Creative Possibilities For Virtual Reality, Digiday WTF VR, May 11th, 2015

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CREATIVE POSSIBILITIES FOR VIRTUAL REALITY

RESH SIDHU - CREATIVE DIRECTOR OF VIRTUAL REALITY

11 MAY 2016

We are FramestoreWe create extraordinary experiences

combining award-winning craft and relentless creativity with tomorrow’s technologies.

Oscar-winning VFXWe are global leaders in visual effects, having won

every major industry award. We make moving images, content, design and digital for the advertising,

entertainment and film industries.

Brave new worldWe are applying everything we learned from

Gravity to Harry Potter to The Avengers and the most brilliant minds in interactive experience to

approach this brave new world.

VR is not new

Virtual Reality has been around for almost 50 years. The Sword of Damocles was one of the

very first headsets created in the 1960’s.

Godfather of VR VPL Research was a company founded in 1984 by Jaron Lanier, who is often regarded as the person

who coined the term virtual reality.

Live Action VRVarious production companies, hardware

manufacturers and filmmakers are experimenting with different techniques for capturing 360″

video in stereoscopic 3D

Virtual Reality

Virtual Reality . . . replicates an environment that simulates physical presence in places in the real world or imagined worlds and lets the user interact in that world.

Merriam-Webster Dictionary 2016

Interactive VRInteraction in the virtual environment, and the

environment reacting to your interaction, is the key to developing a sense of presence

We’re never going to be truly immersed as long as we’re looking at a square, whether it’s a movie screen or a computer screen. We’ve

got to get rid of that and put the player inside the experience, where no matter where you look, you’re surrounded.

”S T E V E N S P I E L B E R G

TRAILSCAPE VIRTUAL HIKE

The world's first hike in Virtual Reality. To launch the Merrell Capra at Sundance, we created a motion-tracked, multi-

sensory virtual experience for trek like no other.

We are still in the brick phone era of VR

VR will be bigger than TV in 10 years

More than 200 million consumer headsets will be sold by 2020. By the the end of 2016 Virtual Reality users

will eclipse 55.8 million.

VR is a platform of limitless creativity and innovation

VR is a consumer first medium

Not all VR experiences are created equal

Make VR content native and compelling

Strong partnerships matter

Understand the Medium

VR with purpose

Let’s make this medium indispensable

Q&A

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