As part of the upcoming quest launch it is prudent to submit your application pitch to Oculus before the official release of the quest. This helps them to gauge the interest in certain application types and curate the best content for the users of the new console once its available.
Below is the detail of our application sent to Oculus.
The Expanse is a cross platform social vr app
that will be available on all major headsets
and 2d Mode for PC.
We aim to expose as much possibilities
as safely possible to be able to create experiences.
There are guidelines to help created content
to be accessible on as many platforms as
possible with mobile and performance
the main driver.
Great content will be featured in the menu
to be visited at the click of a button
Release of public beta: 11th of may 2019
You are able to import models and even assign
physics and prefab scripts,
or you can even create them yourself if you
are feeling adventurous.
In this social vr experience you can show off
your creations or enjoy others!
We have an awesome world builder where you
can import models from Sketchfab,
google poly or your own.
There are tons of possibilities in terms of
shapes and textures to create and
share your creativity.
With the support of GLTF, OBJ and
Unity asset bundle ready to import when you are
After we finish the main features we are releasing the beta to be able to connect with friends and
start building worlds. There will be platform created experiences and ways to make friends and message
them within the app. Users will be able to customize the skin of their avatar through the website
(theexpanse.app). We have an open approach so we love to hear feedback about anything at all
through the app, the website or on our Discord channel.
Content plan after release
Work out extra features and user requested functionality.
At the same time we will be creating extra original content / mini games.
Quest and other mobile devices
Mobile vr is the main aim for this project, all main areas and most user content will be accessible and
fully functional on these devices. When a user decides to make an experience we encourage mobile compatibility
leveraging performance features like LOD, mobile specific variations at the object level and granular feedback on the overhead of
objects or groups of objects in the scene graph. We will reinforce the emphasis on optimization with regular trainign events
and with heavily optimized original content created by us – we want to lead by example.
Use of the app with all features and all major content and creation tools are free – with a view to
exploring revenue sources and introducing in-app purchases at a later date. We have no plans to commercialize the platform
at launch but once we reach capacity we will explore premium content, featured listings, ecommerce and more specifically digital asset sales.
Shane Harris – lead developer
Patrick Quinn – developer/content creator
Kenny Reijnders – developer/content creator