

“If you can play first-person shooters, you can pilot one of Eve: Valkyrie - Warzone’s amazing ships,” said Andrew Willans, lead game designer at CCP’s Newcastle Studio. Now we’re starting the next step in Eve: Valkyrie’s journey by bringing this great game to an even wider audience – those who haven’t made the leap into VR yet – all while we continue to experiment with additional unannounced VR projects in development.” “We’ve had great success in establishing the title as one of the most popular multiplayer games in virtual reality and grown it over the last two years with genre-leading post-launch support, which has resulted in a thriving community.

“Releasing Eve: Valkyrie for high-end VR headsets embodied the culmination of a decades-long dream for CCP,” said Hilmar Veigar Pétursson, the CEO of CCP Games, in a statement.

But the company can take some of the pressure off by adapting the game to the larger 2D audience. Veigar Pétursson said the company realized early on that the VR market would take a long time to develop, and it figured out ways to take its early game, Eve: Valkyrie (launched in March 2016), to as many VR platforms as possible. Iceland-based CCP raises $30 million in November 2015 as it made its big push into VR. The developers can show how they are innovative on the VR headsets, but they can also make money by making the 2D screen versions and selling the game to a much wider installed base of users on the 2D screen consoles and PC. In some ways, it’s a pretty smart re-use of assets created for VR games. Three top investment pros open up about what it takes to get your video game funded.
