For bourgeoning Melbourne-based VR recreation studio Digital Lode, issues are about to vary.
The staff simply launched Espire 2, a Quest 2-exclusive sequel to 2019’s Espire 1: VR Operative. For the primary time shortly, Digital Lode founder Michael Wentworth-Bell is considering the way forward for the studio, past the Espire franchise.
“It sounds unusual, however an actual aim is to truly begin appearing like an organization,” he tells me, sitting in Digital Lode’s Footscray workplace, a number of days earlier than the launch of Espire 2. “Even nonetheless, our entrance door simply says Espire. It doesn’t have any [Digital Lode] branding on it. All we’ve ever finished is consider Espire, as a result of the corporate got here second.”
As we focus on the story of how Espire (and by extension, Digital Lode) got here to be, a set of basic video video games and consoles are proudly displayed on cabinets behind us. A lot of these titles served as guiding lights for the staff whereas engaged on the Espire franchise. It’s clear that the studio respects and understands the shoulders of the gaming giants on which they stand.

Now with a staff of 23 folks, Digital Lode is without doubt one of the largest VR-focused studios in Australia, alongside others like Ritchie’s Plank Expertise builders Toast. Nevertheless, the story behind Digital Lode and Espire 1 is one in every of humble beginnings.
“2017, 2018 and 2019 had been the three years of Espire 1 [development], and so they had been mainly simply three completely totally different years,” recollects Wentworth-Bell. In 2016, he was dedicated to a nine-to-five job as an animator, figuring out of the identical workplace house that will later change into Digital Lode HQ. In his spare time, he began experimenting with VR.
“I used to be rocking up at 6:00am after which would mainly do 6:00am to 9:00am on daily basis, simply engaged on [VR] experiments after which after, on the finish of the day, do one other two of three hours.” Finally, he landed on an thought for a VR stealth recreation known as Espire, impressed by Metallic Gear Strong. Over 12 weeks, he produced an idea video detailing his imaginative and prescient for Espire and in February 2017, he posted it to YouTube. There was only one catch.
“It was all faked,” he says, laughing. “I didn’t have any actual technical abilities, so I mainly simply downloaded a complete bunch of market stuff and put collectively a check state of affairs and recorded a video. It confirmed you having the ability to tranquilise a guard and pull the journal out of your gun and throw it and use voice instructions to say arms up, [but] none of these options really labored.”
“It was mainly me simply kicking off little animation clips, as a result of I knew tips on how to animate stuff.” In the long run, that didn’t matter – the video (embedded above) blew as much as surprising proportions. Throughout the similar day, Wentworth-Bell had a plethora of individuals attain out, within the idea and eager to see extra. A number of publishers quickly obtained involved as nicely.
“Espire was this two-minute video that was a lie, and lots of people had been really saying ship us your prototype,” he recollects. “I spent three months simply making an attempt to make it playable, as a result of I used to be like, shit, everybody’s asking for the prototype.”
Even a month after posting the video, there was nonetheless buzz on-line. Shocked by all of the curiosity, Wentworth-Bell went darkish for a number of months and continued engaged on the sport. By April, he had one thing playable to ship to publishers.
Among the many publishers who had reached out was Tripwire Interactive. Identified primarily for flatscreen releases, the writer would first dip their toes into VR later that yr, with Killing Ground: Incursion. After chatting with Tripwire’s then-CEO John Gibson concerning the Espire prototype, he gave Wentworth-Bell some meals for thought. “He was like, ‘Look, it’s simply not prepared but. It’s obtained promise, however you don’t actually have a staff. You’re one individual. However keep up a correspondence.’”
There was one early function that saved Gibson notably although – Espire’s consolation theatre. The function, which has been a staple of each Espire releases, is an immersive type of vignetting that limits the person’s subject of view by overlaying a digital room within the periphery. This grounds the participant by synthetic motion in VR, leading to an enormous discount in nausea and movement illness. “He performed the prototype and stated ‘Look, every part about this prototype is fairly substandard, however that is the primary time I’ve ever been in a position to circle strafe a guard in VR whereas I’m taking place stairs and didn’t puke. That’s wonderful.’”
Eager to make progress after his discussions with Tripwire and inspired by others, Wentworth-Bell quickly took a danger and stop his job to give attention to Espire full time. By Could 2017, potential traders made it clear that he must begin an organization to get any additional. Digital Lode started to take form, largely from the pool of expertise who had contacted him concerning the preliminary idea video. “Lots of people that reached out to me on that day [the concept video released] ended up turning into staff.”
By the top of the yr, the small staff had produced one other playable prototype that principally delivered on the guarantees of the unique Espire idea video. “It was nonetheless tremendous crap, however you might ship it to anybody, they might play it.” From there, the subsequent problem was a giant one: funding. If 2017 had been about making the prototype, then 2018 was about getting that prototype greenlit to change into a full recreation.
Discussions continued with Tripwire, who had been prepared to fund growth of a vertical slice, however provided that one other funding companion was additionally on board. Wentworth-Bell had additionally been speaking to VicScreen, an Australian state authorities company, about potential funding choices, however neither VicScreen nor Tripwire had been prepared to be the primary to commit. “So it was one other fake-it [moment]. I used to be simply saying [to Tripwire], ‘Cool, nicely VicScreen are on board if you happen to say sure.’ And I used to be telling [VicScreen] that we’ve obtained an American writer that may leap on board if [they] say sure. And neither of them had been saying sure. And so I simply lied and stated to each of them, yep, the opposite social gathering have stated sure.”
After that, VicScreen and Tripwire each signed on for funding and the Digital Lode staff grew quickly from simply two folks to 5, engaged on a vertical slice of what would change into Espire 1. As soon as it was prepared, Wentworth-Bell flew over to the US to demo Espire to some huge tech corporations, together with then-Fb (now Meta) and Sony.
The staff had been anticipating to develop Espire solely for PC VR platforms, however Wentworth-Bell quickly found that Fb had been not funding PC VR content material for its Oculus Rift headset. Fb instructed him that if he needed to get a recreation green-lit, it needed to be on Santa Cruz, the event codename for what would change into the standalone Oculus Quest headset.
He was despatched again to Australia with two early Santa Cruz prototype gadgets and went into 2019 with the aim of growing a recreation that would launch concurrently on PC VR, Quest and PSVR. “As a first-time staff, that was seen as de-risking, to be on all of the platforms,” says Wentworth-Bell. “It could imply that there was really an opportunity it’d recoup the price of making it.”
Because it turned out, launching on a number of platforms stretched the small staff too skinny and required heaps extra work than anticipated. The PSVR port was outsourced to a separate studio, however even making ready Espire for each Quest and PC VR proved a problem for Digital Lode. “It was simply too troublesome to try to make it superior on PC and superior on Quest. To try this, we actually simply made two copies of Espire 1. It was a nightmare.”
Espire 1: VR Operative launched for Quest, PC VR and PSVR in November 2019. Regardless of recouping its growth finances inside a number of weeks, the sport nonetheless initially underperformed in opposition to expectations. It didn’t assist that the PC VR and PSVR variations weren’t as much as scratch and adverse opinions resulted in low person rankings on these platforms. “We simply saved saying, ‘Oh, we spent an excessive amount of time making this recreation than really making it enjoyable.’ An excessive amount of of our dev time was simply making it load on Quest and cargo on PC and cargo on Steam…”
Nevertheless, the Quest launch wasn’t affected by the identical issues as PSVR and PC VR. On Quest, Espire 1 discovered an viewers and acquired a extra constructive reception in comparison with different platforms. “By Christmas Day [in 2019], the sport had been out for like six weeks and we had been already chatting with Oculus saying let’s do one other one.” When the pandemic hit a number of months later, Espire gross sales on Quest really elevated to a stage increased than they had been at launch.
Digital Lode spent the primary few months of the pandemic pitching recreation concepts of varied scopes and experimenting with different tasks, till Fb got here again to renew sequel discussions. Providing one other spherical of funding, they inspired the studio to “swing laborious” for a full-blown sequel to Espire 1.
This meant Digital Lode must scale up as soon as once more, this time from 12 folks to 25, bringing a brand new set of challenges. “I completely didn’t anticipate how laborious it’s to go from a small staff of 8-12 [people] to an organization,” admits Wentworth-Bell. “The second we hit 18 [people], all of it fell aside as a result of we had been like, ‘Oh my god, the corporate wants insurance policies and a completely totally different administration construction.’”
Throughout the subsequent two and a half years, Digital Lode scaled as much as 23 folks. The staff labored although the pandemic to create a fully-fledged sequel with a brand new marketing campaign and a further multiplayer mode, implementing classes realized from the event of Espire 1.
Earlier this month, Digital Lode launched Espire 2 solely on Quest 2. Now with two huge releases underneath its belt, the corporate’s focus is shifting as soon as once more. “The problem we’re about to strive is, for the primary time – as an alternative of being an organization that was constructed throughout Espire and it’s just one recreation at a time – to attempt to develop, to do two or three [games] over a number of years. Consequently, we’re going into recruitment mode [in 2023] to construct out the groups. We wish to develop the Espire staff and in addition a staff for an additional IP.”
After a sequence of profitable post-launch updates for Espire 1, the plan is to supply comparable post-launch assist for Espire 2, with updates coming down the road. Nevertheless, Digital Lode has additionally already been making floor on one other unannounced recreation since mid-2022. “The subsequent recreation goes to have comparable DNA [to Espire]. It received’t be a stealth recreation, however it will likely be a shooter. And it will likely be wanting in the direction of co-op, as a result of that’s the massive factor that got here out of our sequel.”

The final 5 years have been a rollercoaster trip for Wentworth-Bell and your entire Digital Lode staff, however the outcome sees the studio forging a path ahead for Australian VR builders. With formidable plans to deal with extra tasks than ever, the trajectory of Digital Lode might be fascinating to look at.
“With Espire, we’ve managed to carve out a model. It has a distinct segment, it’s a stealth recreation, and thru a whole lot of luck and simply good timing, it’s a recognizable model,” he says. “Espire is sort of sci-fi [and] severe. However [for the next game] we wish to go for one thing that’s completely totally different. One thing enjoyable.”
Espire 2 is accessible now for Quest 2. You may learn our full assessment right here.