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CREATIVE POSSIBILITIES
FOR VIRTUAL REALITY
RESH SIDHU - CREATIVE DIRECTOR OF VIRTUAL REALITY
11 MAY 2016
We are Framestore
We create extraordinary experiences
combining award-winning craft and relentless
creativity with tomorrow’s technologies.
Oscar-winning VFX
We 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 world
We 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 VR
Various 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 VR
Interaction 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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Creative Possibilities For Virtual Reality, Digiday WTF VR, May 11th, 2015

  • 1. CREATIVE POSSIBILITIES FOR VIRTUAL REALITY RESH SIDHU - CREATIVE DIRECTOR OF VIRTUAL REALITY 11 MAY 2016
  • 2. We are Framestore We create extraordinary experiences combining award-winning craft and relentless creativity with tomorrow’s technologies.
  • 3. Oscar-winning VFX We 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.
  • 4. Brave new world We 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.
  • 5.
  • 6.
  • 7. 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.
  • 8. 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.
  • 9. Live Action VR Various production companies, hardware manufacturers and filmmakers are experimenting with different techniques for capturing 360″ video in stereoscopic 3D
  • 10. 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
  • 11. Interactive VR Interaction in the virtual environment, and the environment reacting to your interaction, is the key to developing a sense of presence
  • 12. 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
  • 13. 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.
  • 14.
  • 15. We are still in the brick phone era of VR
  • 16. 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.
  • 17. VR is a platform of limitless creativity and innovation
  • 18. VR is a consumer first medium
  • 19. Not all VR experiences are created equal
  • 20. Make VR content native and compelling
  • 24. Let’s make this medium indispensable
  • 25. Q&A