NextGen Interactions was formed in 2012 with the goal of using immersive technologies to help companies create more effective experiences. We combine our next-generation technical expertise with creativity and design thinking. The results are customized solutions that help you achieve your specific goals.
We specialize in building immersive applications, ranging from gaming to education to proprietary industry applications.
We worked with HTC Vive's Studios, Sixense, and Digital ArtForms on creating an immersive modeling tool. NextGen Interactions' primary role was to create the tutorials that teaches anyone, regardless of age or experience level, to utilize the integrated CAD engine to build 3D objects and worlds on day one.
As a contractor for NextGen Games in the year 2027, it is your job to pilot a remote telepresence drone via your trusted VR headset. Fortunately work has picked up due to a recent alien invasion and The United Nations has hired the firm to secure the planet Earth, and rid it of alien infestation. Beat the clock and squash alien scum faster than your co-workers in this frenetic VR shooter.
The VR Book
The VR Book, authored by NextGen Interactions CEO Jason Jerald, is the comprehensive guide for VR design. With extensive details on the most important aspects of VR, more than 600 applicable guidelines, and over 300 additional references, The VR Book provides a strong foundation for everyone involved in creating VR experiences.
ABC's Shark Tank Demo
NextGen Interactions worked with Virtuix on creating one of the world's first VR omnidirectional treadmill experiences. Our game was shown on ABC's Shark Tank and was Shark Tank's most watched episode at the time with over 7 million viewers. The sharks did not invest at the time, but Shark Mark Cuban eventually invested and Virtuix has since become one of the world's leading VRCade companies.
Virtual Reality Smart Glove
NextGen Interactions consulted with Ireland's TSSG, Tyndall, and Design Partners on creating The VR Smart Glove. We wrote the feasibility report that led to initial funding and later helped to better define what the product would eventually become. The glove is a hybrid input device that solves many of the challenges inherent with typical VR gloves.