Former EA Exec Heading Oculus VR Publishing Arm
Oculus VR now has a publishing arm.
Oculus VR updated its blog with news that it is opening a publishing arm that will be managed by former EA senior vice president, David DeMartini. The Oculus team also revealed that it has worked quietly behind the scenes with a select group of developers over the last year to populate this new arm.
"David will be leading Oculus's publishing initiative, providing Oculus developers additional resources to help them achieve their vision," the blog reads. "This means new opportunities for key developers for direct support from Oculus, and ultimately, more great content on the Oculus platform."
While at EA, DeMartini worked on a number of hits including NASCAR, March Madness, Tiger Woods PGA Tour (2002-2006), and The Godfather. Over at EA Partners, he worked with development studios that produced a number of hits including Rock Band, the Crysis series, and the upcoming Titanfall.
"What I'm doing at Oculus, it's not particularly different from what I did for seven years at EA as part of the EA Partners program," DeMartini told Gamasutra. "I'm figuring out how to partner effectively with big developers, small developers, all the way down to the individual who just wants to make something great for the Rift."
DeMartini is currently working with developers to ensure that the Oculus Rift will have a decent library of supporting games when the HMD supposedly goes retail next year. He's also making sure that developers are pushing a steady stream of content in the months after Rift's retail release as well.
Having a "publishing" arm seems to suggest that Oculus may have its own storefront for developers to sell their software modded or designed specifically for the Rift. Gamasutra said that Oculus VR co-founder Nate Mitchell would not confirm a storefront, but did admit that the company's Share platform will be expanded in the future.
"We're looking at adding support for developers to charge for their content, and we have a lot of ideas in the pipeline for Share to transform it into a key part of the [Rift] platform," said Mitchell.
To read the full interview, head here.

First thing that comes to mind are micro-transactions.
Well, the blog post is from December, maybe that's why he got confused.
Isn't it bad the company's rep is soooo bad that we even think this way?!? I haven't seen his resume, I dunno him from Adam. But say EA and OMG!!! And I'm just as guilty.
http://www.eurogamer.net/articles/2012-07-11-valve-counters-eas-steam-sales-cheapen-intellectual-property-accusation
Hiring anyone from EA management is a total failure. Why would you hire people who are driving a once loved company into the ground (and already drove all my favorite companies into the ground years ago)? This is stupid. You don't hire a pro at killing things to keep things alive.
"Vowing not to copy Steam's popular 75 per cent off sales, DeMartini said: "The game makers work incredibly hard to make this intellectual property, and we're not trying to be Target. We're trying to be Nordstrom."
But ask Valve what they think? They clearly get it. Hook me with a sale etc and I come back. I don't play less because the games are cheaper on GOG, I buy FAR MORE and play a LOT more...The valve guy points this out and their sales show it, for pre-orders, first week etc. As he also points out, if sales of 75% off etc were a problem:
"We do it with our own games. If we thought having a 75 per cent sale on Portal 2 would cheapen Portal 2, we wouldn't do it. We know there are all kinds of ways customers consume things, get value, come back, build franchises. We think lots of those things strengthen it."
Read the whole thing...This Valve guy gets it, and it's proven with their 40mil users who buy FAR more than they used to, whether it's pre-orders, 1st week sales, 3rd week, new games or later in sales (next year etc). Gog has me buying games I missed at $60 5-10yrs ago. I buy them now for $2-15, but I buy a LOT more now over the year or even just in a huge xmas purchase...LOL. EA is NOT what oculus needs, it is exactly what they DO NOT NEED. Valve and Gog (especially gog with no DRM, even on witcher2, I suspect witcher 3 won't have DRM either, it can't right?) seem to understand if it's cheaper we just consume more as price isn't the issue then and we aren't so pissed about a bum game at $60. I don't even cry over a $5 game if it sucks I just delete...ROFL. I can roll the dice on a dozen games at this price.
Also the community of reviews by USERS and not paid for shill magazines always rating games 95-100 even when they suck, really saves me from getting burned. I usually make 10 of 12 great decisions on GOG. At $2-5 I may roll the dice just to try something out that is well outside my normal genres (pretty much rpg, strat, sports in that order). I wouldn't even ponder that at $30+. I have played a few adventure games this year that would never have happened in the last dozen years. Heck I quit those with Kings Quest. But at $2-5...Toss it in the cart, it's a sale and so cheap who cares. People (not mags, review sites etc, I mean PLAYERS) say it's 85/100 or better, I should try this for $5...LOL.
A perfect example of cheap pricing leading to consumption? : When cigarettes went to $6+ a pack my sister cut down to under 5 a day (at times 3, which she kind of became proud of announcing)...ROFL. When they were $2, she bought cartons and smoked a pack a day or more basically. So she smoked $6 in 3 days when it was cheap, but went to 5-6 days as the price went to triple per pack. You made her smoke less by trying to milk more from her. Steam, Gog etc prove this is true in games too (heck pretty much anything). She would even give cigs to friends at $2 a pack. But at $6, it was more like WTF? Are you serious? Go buy your own pack...LOL. With some gog sales, I will GIFT games. I don't do that at $40+.
BF4, sales of 80%. Madden 25, sales off 30-40% (last year sold 1.65mil at launch, this year 1mil). Gran Turismo 6, sales off 70%. Even COD Ghosts off 20% from blackops2. I could go on, but you get the point. Add micro-transactions to your games, and many of us just forget you made a game we wanted (for me, diablo 3 as an example).
I knew that...But it changes nothing...You get the point. When it's cheap we spend more and don't feel so burned (she gave out free ones), but when you jack up the price (for whatever), many of us stop buying at worst or alter our use to get by with less of product X in the best case.
Semantics. There is no point in correcting people when everyone gets what they are saying. Price was down, she smoked like crazy. Price went up, she basically went into attempting to QUIT mode