!

A developer testing their build

Developers of the jam games have been posting links to their work (video, pictures, contact info, etc) on the VR Austin comments page, so that the incredible work created in 48 hours doesn’t vanish into the aether. Check out that page to see the games created in more depth!

Players having fun with the Vive

One story in particular that stood out was a father and son playing Juan Rubio’s jam entry “Space Time Cowboy”. The boy strapped on the headset, grabbed the controller, and entered a cartoony old west world. When his time was up, the attendants took the Vive controllers from him and while being unstrapped, he was physically waving goodbye to the cowboys in the VR world.

Additionally, Aaron Lemke’s team came up with a brilliant concept for allowing players to traverse huge environments by defying traditional spatial logic. With the snake-esque maze game Cyber Snake, players were turning around 180° in tight corridors and navigating tight duct-like areas by walking and crouching and moving about the space. After testing the game, Devin Reimer from Owlchemy Labs said that he felt like he had walked a quarter of a mile in the game and had completely lost his sense of forward direction by the time he finished the demo.

Final Approach by Phaser Lock Interactive

Another game that made the rounds was Final Approach, by the Phaser Lock Interactive team. In this game, players stood above a virtual airport, controlling air traffic with their hands, much like the mobile game Flight Control. Like most VR games, players had just as much fun destroying things as they did following the rules of the game.

One other jam game presented players with a virtual beer pong table, a clever use of the tracked controllers and room-scale movement. However, they took it to another level by throwing in unexpected variations on the classic game – including a zero-G stage, use of teleporters, and some other gravity environmental designs.

A huge variety of titles were produced. We saw games that had players picking up and throwing cars at destructible buildings as well as playing drums in a colourful and alien landscape.

Owlchemy team members working on Job Simulator

Job Simulator WIP cashier demo

In the midst of the chaos, the Owlchemy crew created a new prototype job for our upcoming VR-exclusive title Job Simulator. We focused on creating a grocery store cashier simulation, complete with a wide swath of supermarket-related actions like weighing items on a scale and scanning groceries. We ended up with a number of meta-mechanics that were really fun to mess around with in a virtual space. Experimenting with some of these new interactions and seeing reactions from fellow jammers was a fantastic experience.

Jam announcements with Aaron, Chet, and Alex

This event would not have been possible without the amazing support of a number of awesome companies. NVIDIA sponsored the entire jam and brought out 10 loaner desktops for game jammers who were not able to bring their own equipment. HTC and Valve also contributed immensely on the hardware front as well as helping to sponsor some of the last minute costs of the event. Also, a huge thanks to the folks at Unity and Epic for helping out the jammers with technical issues and being present for any questions that came up! Also a huge thanks to Matt Oztalay for the bartending!

Testing the Vive

With only twenty or so pre-development kits in the world currently, not many have been able to get their hands on this hardware before this jam. In fact, with only three dev kits at the event itself, developers had to code their game blind, without the hardware, and then transfer their builds to a flash drive, run it upstairs, and test on an open Vive machine to get a feel of what does/doesn’t work and how it physically feels to play your game. It’s incredible that anything at all was created, let alone these great titles, within 48 hours.

Developers watch a player's experience in the Vive

It’s hugely inspiring to be around so many talented developers. Overall, the event had a great feeling of sharing and community, where everyone came together to help one another. It’s clear to us that everyone who participated has a love for VR and game development. Great job everyone, and we’re looking forward to being a part of awesome VR get-togethers like this in the future!

Photos courtesy of Lauren Ellis and other game jammers! For all of the event photos, please see the photos page here!