Nurien Software is now getting ready for full-scale launches in key international markets.
After several years in development, we are confident that we’ve created a new, innovative and fun way for people to interact and play online here and worldwide."
- Taehoon Kim, co-founder of Nurien Software.
Users will be able to create visually rich 3D avatars, message and chat with friends and family and upload self-created fashionable clothing items. Consumers can also utilize their avatars and items they have developed to play advanced casual games with real friends from Facebook or MySpace. Current games include MStar (a music dance game) and Runway (a fashion show application).
Advanced casual games have been a mega success story in Asia due to faster broadband connection, monolithic PC install base and PC room/Net-cafe infrastructure. One of the biggest barriers in the U.S. market is download distribution and client installation, as these games are often more than 1GB downloads and the client is heavily dependent on PC specifications.
Another barrier is that most casual gamers in the U.S. want to play with their real friends online rather than making new friends “in world.”
As part of its U.S. strategy, Nurien intends to solve these problems by making the service web browser-based with zero download utilizing the Unity 3D engine, while keeping high fidelity graphics such as NVIDIA PhysX, and keeping great game play as expected from advanced casual games.
This is a demo of NVIDIA PhysX. See the body of the monster, that has an outstanding realism:
Unity-made games can be played inside a web browser thanks to the Unity Web Player Plug-in. The plug-in download is small (about 3 MB), auto-installs without a browser restart, and already has a 8-digit distribution. It works on all modern browsers including Internet Explorer, Firefox, Safari, and most Mozilla-based browsers.
And this is how Unity 3D looks:
Nurien is also retaining the virtual goods micro-transaction business model that has been successful in Asia and receiving rapid adoption in U.S., but adding a marketplace for user-created content that have been successful in services such as Second Life and IMVU.
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