VWBPE 2024 What’s up With the Lab: Grumpity, Kali and Signal Linden

via VWBPE

Update: March 16th, 2024: Regarding SL Voice and capabilities, as mentioned in the latter part of this summary, please also refer to: 2024 week #11: SL TPVD summary: new approach to voice in SL for information on the new WebRTC for Voice in SL.

On Thursday, March 14th, 2024 Grumpity Linden, the Lab’s Senior Vice President of Operations, along with Kali and Signal Linden joined Phelan Corrimal for the annual Above the Book session at the Virtual Worlds Best Practice in Education (VWBPE) conference, entitled What’s Up At the Lab.

The function of the session is to explore what’s “new” at Linden Lab  / with Second Life and their impact on educators and non-profit organisations using the platform.

The following is a summary of the session covering the core topics raised. The notes provided have been taken directly from the official video of the session, which is embedded at the end of this article. Time stamps to the video are also provided to the relevant points in the video for those who wish to listen to specific comments.

Notes:

  • This is a summary, not a full transcript, and items have been grouped by topic, so may not be presented chronologically when compared to the video.
  • Timestamps are included to allow a direct jump to a subject / comment.

A Little Background

Grumpity Linden: is responsible for the Second Life Product and Engineering teams. She originally started at LL whilst working for The Product Engine, and was involved in the development of Viewer 2 (as designed by 80/20 Studio), prior to joining LL full-time in 2014. Her role covers all aspects of product development and platform engineering, and as well as having a strong technical background, she also brings a strong element of interpersonal skills and psychological expertise to the Lab’s management team via her studies at the Johns Hopkins University.

Kali Linden: is now a Director of Engineering at the Lab, reporting into Grumpity, specifically focused on the Lab’s web properties (e.g. lindenlab.com, secondlife.com, the Marketplace, etc.) and associated UI and API design. She has a keen focus on matters pertaining to content creation and also in working in the non-profit sphere, describing herself as a “Nonprofit-preneur” as well as a “Nerd-Gamer”.

Signal Linden: is the Director of the Second Life Server and Viewer engineering and development teams. He has been involved with Second Life since 2008, and joined Linden Lab in 2015 by way of the likes of Amazon. He is a strong believer in the potential of virtual worlds, and a keen proponent of open-source software and collaborative development. He has perhaps most recently been visible as the communicator of, and driving force behind, the Lab’s moves to the use of Github to manage viewer development and issue tracking for their engineering and development environments.

Product Development Path

The glTF™ Roadmap

[Video: 4:43-19:26]

  • When SL introduced mesh import (2011), the COLLADA (Collaborative Design Activity) interchange file format  interactive 3D applications was selected for use within SL for importing mesh models to the platform. This decision was based on its widespread (at the time) use and recognition as an international standard (ISO/PAS 17506).
  • Since then, content creation and the industry have moved on, and the glTF (graphics library Transmission Format) has been developed over the last decade by the Khronos Group (also responsible for COLLADA), as  a standard file format for three-dimensional scenes and models. Recognised and adhered to through the industry, it is the specification of choice for Second Life to move to using.
  • Linden Lab views glTF adoption as a combination of:
    • Making the platform more accessible to a wider pool of content creators (as in theory, content made for X or Y in adherence to the core glTF specification (currently version 2.0 (no extensions) for SL) could be dropped directly into SL “as is” subject to licensing)
    • Making the actual import and use of glTF objects and scenes adhering to the specification pretty much a drag-and-drop capability.
  • While the techniques involved in glTF content production may be more complex, it is hoped that by adhering to the specification, content creators and users in SL will have great access to more accurate documentation to support the learning process, and have access to a broader set of libraries / tools presenting the means for that drag-and-drop capability with items and objects arriving in SL and looking vastly different to how they appear in authoring tools.
  • Physically based rendering (PBR) for materials was the first step in glTF adoption, and required a large-scale overhaul of the SL rendering engine. With its deployment and update, LL are now looking to to build out glTF support and capabilities.
  • Notably, the work now allows LL the opportunity to investigate  – and potentially implement – the support of  importing of entire glTF scenes (object, scripts, animations, etc., as noted above) into SL and have them stored as a recognisable asset.
    • This requires another significant overhaul of SL to support glTF hierarches, and so is liable to be a long-term project.
    • However, work on scene import and its associated requirements is due to start around mid-2024.
  • Note: this conversation included the export of glTF scenes from SL to elsewhere. As Linden Lab are still investigating requirements for permissions, etc., plus determining what will be required to allow scene import, no definitive answer on this could be given at this point, and so I’ll do no more than mention it here. Please refer to the video below if interested in the conversation.

SL Mobile

[Video: 30:02-36:28]

  • SL Mobile remains in closed Alpha testing (Premium Plus users only) and the current testing is generating a lot of feedback.
  • The initial focus was on rendering – with work still on-going – to ensure scenes and avatars could be rendered with a fidelity similar to that of the viewer and robustly.
  • This saw limited functionality in other areas to start with, but the functionality is being built out, and will continue to be built out and enhanced. Recent updates include:
    • Start a new chat from any chat screen
    • On the Nearby Chat screen, see how many people are nearby.
    • Streaming audio support.
  • As the functionality is built out, LL plan to start looking more broadly at Mobile use-cases (e.g. bringing-in new users, which requires considering a set of capabilities – signing-up, getting in-world, making connections, etc.) which are different to many of those sought by existing users (e.g inventory sorting).
  • Some capabilities found in the viewer will not be available in Mobile “for a while” (e.g. building), and core capabilities required for content creation (e.g. mesh importing) may well remain bound to the desktop.
  • That said, basic object interactions – sitting on objects, driving vehicles, etc., – will be supported.
  • In terms of broadening the existing SL Mobile user base, the hope is to do so “in the first half” of 2024.
    • More widespread usage does require more thought around interactions with third party environments (app stores, Tilia for L$ management, etc.) before such expansion can take place.

On-Boarding New User Experience

[Video: 36:40-42:34]

  • With the introduction of the Senra avatars in 2023, LL added a web-based avatar customisation flow as a part of the on-boarding process. This process continues to be refined, wit the idea remaining that new users will start with Senra and its available clothing and accessories (LL supplied or via user creators), but eventually move to other systems.
  • However, it is recognised that in-world avatar customisation is “hard”, so to further assist in new users gaining familiarity with in-world avatar customisation, LL are – as has been suggested by existing users – looking to implement a similar, easy-to-understand flow to customising avatars in-world.
    • This does require a series of back-end changes to systems to be made, so will still be a while in come.
    • It will, by necessity, given the huge range of options available in avatar customisation, be somewhat constrained it terms of trying to build a more complex look, but it should allow use users to make changes to their avatar and produce a good result.
  • As a part of the on-boarding process, LL is looking to improve the registration API that is provided to Community Gateways for on-boarding users directly. No firm decisions on what might be updated and why, but the Lab is interested in hearing from Gateway Communities, those using the Reg API on the changes they would like to see. suggestions via the Second Life Feedback Portal.

General

  • Scripting [Video: 19:27-24:52]:
    • The last two years have seen LL become more responsive to requests for more scripting capabilities and functionality.
    • The plan is to continue with this, and those with specific requests – even if made in the past – are asked to use the Scripting Requests board on the Second Life Feedback Portal to do so.
    • Interoperability with external API (e.g. web APIs) is often being considered on a request basis.
  • Voice in Second Life [Video: 24:56-29:50]:
    • It is acknowledged that SL’s voice capabilities (powered by Vivox) have been largely unchanged since their introduction in 2007 (and Vivox has long since ceased active support on Linux).
    • LL are looking to improve Voice capabilities in SL with technologies which will enable the addition of new functionalities – such as new capabilities in-world such as adding scripted control of voice capabilities.
    • As with PBR and glTF, the work currently under consideration for Voice in SL would be foundational as / when decisions are made and projects start rolling, allowing capabilities and options to be built up over time.
  • Marketplace [Video: 42:40-43:56]:
    • In line with the work on SL Mobile, the Marketplace / web team are working on trying to make the Marketplace responsive on Mobile, enabling shopping via ‘phone or tablet and also improving the MP’s appearance on the viewer’s in-built browser.
    • Marketplace Search is also going to see further improvements (e.g. additional filtering).
    • Also see my more recent Web User Group summaries.
  • Feedback move from Jira to Github  / Canny [Video: 44:14-48:30]:
    • The decision to move away from Jira was primarily due to Atlassian (who produce the Jira software) changing their licensing model, making an open-ended system available to all SL users prohibitively expensive for the Lab.
    • Github Issues was selected as the core replacement tool due to it both it being a good collaborative tool or developers and users, and it is a key tool used within the likes of viewer (open-source and simulator code development.
    • Canny was settled on for the general user-facing front-end the Feedback Portal) as it has “good” integration with Github, and has a range of tools which allow information to be grouped and displayed (e.g. Marketplace bug / issues; viewer bug reports, projects such as Combat 2.0, etc.).
    • It also allows for a wider range of feedback to be given, and for prioritising work in terms of popularity of ideas, identifying issues that can be widely beneficial and rapidly implemented, etc.
    • The Feedback Portal provides general user access to tickets; those with Github accounts (e.g. open source or third-party viewer developers) can access the Github issues side of the system (with some security / sensitive data exceptions) via their Github accounts.
    • The switch-over was completed in mid-February 2024.

Checking out the Second Life Community Exhibition

Second Life Community Exhibition (SLCE), January 2024

On Tuesday, January 30th, 2024, Linden Lab announced the opening of a major new addition to their Welcome Hub / Motown Experience gateway, which itself opened in June 2023, as I wrote about in Linden Lab and Motown: a new approach to user on-boarding in Second Life.

The new addition – called the Second Life Community Exhibition (SLCE) – is designed to occupy north-west corner region of the nine-region Lab-managed estate, replacing what had been the laser tag area. However, at the time of writing it was limited to a smaller area extending outward from the main Welcome Hub region, between the Motown and and shopping regions. In terms of it’s purpose, it is intended to do exactly what the name suggests: provide active communities within Second Life with the opportunity to promote themselves to both established users visiting the Welcome Hub and its associated regions as well as to incoming new users arriving at the Hub.

Following the design design aesthetic of the Welcome Hub, the Community Exhibition area currently has room for some 32 community displays, with eleven occupied for the opening. According to the official blog post on the Exhibition, the displays will be cycled between communities as time goes on, in accordance with the response of new users to the various displays when visiting the exhibition – a statement which tickles my curiosity as to how such “resonating” will be measured (purely on the basis of the number of teleports from any supplied portal? If so, what about those displays providing access by giving landmarks or HUDs?).

Second Life Community Exhibition, January 2024

The ten communities initially presented comprise: Boystown (LGBTQ+ friendly), Drivers of SL (hosts of the famous Grid Drive events, as well as helping to represent sailing and flying in SL), Virtual Ability Inc., Non-Profit Commons, Club Furzona (Furry community focused on music, writing, animation and 3D modelling amongst much more), BURN2 (the unofficial virtual celebrations marking the physical world Burning Man traditions), plus four well established communities offering people both a sense of community and a place to live: Bay City, the Caledon community and estate, the Confederation of Democratic Simulators (CDS) and (my “home town” of) Second Norway.

Linden Realms is also represented, although it’s hard to consider it a “community” in the traditional sense. However, of all the Linden games introduced into Second Life, it does seem to be the one with the most enduring popularity, and it certainly offers the potential for new users to make friends whilst racing around and collecting gems, so its inclusion shouldn’t be sneered at.

Second Life Community Exhibition, January 2024 – expansion area for further community displays

Nor are these merely static informational areas – the aim is to both promote communities to Second Life residents and bring residents into the communities. As such, and as indicated earlier in this piece, each participating community is expected to provide some form of access into their community / experience, be it via teleport portal or HUD landmark giver, etc. In addition, communities can provide links to other resources they might have – websites, Discord channels, etc., – and displays / exhibits can utilise multi-media, etc.

Communities wishing to join the Exhibition can do so via the SLCE application form, which includes general guidelines on requirements / expectations. As to the rest, I’ll leave it to Strawberry and Patch Linden to discuss, via the Lab Gab recording below.

Overall, this would appear to be a good initiative – outreach to new users (and even existing users) is something communities and groups within Second Life can find difficult, so providing what is very much a “doorstep” opportunity to reach people through a  physical resource like this is something a broad cross-section of communities and groups could find beneficial, allowing for acceptance and length of time(s) featured within the Exhibition space.

SLurl Details

Is Blocksworld, a Former Linden Lab Property, about to Make a Comeback?

Credit: Blocksworld LLC

In 2012, as a part of efforts to expand their product portfolio, Linden Lab acquired a trio of Nordic developers operating under the name of BoldaiAB and who were building a physics-based 3D sandbox video game.

That game was called Blocksworld, and the three developers disarmingly referred to themselves as being “From the country that gave you Minecraft and the country next to the country that invented Lego”, whilst promoting the game’s initial (limited) release with an equally light-hearted promo video.

A year after the acquisition and in mid-2013, Linden Lab took Blocksworld to a global audience, where it proved very popular among gamers of all ages, and remained so throughout its life .It never made the jump to Android, as the Lab has hoped, but it did get on to Steam Early Access in late 2017 and was also briefly offered in a browser-only option. In fact, Blocksworld remained so popular with players that the Lab kept it going long after the other products acquired or developed around the same time – CreatorVerse, Versu (which reverted to ownership by its original developers), Patterns, and the always oddball Dio – ceased to be.

Fortell’s founder Alexey Menshikov pictured in 2022 for an article on Ukraine’s games industry in GamesBeat. Credit: GamesBeat

However, in 2019, Blocksworld appeared to reach the end of the line when Linden Lab announced a “pause” in its development and promotion, prior to the servers running it going off-line June 2020. Shortly thereafter the game vanished from the Apple Store, and whilst it remained advertised on Steam Early Access, there was no actual game available to load.

After that, all fell silent on the Blocksworld front until around the middle of 2023, when rumours started circulating that the game had been acquired by Fortell Games Inc., a company founded in 2022 by one Alexey Menshikov.

While the name may not be familiar, Menshikov is a games developer hailing from Ukraine, where he originally worked at the country’s first major games studio, Action Games, prior to branching out to establish his own studios. He now resides in Los Angeles, where Fortell Games is based.

As these rumours started doing the rounds, it was also noted that the Blocksworld page on Stream Early Access had been updated. Reference to Linden Lab as the developer  / publisher had been replaced by the names “Blocksworld LLC” and “Fortell Games Inc.”, although the game itself remained unavailable, attempts to load it still hanging at the log-in splash screen (which also still reads © 2018 Linden Research Inc. All rights Reserved”).

Blocksworld on Steam Early Access, December 2023: note the developer / publisher company names

Even so, this all suggests that Blocksworld has been released / sold by Linden Lab (although whether or not “Blocksworld LLC” is the trading name being used by the game’s original developers or not is beyond my ken), with Fortell Game’ at least having publishing rights to for it. More recently, further indications that Blocksworld is in the process of being revived have popped-up.

On November 27th, and after 6 years of silence, Blocksworld’s Twitter account came back to life with an EKG heartbeat gif. The post gained very positive feedback; hardly surprising, given Blocksworld still has an active fan base – so much so that an unofficial attempt was make to keep it going following the original server shutdown, when player-fans established Blocksworld: The Secondary Sever for a time.

The Blocksworld Twitter account updated on November 27th, 2023 – the first post in six years, featuring a EKG gif, suggesting the game is being revived

Then on December 2nd, 2023, the Blocksworld website, which had since June 2020 redirected to Linden Lab’s corporate pages, started displaying a beating heart shape and the tab banner “Coming Soon!” Thus it would seem that indeed, Blocksworld is on its way back – and I’m now quite keen to see where this all goes, even if Blocksworld is no longer part of the Lab’s stable. As such, I’ll attempt to keep tabs on things going forward and hopefully update on this for those also interested.

Now, if only we could see Patterns and its little Dorito Man get some similar love and attention. Oh well, one can dream…

VRChat uses Tilia LLC to Power Its Creator Economy

via Tilia LLC.

Tilia LLC the digital payments platform created by Linden Lab, the makers of Second Life, is to power VRChat’s new Creator Economy, the first phase of which was launched on Tuesday, December 5th, 2023. In doing so, VRChat becomes the latest in a growing list of platforms and games utilising Tilia’s capabilities, including Second Life, Unity and Avatus.

The announcement came via a press release issued by VRChat and published by numerous outlets including Business Wire, which revealed the first phase of VRChat’s new Creator Economy is called Paid Subscriptions. It allows VRChat users to subscribe directly to their favourite creators and support them financially. In return those creators are able to craft unique, custom experiences for their supporters to enjoy. Eventually, the new Creator Economy is intended to allow the half-a-million creators using the platform to receive compensation for their work.

In particular, the Paid Subscriptions system is closely linked to the VRChat’s Udon custom scripting language, allowing creators to more easily build custom experiences for those supporting them through the service. IT has also been developed to work with many of VRChat’s other systems with the aim of enabling pre-existing communities on the platform to monetize their offerings as the Creator Economy is built-out and enhanced.

We’re thrilled to finally launch the first piece of the VRChat Creator Economy, Paid Subscriptions! Our community is responsible for everything magical in VRChat, and the Creator Economy enables us all to financially support our incredible creators. Our hope is that with more support, our creators can bring even more magical content to the platform.

– Graham Gaylor, Co-founder and CEO of VRChat

As an all-in-one platform and service, fully registered across the United Stats as a  licensed money transmitter, together with decades of expertise in dealing with digital currencies and token systems which can be transferred to and from fiat currency, Tilia occupies a unique business space. It is both able to provide platforms like VRChat with unique insight into operating and managing digital economies, and it can supply the core systems and services necessary to do so, whilst meeting all the various compliance and regulatory requirements for digital transactions and money transfers, relieving customers of the need to do so themselves.

Since it inception, Tilia LLC has been gradually building its client base and working to establish strategic partnerships, such as with J.P. Morgan Payments as announced in October 2022, and which saw an expansion of Tilia’s board (read more here). However, within the sector of immersive 3D social  / creative environments, VRChat is a name that is probably as instantly as recognisable as Second Life, and represents a major new partnership for Tilia LLC going forward.

Tilia was built to support the unique and complex requirements for creator-based economies. We are proud to partner with such a recognised innovator like VRChat as they seek to further encourage, empower and enable their creators.

– Brad Oberwager, Tilia LLC CEO

Read more via the press release.

Additional Links

Looking at the Second Life Senra avatars

via Linden Lab

On Tuesday, August 1st, 2023, Linden Lab officially announced the release of the first of the Senra brand of starter avatars for Second Life. The announcement came perhaps a little later than had been planned – at SL20B, Patch Linden indicated the hope was to launch them in July – and more than a year since they were initially previewed at the SL19B event in June 2022.

Of course, the release of new “starter” avatars for Second Life is nothing new; there have been several such releases over the years – some of which have been covered in these pages. However, particular excitement  / interest has surrounded the Senra project, because it is the first time LL has developed a start avatar making full use of “modern” capabilities within Second Life, including the use of mesh bodies and heads, the rigging and animation capabilities presented by the extended “Bento” skeleton and capabilities such as Bakes on Mesh.

More particularly, the Senra avatars are coupled with a new approach to introducing new users to their avatars and to customising them, using a web-based process integrated into the overall New User eXperience (NUX), which commences with the sign-up process and continues through to bringing new users into Second Life via Welcome Hubs and Community Gateways.

The Senra folders in the System Library

Sadly, I’ve been unable to test this customisation process myself, so for that, I’ll have to direct you to the Second Life University video released alongside the formal announcement (and embedded at the end of this article). What I will say about it is that it is very mindful of that used with Sansar. Whether this is a result of taking lessons learned and replying them or purely coincidental, I’ve no idea; but if it is a case of the former, then I say good on LL for doing so, as the Sansar system always came across as easy-to-use.

For those who wish to try the new avatars directly, then as the official blog post notes, they can be obtained via the System Library. However, and if you have not yet done so (and while it may well be obvious to most) – do be sure to copy the folders from the Library into your inventory.

While it is possible to Add / Wear items directly from the Library, this will result in them being copied to your inventory anyway – but rather than remaining together, they’ll simply be placed in the system folder corresponding to their item type (eyes, shape, object, skin, tattoo layer…) thus scattering them throughout your inventory, rather than keeping them all nearly together.

This initial release for Senra – emphasis here because again, it is important to note that work on further avatars in the range, including anthro, are in development, as per Patch Linden’s comments at SL20B – is referenced as “Beta”; in other words, while it is officially released, feedback and lessoned learned from it will be applied to the new versions of Senra avatars as they are released.

In the meantime, this “beta” comprises two avatars: Jamie (female) and Blake (male).

In keeping with most avatar bodies and heads, they are supplied Copy / No Transfer + No Modify, and each, as supplied with this release, comprises:

  • A separate body and head. Both use the standard SL avatar UV Map using the universal channels and are fully BoM. Thus, they are reasonably compatible with most skin, tattoo and clothing layers.
  • A total of six shapes, skins (from bleached to really dark) and nail layers, eight eye colours and nine hair styles (a mix of hair objects and tattoo hairbases).
  • An identical range of clothing (tops, bottoms, skirts, etc.) for each avatar, sized to suit their basic shapes & with alpha layers for the fuller body forms.
    • Note that free additional colours of some clothing can be found at the kiosks within the SL Welcome Hubs (at the Avatar area inside the Second Life Academy).
  • A basic, HUD-style animation system with single-click stop / start capability.
The Blake and Jamie starter avatars

I don’t want to go overboard in discussing these avatars in detail; we’ll all form our own opinions on them over time – and there are others far better qualified to dig down into them than I. As such what I have to say here is somewhat subjective and intentionally limited.

The splitting of the avatars between head and body – given they were originally described as “all-in-one” back around the time of SL19B – is a good move. It allows those transitioning from these avatars to third-party options to split the expense (and learning curve) in doing so over an extended period (e.g. purchase a body first, get used to using it + its HUD, then later decide on a head), rather than having to do everything at once.

Whilst six shapes are provided, these actually split between three body sizes (which for ease of reference, I’ll call “thin”, “medium” and “broad”), and two facial feature shapes (again for ease of reference: “thinner” and “fuller”) to provide two broad sets of appearances: the “thinner” face with each of the three body sizes (shapes 1 through 3), and the “fuller” face with the three body sizes (shapes 4 through 6).

What a difference a skin makes. Left: Jamie with her default shape 4 and skin 4 (l) and the same shape with the skin supplied with the Monique starter avatar (r)

Some have critiqued the avatars  – notably the female – for not supporting heeled shoes. While Patch has indicated this may be added as an option in the future, not doing so actually makes sense in the context of new starters: have to reference a HUD system and find the option to angle the foot for a specific hell height isn’t entirely intuitive when the aim is to keep things as simple as possible.

For me, the weakness visual part of these avatars les with the skins, which lack a degree of depth and  – for Jamie at least – could have been much improved by the simple application of decent makeup in the texture, as demonstrated in the image above, which uses one of the older starter avatar skins suppled by LL (“Monique”).

Again, I can understand LL wanting to minimise items they provide so as to keep the door as open as possible for third-party content creators to join the Senra ecosystem; but surely something a little more attractive could have been provided for new users when it comes to Jamie;  something which lets them feel there avatar is at least reasonably attractive when compared to others. As it is, the blandness of the Jamie skins could leave those using it like they must immediately start spend, spend, spending to “get up to par” with others – or (as bad) feel their avatar is inadequate.

Additional Senra avatar items can also be found at the SL Welcome Hubs

My other niggle is with the animation system; I cannot fathom why LL felt a need to change a term that has been in use for almost as long as SL has been around (Animation Override). True, “Animation Controller is a more accurate term, but it still runs contrary to accepted terminology and could led to some confusion for new users – which Senra is supposed to minimise. Also, could not the animations be a little smoother or more natural?

With regards to third-party creators entering the Senra eco-system, applications for the Senra SDK, intended to allow them to obtain the SDK and do so opened a little ahead of the formal release of the avatars via a forum thread announcement.

This has prompted a lot of feedback related to the design and construction of these avatars which I’m far from technically competent to comment on. However, my own rough-and-ready comparisons using the Improve Graphics Speed floater – whilst not totally ideal in making such comparisons – suggest that overall, these avatars are not that bad when compared to other systems in terms of their overall load, even if they are perhaps not the most efficiently made.

The Jamie head (top) compared with the Lelutka Simone head (bottom, minus its separate eyes and teeth). Note the comparative faces / vertices  / VRAM counts which allow for a number of calculations by which to compare the two heads

The thread on the license agreement has also led to a degree of discussion on the extent of the requirement laid out in the agreement and its associated documents. I don’t want to drag this article out further by diving into things here, but I would say that some of the concerns raised (e.g. LL not allowing content for other head / body ecosystems) is born of a misunderstanding of Senra’s function (the system is for those new to SL and intended to offer a simplified road into avatar customisation – and providing multiple items for multiple bodies or heads could confuse new users), and a degree of over-wrought mistrust of LL born of a misapprehension around legal terms. However, for details, I’ll leave it you to to follow the thread and draw your own conclusions.

Conclusion

As with all avatar systems, Senra has its positives and negatives. What these are seen as will largely be a matter of personal experience and subjective analysis by most – as is the case with some of my comments here. As such, I’ll just close with a handful more of personal observations:

  • Are the Senra avatars an improvement on the “classic” ranges of starter avatars – absolutely.
  • Could the possibly be better? Well, most likely, yes. The devil is in the details, and I do feel this skimp on the most important detail – the skins.
  • Would I personally use one? No. But that’s because I have two bodies and four heads to play with on my main account and two heads and a body on my alt account, and they are more than enough.
  • Would I suggest friends still firmly glued to the the system avatar give Senra a go and see what they can make of them, mix and matching with items already in their inventory? Absolutely.

 

SL20B Lab Gab Special: the Moles of Second Life

via Linden Lab
On Friday, June 30th, 2023 saw the fourth in a series of Lab Gab special events take place for the SL20 Birthday celebrations, featuring featuring Patch Linden and the Moles of the Linden Department of Public Works (LDPW). Table of Contents

Unlike the other summaries in this series, this article focuses on the work of the Moles and the projects they are currently working on and which have recently been launched or will be launched in the near future. Broader questions on individual interests, hopes for the future of SL, subjects (such as the SL20B Sweepstakes) covered in more depth in other Sl20B Lab Gab sessions are not included below. As always, timestamps to the video are included within each topic / sub-topic, allowing comments made to be heard in full.

Meeting Some of the Team & About the LDPW

[Video: 0:00-7:50]

  • Short interviews with a number of the Moles covering what they do and how they became members of the LDPW team. These discussions fold-in to them some of the points below.

Who or What are the Moles?

  • Officially called the Linden Department of Public Works (LDPW), originally formed in 2008, Moles are residents from all over the world hired by Linden Lab as independent resident-contractors to undertake Lab-led projects.
  • Their work was originally focused on the Mainland, adding the infrastructure – road, bridges, etc., and the landscaping, as noted in the official LDPW wiki page, although they actually do a lot more than this.
  • Notable major projects carried out by the Moles include:
    • Development of residential centres such as Nautilus City and Bay City and Bellisseria; development of the Lab’s various games accessible through the Portal Parks.
    • Involvement in special development projects for both Second Life (e.g. Bento, Animesh, EEP, PBR), and partnership developments (e.g. Zenescope and Motown Experience), that latter under the banner of Second Life Studios.
    • In keeping with their name, Moles were originally given a mole avatar, complete with hard hat. However, over the years, most have moved to having a more individual and personal look, although some say with their Mole look.
    • As well as being paid for the work they do, Moles also receive and allowance from the Lab, which is primarily intended to go towards the cost of uploads (texture, animations, mesh objects, etc)., but which can also be put towards developing their individual looks.

How to Become a Mole

  • Positions in the LDPW are open to application by residents who believe they are qualified to work in the team, and the team may also approach specific residents and ask if they would consider joining them.
  • Applications are made by dropping a résumé (note card or email) of qualifications / experience (including links SLurls, Flickr, You Tube, etc.) to Derrick Linden (derrick.linden-at-lindenlab.com) or to Patch Linden (patch.linden-at-lindenlab.com).
  • Applicants have to go through a former interview process.
  • Successful applicants get to pretty much choose their hours of work – providing agreed tasks are completed on time.
  • As they are from around the world, this can allow some projects to move forward on almost a round-the-clock basis.
  • Those who are more fully-rounded in skill sets  – content creation, scripting, etc., – are encouraged to apply, but LL will also take on specialists.
  • Motivated, outgoing, communicative people with a passion for SL and willing to self-teach themselves new skill sets are particularly considered.

About SL20B

[Video: 7:57-20:32]

  • Missy Mole:
    • Planning for SL20B started during SL19B, commencing with a review of what worked / didn’t work at SL19B, and initial discussions on the 20th anniversary theme.
    • The initial planning process for the theme (/build aesthetic) and size of the event took around 3-4 months.
    • The size of the event means there are 321 exhibits – many of them interactive -, compared to 150 just five years ago. The increase in event space has meant some exhibit parcels (around 100) could be offered at 4096 sq m.
    • The focus for the last few SLB events has been not only to encourage people to share in the theme, but to present exhibits that reflect their passions / interests: art, music, community activities, etc.
    • SL20B is also the first SLB event to include the Adult community (also at the Shop and Hop as well). To achieve this, there was a lot of direct canvassing / encouraging of Adult communities to come and participate, rather than just leaving it to people to apply. As well as the Adult region exhibits, there have also been events hosted on them.
    • Discussions within the LDPW team are already in progress to discuss how the Adult presence can be grown in future SLB events, including the possibility of having an “official” event stage within the Adult regions.
  • Patch Linden:
    • Given it is the 20th anniversary, the decision was decided to refresh some of the “core” SLB builds (such as the Tapestry of Time) and also the Shop and Hop regions to be more in keeping with the event theme and also to offer fresher designs for future events.
    • The New Shop and Hop region design will be retained and “themed up” for future events.
  • Dreaming Mole:
    • The concept of the Welcome Area was to present a setting which reflects both the theme of the event and suggests important factors for the future – sustainability, etc., whilst also acting as a natural information hub and viewing area.
    • The landing point was placed so that people would see the structure before them and be encouraged to walk towards it, along the Community Gallery Walkway.
    • The overall inspiration for the build was modern architecture and the work of architects such as Oscar Niemeyer.

Current LDPW Projects

[Video: 21:45-28:01]

  • Linden Homes – with additional content and themes.
  • User experience – the experience user have when the come into Second Life, as distinct from the Senra Starter avatars [see below].
  • Further entertainment partnerships “in the works” similar to the Motown Experience.
  • The TV show tie-in [mentioned in Patch’s SL20B Lab Gab session].
  • Further Linden Games are also in discussion.
  • LDPW also developed the Social Casino, including the games and the gaming HUD, and which will be expanded on with prizes, rewards, leader boards, etc [see Grumpity Linden’s comments in the Lab Gab session featuring her and Mojo Linden as well].

Senra Starter Avatars

[Video 22:56-24:23]

  • Senra is the brand name giving to the upcoming new Bento / Bakes on Mesh complaint starter / new avatar series specifically developed via the Moles as a Lab project, and which were initially previewed at SL19B in 2022.
  • Come with a complete set of accessories: hair, skins, clothing, attachments, shoes, etc. All of which will be presented as a full library of content within the viewer (as a part of the overall Library).
  • The first phase of the release will feature two human avatars + accessories, etc., referred to as Jamie (female) and Blake (male).
  • The second phase of work has already started and will include anthro, allowing Senra to cross over into “other areas.”
  • The launch is provisionally targeting middle-to-late-July.
  • Prior to the launch, effort will be made to get the developer’s kit (devkit – covering clothing, accessories, skins, etc.) and licensing agreement made available to SL content creators who wish to develop content and sell it into the Senra ecosystem.
Screen caps of the Senra Jamie and Blake avatars. Note: as these are screen caps (as I was unable to be in-world for the session), no assumption as to the overall quality / looks of the Senra avatars should be assumed on the basis of these images

The BelliHub and Welcome Hub

[See also: A look at the new Belli Rub – I mean BelliHub – in Second Life]

[Video: 28:10-37:17]

  • Abnor Mole:
    • Initially grew out of a need to have somewhere to demo the Liden Home themes and styles for those wishing to “try before they buy” a Premium / Premium Plus account.
    • The grew into an idea to also provide further information on Bellisseria and from there grew into a complete Welcome Hub for new users.
    • However, the primary focus is to provide information on Bellisseria for existing resident and give insight into Premium Subscriptions via an in-world means.
BelliHub: Linden Homes demo area at the BelliHub
    • As they were in development at the same time, some of the work put into the BelliHub Welcome Area was used to inform the design within the the Welcome Centre at the new Welcome Hub.
    • The Welcome Hub with its nine regions is designed to provide a more complete experience for incoming new users, which in part came off the back of the fact that many people coming into SL will go through the older Welcome and Social islands and think that that was all there is to SL, and leave.
    • So the Hub is intended to both introduce new users to both the viewer and using an avatar and to encourage them to understand there is much more to discover about Second Life and the events and activities which take place in SL, while at the same time not locking them into a specific path or hierarchy of things they have to go through in order to better understand SL.
      • The above is very much assisted through the presence of mentors and the video and general info boards they can opt to use or skip over, depending on their knowledge and abilities.
      • The only really “key lessons” within the Welcome Centre of the Hub are moving, talking, and interacting with objects. The rest is intentionally free-form.
    • [Video: 50:23-51:00] The overall design of the Welcome Hub is intended to be modular in that options, features, areas, can be swapped in / out with others, and the overdesign expanded, etc., as required.
A question was asked about refreshing Mainland terrain textures. There is an off-shot of the current PBR Materials project to allow such materials to be applied to SL, and  – with noted caution about ensuring consistency of appearance, etc., – this will include Mainland. Details of the PBT project and the terrain project can be found in my CCUG summaries; also see this official sneak peek. Image credit: Linden Lab

Who is Magellan Linden?

  • Magellan Linden is The Great Explorer of Second Life (who was once said to have vanished during his explorations, but does pop-up from time-to-time) is a construct, rather than an individual, but as revealed in the session, Abnor Mole loans his voice to Magellan!