 Hello people of the internet, my name is Johnny and welcome to video number three for today, August the 2nd man, three videos in one day, what am I doing? So I was scrolling over on the FNAF subreddit very recently and I came across a brand new article, a brand new interview with Stewell Studios released today. So this is 100% brand spanking new information. Some of the answers caught my attention and so I thought I'd give you guys some information. Let's not waste any more time, here is the interview. Let's all smash the like at the same time. Three, two, one, go, go, go, go, go. So again this article slash interview was uploaded on August the 2nd, 2020 by David on UploadVR.com, linked in the description. It's titled How Stewell Studios Brought 5 Nets at 40s to Life in VR. I'm honestly just astounded by the fact that it's been over a year and we're still getting interviews with Stewell about how they basically brought FNAF back to life with their game of FNAF VR. It's really nice honestly. Checking in on Stewell Studios, see what they're doing every now and then. So this article mainly focuses on FNAF VR and its release on the Oculus Quest recently. And it starts off by saying 5 Nets at 40s VR help wanted was an immediate success on Oculus Quest reaching an unprecedented number of user reviews, mostly positive on the Quest Store within mere hours of release. We loved it too, for what it's worth. The game's success on Quest this year follows its previous success on PSVR and PC VR headsets as well. Now basically anyone with a major VR headset can play it. We recently got the chance to conduct an email Q&A with Andrew Dayton, CEO of Stewell Studios to chat about the game's development, booking the franchise to VR and what's in store next for the furry... Sorry, this is my first time reading this introduction to the article and sorry, the word furry caught me off guard. And what's in store next for the furry denizens of Freddy Fazbear's Pizza? And then it gets into the actual questions. Starting off with question numero uno. 5 Nets at 40s VR on Quest seems to be doing very well. Can you speak at all to sales numbers? Andrew replies with FNAF VR help wanted has done amazingly well. We can't speak specific numbers, but we are free to share that we broke Oculus Quest's one day sales record as well as its one week sales record. Can you speak at all to how it is performing on Quest relative to other VR platforms? FNAF VR help wanted has performed exceptionally well on all the VR platforms. I can't really compare as they are all different ecosystems really. Between the PC based VR, Sony's PSVR and Oculus's standalone Quest, there is an option for almost everyone who is interested in virtual reality and the user base is just getting larger. Stereo isn't the original developer of FNAF, so what is it like working with an existing game studios non VR IP? It has been a great experience. My co-founder and creative director Jason Tarpowski and I met while we worked at Pixar, so we have experience working with larger than life IPs. What people who are not well versed in the FNAF universe may not know is that the IP and series of games are created by only one person, Scott Carlson. Introduced to Scott through Lionsgate Games and Striker Entertainment. Since then, we've worked directly with Scott while pitching ideas and having reviews. There was no filtered layers of communication. If we need to discuss something with Scott, we can simply just jump on a call. He is very collaborative, creative and supportive. His greatest trait is that he genuinely cares about his fans above all else. You really cannot ask for a better partner. We would be happy to work with him forever. So that's kind of like the first section. I realized maybe I should have stopped after each question to talk about them, but I guess we're doing it this way. So in summary, FNAF on Quest is doing amazingly well. Along with all of the other platforms, they don't talk about the flat mode for Switch and PC, but I'm guessing they did great on those two. This article is mainly focused on just the VR platforms that help wanted it on. And then Steve will talk about how they worked at Pixar, which by the way, if you didn't know, the founders of Steer World did actually work at Pixar. And then they talk about Scott, how great of a person he is, which is just, oh, Scott's the best. But even though this is heartwarming, it's not the most interesting part. Let's keep reading. Was it difficult to adapt for VR or did it seem like a natural fit? It was a natural fit. Scott's creative and aesthetic style lines up very well with ours. His games are scary to begin with. VR enhances that sense of tension and fear. What you get in VR that you cannot necessarily get in a 2D game is scale and spatial tension. You can feel something is behind you in VR. In FNAF, there may very well be. Perhaps glitch trappy. The Five Nights at Freddy's VR fanbase is extremely rabid and passionate. Was that surprising to be on the receiving end of? Surprising? Yes and no. My fellow co-founders Jason, Stuart and I have kids and we knew well before we started working with Scott how passionate the fans are. What we didn't know was how we would be welcomed into the community. The fans have been incredible. They are so energized and have been so supportive of us and we are so grateful to them. We get so many great messages and emails from fans. We have fan art kids have sent us hanging up in the studio. It is humbling and makes us feel a part of something special. Still, we love you guys. They made such a good game. Honestly, like I still play Help Wanted and I have fun every single time I play it. It's honestly such a great experience. What aspect of Finance at Freddy's VR development specifically for Quest was most challenging. Optimization. We worked with Oculus and an incredible team at the Forge to get FNAF Help Wanted onto the Quest. The result is an amazing version that shows off what can be accomplished on the Oculus Quest. Wolfgang Engel and his team at the Forge really helped do most of the heavy lifting and were incredible to work with. So this is probably why it took so long for Help Wanted to get onto Quest was because Still World Studios actually needed some help with it. Just like how Scott needed some help bringing FNAF into VR, Still World Studios also needed some help bringing it onto the Quest. You know, very thankful for those people out there who did help Still World get it onto the Quest because I haven't played it, but I'm sure a lot of people are really happy that it's finally on there. Actually, I know that a lot of people are happy that it's on there because back in the olden days when it wasn't on the Quest, which was like a week or two ago, I got so many comments asking, are there any news about Help Wanted on Quest? And I was like, nope, we're still waiting. But yeah, to those people, have fun, I guess. What is the time frame for bringing Curse of Dreadbear DLC for Finance at Freddy's VR to Quest? It is in the works, but we can't share any timelines yet. That's actually really exciting because as far as we knew, like maybe a month ago, they weren't actually working on it. Because Still World's original intention was to get Help Wanted onto all of the major platforms they wanted to port it to and then start working on Curse of Dreadbear. But since they only have one more platform to port it to, the Xbox One, I guess now they're getting work on Curse of Dreadbear, which is really exciting. Don't get too excited because they said they're not sharing any release dates just yet, which of course is to be expected, they've just started development on it as far as we're aware. Boys, now this is where it gets exciting, this next question right here. Are there plans for additional DLC releases for Five Nights at Freddy's VR? Dayton's response? Unfortunately, we can't speak to future plans. Alright, so, Dayton, my man, my homie, my main man, you're not really helping us out here. Come on, give me more information to work with. Either there are not going to be any more DLCs for Help Wanted, right? They're moving onto Security Breach, maybe they'll put DLC on that, but don't quote me on that. I don't know if they will. Or they're like, hey, we can't speak about that because we're not going to do it until after we are done with this brand new mainline game we're working on right now. Well, those are really the only ways you can go with that. Either yes, we're going to release more DLC, or no, we're not going to release more DLC. I really hope they do because that would be so cool. Think about it, right? They finish work with Security Breach this year. They take some time off because dang it, they earn it. And they come back in 2021 with some DLC. That'd be amazing. That'd be so nice. And this is supported by the next question. I plan on continuing support of the non-quest versions of FNAF VR and they say we will continue supporting all versions of Help Wanted. So this doesn't necessarily mean more DLC. It just means they are going to continue work on it. You know, fixing bugs, making patches, all that stuff. What was your favorite part of working on FNAF VR? My favorite part working in the FNAF world... Fnaf... FNAF World VR confirmed? No. Is seeing how much fun players have immersed in the universe. I really understood what FNAF was capable of one day at the office during production. We don't have offices. We all sit together in an open space with the office converted into demo or art room. There was an art team from one of the hardware companies visiting the studio. The team was demoing an early version of Help Wanted and there was about seven of them crowded in the demo room next to my desk. I was walking and I kept hearing screams followed by hysterical laughter. The art team was having so much fun playing the game and watching their coworkers getting jump-scared. Scott created this world where there was humor, horror, and a deep underlying storyline. That's actually really nice because this is the same story that they told. I don't exactly know when it was. It might have been the last interview we talked about, which by the way, I know I'm suggesting it late in this video, but it is linked down below. It is where we found out that there were still more secrets in Help Wanted that we have not found yet and I as well as the FNAF community are still looking for it. My God, it's taken so long. Still, well, please give us a hint. I was kind of hoping for one in this interview, but sadly there is none. But yeah, we heard this exact same story, so I was glad that they actually do have really strong memories of working on FNAF VR. Anyways, the final question for the interview. Can you hint at what you're working on next after FNAF VR? We are working on the next Five Nights at Freddy's game. It is an ambitious project and will be the biggest title we have ever worked on. Honestly, I think it's pretty safe to say that Help Wanted was the biggest FNAF game, so I guess we have a new first place. We also have a VR Enterprise Division that is working on a VR therapy application with a medical technology company. That's very interesting. Again, it's not FNAF, but that's very interesting. Imagine that. Not having to go to IOL therapy, you just hop in your headset, you sit down with the therapist. That's pretty cool. And now the conclusion. This is probably the most important part of this whole article. It answers the question we have been wondering for months. Ever since Security Breach was announced, ever since FNAF Help Wanted 2 was announced, we thought of this question. And now it has an answer. Upon receiving the Q&A responses, we reach out for further clarification on the final answer regarding the new Five Nights at Freddy's game. At this time, a company representative has told us that, quote, the new game mentioned is not confirmed for VR at this time. It feels like that was awarded very carefully. But as of now, we're treating it as if it is not coming to VR at least not yet. So there you have it, ladies and gentlemen. Security Breach, the whatever the hell number of game it is in the series at this point, is not coming to VR at least on release. I think it was confirmed a while back that it's coming to consoles. I don't know if that is happening on release. So on release day, right, we will get either just normal PC or PC and ports, consoles, mobile, whatever. And then later on after that, they may consider bringing it to VR. But on release, it is not coming to VR. So that actually gives Studio All Studios a few options to work with after the release of SB. Let's say it comes out, you know, release stays here, yay, you know, new game is out, but it's only PC. Let's say that's the case. I think the most likely option is they will start working on ports for it for consoles for mobile if it's going to be on mobile. And then after that, they have two options from there, either DLC for help wanted or VR Security Breach. That is very interesting choice for them to make. And what would you guys want? Would you guys want more DLC for help wanted or would you want security breach in virtual reality? Personally, I think I would want more DLC because not only is it more content, but it's also going to be in VR. If actually know that, I was about to say if they bring it to VR, but that wouldn't make any sense, would it? Maybe it would because they do a flat mode. Hmm, that's another thing to think about. If they did DLC for help wanted, would it also be in VR? Does give us a lot more info on help wanted, on security breach, and that's always very nice. Right now it is the second, wow, there goes my voice. Right now it's the second, so honestly, I think we'll get a teaser. Maybe even a trailer on the eighth, and at that point, I feel like we will get gameplay for security breach and then also a possible release date for the game. Even if it's just the month that it's coming out, we're definitely going to get something. So that's it then. Thanks for watching this third video for today. What the hell am I doing? And I'll see you all on the flip side. Goodbye.