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PRESENTATION BY
Virtual and Augmented Reality Innovation
Challenge Category:
Columbia Records
● VR platform which puts the
fan at the centre of their
favourite artist’s world.
● Spaces to engage with their
heroes like never before
Exclusive
Social
Experience
Access
Storytelling
Immersive
Engaging
Experimental
● Nonlinear storytelling
● Tangible and immersive digital
experience
● It’s open to everyone
● Open media landscape /
New type of music consumption
INNOVATIONS
● Building of relationship with Columbia
and artists
● Produce exclusive content with 1-3
artists.
● 3-5 spheres of content per artist
● 360º video, fly on the wall, 3D
soundscapes
● Create camera & audio rig for content
production
DEVELOPMENT
● Alpha product
● Social media & fan forum
campaign & competitions
● Artist endorsements
● Create pop-up stations
TRIAL
● Subject of content wanted by
audiences
● Balance between free and paid
for content
● Balance between full VR and
360º video content
OUTCOMES
HOW PHASES MAKES MONEY
● Exclusive content
● Promotional sphere
● Artist merchandise
● Content production
PHASES AUDIENCE
● Technology savvy
● Attend gigs & festivals recording
their experiences there
● Disposable income
● Love exclusivity and uniqueness
● Follow their favourite artist on
social media
● Social media / Fan forum / Promo campaigns
● Featured artist endorsements
● Launch new artists
● Preview for all paid content (15 secs)
ROUTE TO MARKET
BUILD MARKET SHARE
COMPETITIVE ADVANTAGE
● Closest you are ever going to feel to an artist
● User being the director/controller
● Experience in producing music
videos and music branding
● Experience with digital tools and
physical products
WHY COMMON WORKS AND M/A
THE TEAM
Martin Vowles
Project lead
Chris Waggott
Production lead
Sam Hipwell
Tech lead
Jonny Garrill
UX Design
Sam Tripp
Interface design
● Expertise in user testing
● In house project using
innovative VR tech
MUSIC INDUSTRY
CLIENTS
● VR as a product beyond gaming & geeks
● Continue musical heritage the UK has
● 3-5 years to full adoption - perfect time to invest
to gain the biggest returns
WHY PUBLIC MONEY
● Amazingly diverse and creative roster of artists
● Gravitas of Columbia’s musical history
● Immersion within music industry
● Knowledge of artist’s fanbase
● History of bold use of technology and music
● Already creating content for VR
WORKING WITH COLUMBIA
WHAT IS PHASES?
● Immersive experiences platform
● Unique interface to explore through
● A space to engage with heroes
WHY WILL IT WORK?
● Exclusive & sponsored content
● User being the director
● Large and diverse audience
WHY M/A & COMMON WORKS
● Experienced in content production
● Experienced in user testing
● VR knowledge & experience
HOW WILL WE DO IT?
● 1-3 Artists & 3-5 unique spheres
● Pop up stations at gigs, festivals
● Social media & fan forums

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Phases

  • 1. PRESENTATION BY Virtual and Augmented Reality Innovation Challenge Category: Columbia Records
  • 2. ● VR platform which puts the fan at the centre of their favourite artist’s world. ● Spaces to engage with their heroes like never before
  • 4. ● Nonlinear storytelling ● Tangible and immersive digital experience ● It’s open to everyone ● Open media landscape / New type of music consumption INNOVATIONS
  • 5. ● Building of relationship with Columbia and artists ● Produce exclusive content with 1-3 artists. ● 3-5 spheres of content per artist ● 360º video, fly on the wall, 3D soundscapes ● Create camera & audio rig for content production DEVELOPMENT
  • 6. ● Alpha product ● Social media & fan forum campaign & competitions ● Artist endorsements ● Create pop-up stations TRIAL
  • 7. ● Subject of content wanted by audiences ● Balance between free and paid for content ● Balance between full VR and 360º video content OUTCOMES
  • 8. HOW PHASES MAKES MONEY ● Exclusive content ● Promotional sphere ● Artist merchandise ● Content production
  • 9. PHASES AUDIENCE ● Technology savvy ● Attend gigs & festivals recording their experiences there ● Disposable income ● Love exclusivity and uniqueness ● Follow their favourite artist on social media
  • 10. ● Social media / Fan forum / Promo campaigns ● Featured artist endorsements ● Launch new artists ● Preview for all paid content (15 secs) ROUTE TO MARKET BUILD MARKET SHARE COMPETITIVE ADVANTAGE ● Closest you are ever going to feel to an artist ● User being the director/controller
  • 11. ● Experience in producing music videos and music branding ● Experience with digital tools and physical products WHY COMMON WORKS AND M/A THE TEAM Martin Vowles Project lead Chris Waggott Production lead Sam Hipwell Tech lead Jonny Garrill UX Design Sam Tripp Interface design ● Expertise in user testing ● In house project using innovative VR tech MUSIC INDUSTRY CLIENTS
  • 12. ● VR as a product beyond gaming & geeks ● Continue musical heritage the UK has ● 3-5 years to full adoption - perfect time to invest to gain the biggest returns WHY PUBLIC MONEY
  • 13. ● Amazingly diverse and creative roster of artists ● Gravitas of Columbia’s musical history ● Immersion within music industry ● Knowledge of artist’s fanbase ● History of bold use of technology and music ● Already creating content for VR WORKING WITH COLUMBIA
  • 14. WHAT IS PHASES? ● Immersive experiences platform ● Unique interface to explore through ● A space to engage with heroes WHY WILL IT WORK? ● Exclusive & sponsored content ● User being the director ● Large and diverse audience WHY M/A & COMMON WORKS ● Experienced in content production ● Experienced in user testing ● VR knowledge & experience HOW WILL WE DO IT? ● 1-3 Artists & 3-5 unique spheres ● Pop up stations at gigs, festivals ● Social media & fan forums