Ebbe says “hello!” and sits down for a chat with SL users

LL logoOn Tuesday February 18th, 2014, Linden Lab’s new CEO said an informal “hello” to Second life users through the SL blog.

His message comes just over a week after he officially started working at Battery Street, and it’s something of a personal piece, explaining why he decided to take-up the challenge of helming the Lab (and doubtless much to the delight of LL board member and close personal friend, Jed Smith, who has apparently been trying to get Ebbe to work with him for quite a while…). The post drew immediate comments in the forums … to which Ebbe also replied.

At the same time the blog post came out, Ebbe sat down with a small group of us in an informal meet and greet arranged by the Lab’s Director of Communications, Peter Grey, to talk about his appointment, Second Life, Linden Lab and its products, and other things joining Ebbe and Peter  in a friendly session which lasted about an hour at the Lab’s PR island were myself, Saffia Widdershins, Jo Yardley, Mal Burns, Draxtor Despres and Daniel Voyager.

Some of the highlights of the chat were:

  • Ebbe has had a long-term awareness of both Linden Lab and Second Life. He is close friends with board member Jed Smith and also friends with Philip Rosedale. his knowledge is not in-depth, but it is certainly not an unknown to him
  • He is deeply passionate about user-generated content and about empowering people’s creativity
  • His son, Aleks, actually joined SL while still too young and got kicked from the platform – twice! – prior to becoming one of the founding members of the old SL Teen Grid
  • He is aware that the new user experience needs to be addressed, as does user retention levels and is already starting a preliminary look into the history of these issues
  • He’s already providing guidance on simplifying the Lab’s portfolio of products, and news is due on that later in the week
  • He’s conscious of the fact that the Lab no longer carries the message about Second Life where the media and the world at large are concerned
  • He is enthusiastic about Oculus Rift, Leap Motion an emerging VR and AR technologies and the potential for Linden Lab to help shape how they are used and gain acceptance.

While I had sound issues, I recorded proceedings, and have  permission to reproduce Ebbe’s comments in this article. For those who want to know more, please do also listen to this Friday’s (February 21st) The Drax Files Radio Hour, where there will be more analysis of the conversation. Please note that what follows is not presented in the order in which things were discussed. Instead, I’ve ordered things to try to give something of a progressive flow to the comments made in response to questions and observations.

Ebbe Linden (the robot, rear right) and Pete Linden (rear left) meet with a small group of SL users
Ebbe Linden (the robot, rear right) and Pete Linden (rear left) meet with a small group of SL users

A Little Introduction

“Hi, everybody! I’m Ebbe and I’m extremely excited to be here. I’ve already interacted with a few of you a little bit, or at least read or heard or watched your amazing videos or cities or whatever, and I’ve only been here for a week, and I’ve spent pretty much of the whole first week doing almost nothing but just talking and meeting with employees. and so that’s been pretty much wall-to-wall, so I’ve explicitly avoided diving into Second Life … but I’ve managed to get just the basics going; signed my paperwork and managed to log-in find parking and all these little things, just to get comfortable and getting my office up-and-running, my computers up-and-running.

“So it’s been just fundamentals, no extreme things. I’m obviously starting to have some meaningful conversations with team players and customers alike about top issues, top concerns, top opportunities; things to do more, things to do less and stuff like that. Just a few decisions have been made so far; most of it has been just conversations with team members and colleagues. So with that … I’m really excited to get to talk with you in person right here.”

On Deciding to Join the Lab

“I’ve known Linden since [its] early beginnings. Jed Smith, who is on the board, is a good friend of mine … I was an early beta user and as Drax said, my son was very involved early on, and I thought it was a fantastic experience for him, the ability to create, collaborate and also to earn. At a young age, he became sort-of a producer working with engineers and designers and clients and partners in creating solutions for people.

Ebbe Linden
Ebbe Linden

“So I’ve always known about it, then I’ve really been too busy in my work life to really participate on an ongoing basis. but when Jed came to me and said he wanted me to do this  – and he’s been trying to get me for a number of companies, but this was the first time he succeeded – it was not a difficult decision for me at all with regards to what Second Life is or what Linden Lab is or what we can do because those things are just instantly fascinating to me. I love products that empower people to do things that otherwise would not be possible. I prefer these kinds of products. Call them products that are enabled user-generated opportunities or platforms that can really scale and empower people to succeed as opposed to doing products that are just selling widgets to people.

“So I was instantly passionate about the subject matter, or the materials as they call …a product that enables this tremendous creativity but using technology to do it on a massive scale, and the communication and collaboration elements are also very near and dear to me. So the materials to work with, if you’re someone like me in software product development and digital product development, are just fantastic.

“The only thing that took a little while to overcome was Jed and I are close friends and we had to look each other in the eye for a few days and make sure we could this together, him being on the board and me being CEO, and not have that be damaging to our personal relationship. But after having talked to our wives and families, we completely agreed that we could do it and do it very successfully.

“So that’s kind-of a little bit about why I took this on … I’ve worked on similar things for quite some time at Ingenio, the start-up I joined having left Microsoft, where we basically worked on apps, or I worked on apps – although very successful apps, I think all of us have used those at some point – at Ingenio it was really a marketplace for people to sell what they know. We thought of it as the E-bay of what’s in the top of your mind as opposed to the top of your attic. And we empowered a lot of people to run some very successful businesses on top of the platform we created by just taking ‘phone calls and helping people. and the three days later we would direct deposit their earnings they’d made from helping their customers.

“And at Yahoo!, even, there were a lot of UGC [user-generated content] products I worked on; I was responsible for Yahoo! answers for a while and also at the end responsible for a platform … we bought a company that created the Yahoo! Contributor Network, where we could have hundreds of thousands of people contributing content which could make it into one or many of the Yahoo! verticals to broaden the amount of content we could create, and again empower people to do what they love and to make money doing it.

“So this is a context that’s very familiar to me and near and dear to things that I’m passionate about.”

Continue reading “Ebbe says “hello!” and sits down for a chat with SL users”

Ancient Rome coming to Versu – but is Versu coming to Android?

LL logoUpdate, February 19th, 2014: Versu was discontinued by Linden Lab on February 19th, 2014. Links to the Versu website, etc., have therefore been removed from this article.

Of the various new products the Lab have launched, Versu has, to me, always looked to be the most interesting of those in the “apps” category (although I admit I’d also like to fiddle around with Blocksworld).

Launched on the iPad in February 2013 with four accompanying titles, there was the promise that people could expect both more titles and tools they could use to create their own stories for Versu which they could then sell. There was also the assumption that the app would move to the Android platform much as Creatorverse has before it.

The additional titles – well, two of them at least – arrived in August 2013, penned by Deirdra Kiai. However, while former Linden CEO Rod Humble talked-up the “democratisation” of the creative process while discussing Versu, nothing has actually appeared in that vein as yet.

Indeed, the two titles from “Squinky” (as Deirdra Kiai likes to be known!) and the fact that the Versu engine would appear to have great potential as a means of studying real-world social situations (as the UK’s New Scientist magazine reported in June 2013) notwithstanding, the app appears to  have been all but forgotten by the Lab.

Blood and Laurels
Emily Short’s new Versu title – available soon

Such has been the situation that I’d actually given-up checking on progress with Versu, despite Emily Short herself breaking the news late last year that she was working on a new title.

Fortunately for me, the Gov’ner, Ciaran Laval, is still watching things, and he brings word Ms. Short actually revealed some news on the new title back in January.

Details are still scant, but the new title is to be Blood and Laurels and is to feature, according to Ms. Short, “Cults. Conspiracies. Poison. Stabbing. Blackmail. Seduction. Prophecies and rumors. Divine wrath — or possibly just bad weather.”

So death and glory is to be Coming Soon (TM) to the iPad. But what of the app’s expansion to Android or elsewhere? It’s the one question Emily Short seems to get asked every time she blogs about Versu (which, if nothing else, would suggest that interactive fiction fans are more than aware of the app). Sadly, however, she’s not in a position to comment.

Maybe I’ll poke the Lab about it …

Related Links

Ebbe Altberg – a short profile

Ebbe Altberg at Yahoo! circa 2008 (image courtesy of LaFlecha)
Ebbe Altberg at Yahoo! circa 2008 (image courtesy of LaFlecha)

Update: February 20th: I was fortunate to attend a meet-and-greet with Ebbe Altberg in-world, and have published an article presenting his views on the Lab, You can read and listen to his comments by following this link.

So Ebbe Altberg is the new CEO at Linden Lab, and will formally take up his new position on Monday February 10th. But who is Ebbe Altberg?

You can read his official LL biography here, and I’m using that as a leaping-off point for a slightly deeper look at his career.

Mr. Altberg, Swedish by birth, graduated from Tärnaby Skidhem in 1983. This is categorised as a “general  college / university” in Foursquare, but appears to (also?) be a ski school.

Tärnaby itself is a locality (“urban area”) situated in Storuman Municipality, Västerbotten County, northern Sweden. It is noted for being the home of several of the country’s top international skiers and is regarded as one of the country’s best ski resorts.

Following this, he attended Middlebury College, Vermont, USA, where he graduated with a BA (subject not clear). Founded in 1800, Middlebury is one of the oldest liberal arts colleges in the United States, and offers 44 majors in the arts, humanities, literature, foreign languages, social sciences, and natural sciences.

ms-office-logoAfter eleven and a half years as Product Unit Manager at Microsoft, where he was involved in products such as Word, Office, Mac Office, and multimedia products, he moved on to Internet and Telecommunications company Ingenio in March 2000. Here he was responsible for managing the engineering, program management, operations, and quality teams. Interestingly, and as noted in the LL bio, he also served as the company’s interim CEO.

Joining Yahoo! in February 2008, he spent two years and nine months working  as Vice President, Head of Audience for the company’s EMEA division, based in Rolle, Switzerland. Here he was responsible for consumer strategy, products and content throughout EMEA, including Search, Mail, Homepage, Media products, including News, Sports, Finance, Music, Movies, Autos, Travel, Games, Answers, Flickr etc. He ultimately managed  all teams responsible for product management, design, editorial, programming, content, production, content business development and product marketing – some 180 people in total across six countries.

During this period, he also served on the board of Yahoo! SARL (Société à responsabilité limitée) – think the equivalent of a Pvt Ltd company in the UK or a limited liability partnership in the USA.

In October 2010, Mr. Altberg became the Senior Vice President for Media Engineering at Yahoo!  with global responsibly for Media Engineering for all of Yahoo! Homepages, News, Sports, Finance, Movies, Music, TV, Games, OMG, Lifestyles, Weather, Screen, Livestand and IntoNow products, including related partner portals, publishing platforms and the Yahoo! Contributor Network, across all devices (PC, Tablet and Mobile). This position involved managing an organisation of more than 600 engineers, architects, program managers and quality engineering staff, as well as having dotted-line oversight of some 150 product managers and designers.

Ebbe Altberg joined BranchOut as the company sought to pivot its ailing Facebook app, rsulting in the launch of Talk.co
Ebbe Altberg joined BranchOut as the company sought to pivot its ailing Facebook app, resulting in the launch of Talk.co

Thirteen months later, in October 2012, he moved to join BranchOut, based in San Francisco, as Chief Operations Officer. At the time of his joining, the company had already experienced something of a rough time.

Founded in 2010 by Rick Marini as an application designed for finding jobs, networking professionally, and recruiting employees, it proclaimed itself to be the “largest professional network on Facebook”.

The app attracted some $49 million in three  rounds of funding between 2010 and 2012, and in March 2012 it boasted some 25 million users and was active in at least 60 countries. However, by August of that year, user numbers had fallen to some 3 million, and the company had indicated it would be working to pivot BranchOut into a workplace chat app, As COO, Mr. Altberg played a key role in this effort, which saw the development of Talk.co, a private messaging application. Launched in October 2013, Talk.co promotes itself as “a better way to communicate with those you work with”.

Mr. Altberg defines his key skills as:

Specialties: Team development, strategy, provide vision, software and business inventions, product design, engineering, product/program management, quality engineering, operations.

Manage teams that invent, create, define, spec, build, produce, test, ship, market and operate products.

Unsurprisingly, Mr. Altberg is a keen supporter of his son's racing and driving career with APR Motorsport and elsewhere (image courtsey of Talk.co)
Unsurprisingly, Mr. Altberg is a keen supporter of his son’s racing and driving career with APR Motorsport and elsewhere (image courtesy of Talk.co)

Away from work, Mr. Altberg appears to have an interest in space exploration, particularly efforts from within the private sector. He’s also a follower of Formula 1 racing, and (obviously) a keen supporter of his son, Aleks, a former instructor at the Dirtfish Rally School and who is currently an instructor at the Lamborghini Driving Academy, as well as being a winning driver with APR Motorsport.

From his résumé, it’s fairly clear why Ebbe Altberg has been seen as a good fit for Linden Lab by the board of directors. He has considerable breadth and depth of experience in both product development and product management, as well as in multi-discipline team management and developing and operating software across multiple platforms and product categories.

A lot of Mr. Altberg’s background revolves around social media and the need to establish strong communities. Indeed, his lists his motivating factors as creating “fantastic and profitable experiences that positively impact millions of people.” This might actually bode well for Second Life, particularly if he has the freedom to ensure the company more broadly re-engages with the SL user base, and becomes more pro-active in key areas of communication (such as with changes to the ToS and better communications about legal and requirements which impact users, etc.). He has already received a number of Tweets from SL users (myself included) requesting he takes this into consideration while welcoming him to the company.

Time will obviously tell as to how well Mr. Altberg fits-in at Linden Lab, as well as revealing the direction in which the board would like him to take the company.; in this respect it is perhaps interesting to note how the press release announcing his appointment is directly focused on Second Life and Blocksworld (with a mention in passing of Desura). In the meantime, I’ll once again welcome him to Linden Lab. The hot seat awaits!

Related Links

Ebbe Altberg joins Linden Lab as CEO

LL logoPeter Gray has just informed me that on Wednesday February 5th, the board of directors of Linden Lab formally announced the appointment of Ebbe Altberg as the company’s Chief Executive Officer.

The press release announcing his appointment reads in part:

SAN FRANCISCO — February 5, 2014 — Linden Lab®, the makers of Second Life®, BlocksworldTM, DesuraTM, and more, today announced that Ebbe Altberg will lead the company as its new Chief Executive Officer.

Ebbe Altberg (image courtesy of Linden Lab)

“We remain committed to world-changing innovation from Linden Lab,” said Jed Smith of the company’s Board of Directors. “We’re keenly focused on providing incredible experiences for all of our customers, and Ebbe is the perfect person to help lead our team as we continue to serve and grow our global audience of active users.”

“Linden Lab has long been at the forefront of building experiences that entertain people while empowering them to express themselves and profit from their creations,” said Altberg. “Our customers’ creativity is unparalleled, and I’m proud to join the talented team that serves them. Second Life is now in its eleventh year, and every day, users continue to create more and more amazing experiences to enjoy. Though much younger, Blocksworld has already seen hundreds of thousands of unique user-created worlds shared for everyone to play with. I’m absolutely committed to supporting our customers and helping them become even more successful. There are significant opportunities ahead, and I look forward to leading us into the next phase of growth.”

The appointment brings to an end almost two weeks of silence on the matter of the CEO position, following Rod Humble’s surprise announcement that he had departed the company, which was made via his Facebook account, and the news broken by Jo Yardley on January 24th, 2014.

Patterns gets more substance (editing) and other bits

LL logoUpdate, October 9th, 2014: Linden Lab announced that development work on Patterns has been discontinued.

I’m not sure what has happened with the Patterns roadmap; when launched, the original idea was that the product would remain in a Genesis version for about a year prior to progressing to an official “version 1.0” release. However, here we are at the start of 2014, and Patterns is still apparently in Genesis mode with version  0.06 released on Monday January 20th, and the development team promising lots more to come as Patterns progresses.

Not that this is necessarily a bad thing; a lot of what is going on appears to be as a direct result of user input, and the development team are refreshingly engaged with the Patterns community through blog posts, wiki updates, forum posts and live streams. Makes one long for the crazy, heady, communications-rich days of old in Second Life!

The 0.06 update further enhances the Substance Editor introduced at the end of 2013, and which I covered in brief at the start of January. As  explained back then, the Substance Editor allows users to modify the existing surface and other substances (clay, copper, moonstone, etc.), and to create new substances for use in-game. The initial release included the ability to edit the diffuse (texture)  normal (bumpiness) properties of substances.  Version 0.06 adds the ability to edit and modify a number of additional substance properties:

  • Specular: the shininess of a substance  – this uses a greyscale  palette with white being the most shiny
  • Occlusion: – to map darker and lighter pixels resulting in a texture with an illusion of relief, and so allows the creation of hotspots and shadows on substances.  The brick and bonestone substances are good examples of substances using occlusion maps
  • Illumination: defines the glow and light emission effect for materials, using the range of white (most illuminated) to black.  The lava and moonstone substances are good examples of the use of illumination
  • Metal:  affects the metallic quality of a substance. The default is black with white being the most metallic.
The updated substance Editor with the added tabs for spcular, occlusion, illumination and metalic properties (right)
The updated substance Editor with the added tabs for specular, occlusion, illumination and metallic properties (right)

In addition, the Substance Editor gets an HD mode which doubles the texture resolution when using it, although the release notes indicate this makes using the Substance Editor performance intensive. It is also possible to define the total number of substances you include in a new Substance Pack.

The first part of a new video has been produced to explore the Substance Editor. This is described as “in-depth”, but I have to admit that this first part leaves something to be desired; the new properties in the Editor are glossed over with a “I’ll leave you guys to look these up…” Hopefully, there will be a more detailed look at them in the future as these series progresses, this is only an introduction, after all. However, given there has already been a far more detailed introduction to the Substance Editor already (albeit with only diffuse and normal maps), one has to wonder why the approach in that video was not followed, and a more informative piece produced to kick this new series off; as it is, the initial video is  – frankly – disappointing and waffly.

First Person Camera Lock

The new first person camera lock option in Settings. also note the option for applying your own substance sets to a world (top)
The new first person camera lock option in Settings. also note the option for applying your own substance sets to a world (top)

Another new element introduced to Patterns is the ability to lock the camera into first person view (consider Mouselook in SL). This is activated via the Scene Settings options (ESC > Scene settings > Lock first person view).

Continue reading “Patterns gets more substance (editing) and other bits”

Patterns Future: substance editing and creation, scripting, custom characters and more

LL logoUpdate, October 9th, 2014: Linden Lab announced that development work on Patterns has been discontinued.

Patterns, the PC / Mac Minecraft-esque sandbox building game / application / creative environment from Linden Lab, had originally been aiming for an “official release” of Version 1 around the end of 2013, after a 15-month gestation period as a “Genesis” product, in which much feedback and involvement from Patterns users has been encouraged.

As it stands, the formal release has yet to be made – the latest version being 0.05a – but that shouldn’t be taken to mean Patterns hasn’t been going anywhere over the course of the year. A small (Or what appears small, it could easily be much larger) and very enthusiastic community has developed around it, and the back-and-forth between the Lab’s devs and that community appears to have been lively – including a series of livesteam events, one of which I reported upon back in October (which was the last time I stuck my nose into Patterns).

While the official release has yet to come, November and December did see something of a flurry of activity around Patterns, with videos reviewing some of the progress through the year, as well as some significant updates and news on the future; all of which suggests that perhaps things are now being pushed closer to the point where Patterns gets that all-important “official” release.

As it has been a while since I last covered Patterns. this piece is aimed at rounding-up everything, and may not come entirely as news to everyone, so bear with me as I play catch-up.

The Future

The major news on the future of Patterns initially came on November 27th, 2013, when the Lab issued a letter outlining some of their plans for 2014. While the “first release” was referenced, no actual date as to when this might be was given. However, what was mentioned made interesting reading:

  • The introduction of a Substance Editor to modify the existing surface and other substances (clay, copper, moonstone, etc.), and to create your own substances for use in-game
  • A character creator to customise / create basic Patterns characters
  • A LUA-based scripting system which will “access to script APIs that control game variables such as lighting values and the pull of gravity”
  • The promise that “even more functionality will come from the ability to author moving platforms and control behaviour in support of a variety of gameplay types.”

To help illustrate these new features, happyhappygaming, an Admin for the Patterns wiki managed by Curse, produced a little video.

Substance Arrival

This news was followed in December by two releases of Patterns – 0.05 and 0.05a – which introduced the Patterns Substance Editor referred to the “state of the game” letter.

Ther Patterns standalone Substance Editor
The Patterns standalone Substance Editor

The Substance Editor allows users to create new surface and other substances for use within Patterns either by using the existing substances or completely from scratch. It appears as a new option after logging-in to any version of Patterns from 0.05 upwards, and is actually a separate application to Patterns itself – clicking on the link in the Patterns start-up menu will ask you to confirm you wish to quit and close Patterns and launch the editor.

Once launched, the editor allows you to edit or define a substance, change its properties, such as whether it will crumble or not if a character tries to harvest it, how fast it will crumble, how durable it is as a building substance, what behaviour it has (“bouncy”, “slippy”, etc.), and so on. The editor also allows you to define the diffuse (texture) and normal map for a substance.

The use of an additional tool such as Photoshop or GIMP will likely be required for any modification of existing substances which requires changes to the diffuse and normal maps, but this isn’t actually a huge hardship.

Happyhappygaming has produced a video introducing the basics of the editor, including the use of GIMP for texture modifications, with the promise of more to follow.

An interesting aspect of this is that it appears as though  – like Patterns custom worlds – substance packs created by users can be shared within the Cosmos for others to use and further modify and re-share.

Continue reading “Patterns Future: substance editing and creation, scripting, custom characters and more”