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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