Some food for thought:
- VR/AR opportunity
- capturing sound for VR and AR
- editing and compositing strategies for spherical video (360º VR video) algorithms
- designing spatial sound: adapting contemporary sound design practices for VR
- VR IS A FANTASTIC BEAST Framestore’s Andy Rowan-Robinson on building interaction and expanding narratives in virtual reality. The Evolution of VR Storytelling
- YOU GOT THIS: AN ANIMATOR-TURNED-VR CREATOR’S 5 TAKEAWAYS ON GIVING VIRTUAL REALITY A GO
- Our new initiative to help you embrace VR
- Can you afford to miss the virtual train?
- What they don’t tell you about 360° VR production
- Galvanized Souls get the 360° treatment
- VR? AR? MR? Sorry, I’m confused.
- Human anatomy and limited technology: the barriers to truly immersive VR. Virtual reality is on the verge of mainstream adoption, but we’re a long way off experiences realistic enough to be indistinguishable from real life. So how can we create genuinely convincing, immersive VR?
- How design visualisation and VR will transform the AEC industries
- Hyperreality: the new trend you need to be ready for
CARA VR™—the much-anticipated new plug-in toolset for the NUKE® family of compositing, editorial and finishing products—helps you to create incredible live-action virtual reality content.
With a specialised toolset that includes headset review, CARA VR dramatically speeds up the challenging and often tedious process of stitching and compositing 360° video footage, so you have more time to focus on creating high-quality immersive experiences.
- 3D to VR: The Essentials. We’re kicking off our journey from 3ds Max to VR, and we want you to come along. Join us for a daily video tutorial as we walk you through the fluid workflow of 3ds Max’s powerful 3D animation tools combined with a new interactive toolset. 3ds Max 2018.1 features 3ds Max Interactive, a real-time engine that extends the power of Max with tools to create interactive and virtual reality (VR) experiences.
- Reforming the Workflow Resident Evil 7: Biohazard in Virtual Reality. We talked to the Resident Evil 7: Biohazard (RE7) Development Team, Mr. Kawata (Producer), Mr. Fukui (Technical Director) and Mr. Tsuda (Art Director) about overcoming the various challenges in creating RE7, the transition to physically-based rendering, the development of their company game engine and bringing the franchise to VR.
ALIVE: live-action lightfields for immersive VR experiences is an eighteen-month industrial partnership between Foundry and Figment Productions together with University of Surrey and funded by InnovateUK. The collaboration aims to develop the technologies required to capture live-action content as a fully immersive Virtual Reality experience, where the viewer has the freedom to move inside the content.
From dystopia to utopia: the new hyperreality Online shopping, led by Amazon, is hugely popular. But imagine being able to strap on a VR headset and ‘walk’ through those digital stores, getting all the best bits of visiting the shops without suffering the crowds of people or lugging around heavy bags. An obvious application for the medical industries is hyperreal training scenarios. Instead of operating on plastic models or cadavers, budding surgeons – or senior doctors updating their skills – could use VR or AR to retrace the steps of a recorded real-life surgery.
Our brains, which are themselves highly complex organic computers, collectively comprise this vast, great network. “Humanity.” Your body is essentially an organic bio-shell – a highly advanced haptic suit, designed specifically to allow it to fully experience the physical world in which it exists, through the five senses – sight, smell, touch, sound, taste – for the purpose of sending information to your brain from the time it develops in the womb, gathering, categorizing and storing data in a complex database deep within the brain where memory is stored.
What Google’s Blocks Could Mean for the Future of Virtual Reality Google introduced a new VR-based toolset called Blocks that will specifically allow developers to create and design 3D objects — for use with VR experiences — in their natural environment.
Spielberg warns VR will rule the future at Comic-Con Presenting his new film Ready Player One. Spielberg spoke about the challenges of adapting Ernest Cline’s book about a dystopian future where humans take refuge in VR after the world is destroyed by global warming.
Ana Serrano is the Chief Digital Officer at the Canadian Film Centre and Founder of CFC Media Lab, the world-renowned institute for interactive storytelling. We spoke with Ana who spoke at our 360 Vision event about her experiences with VR and what trends she’s noticed over the last year.
Digi-Capital AR/VR Dealmakers invested over $800 million dollars in Q2 2017, after a quieter first quarter.
The now familiar pattern for AR/VR investment saw the highest volume of investments from pre-seed through Series A, with chunky later stage deals accounting for most of the dollar value in the quarter (Improbable over $500 million, Unity $400 million – reported as half investment and half secondary share sale by employees).
Recently, we partnered with Children’s Hospital Los Angeles (CHLA) to build a VR simulation that places medical students and staff in rare yet high-risk pediatric trauma situations where split-second decisions determine whether a patient lives or dies.
SAN FRANCISCO — Dawn Jewell recently treated a patient haunted by a car crash. The patient had developed acute anxiety over the cross streets where the crash occurred, unable to drive a route that carried so many painful memories.
We’re all aware of how rapidly virtual reality is gaining ground, but just how difficult is the VR production process?
FIRE PANDA LTD is a Virtual Reality development studio creating exciting and innovative VR Content, Experiences and Games. We are proud to work with some of the most talented people exploring everything VR can offer.
VR will definitely continue to grow, as long as international markets exist and clients are open to it. Currently at FKD, it’s just another addition to our workflow and another way to add strength to the collective idea.
“VR journalism should focus on storyliving, not storytelling” and other insights from Google’s new VR study
In the early 1990s, many people gawked at ugly and bulky mobile phones, unable to see just how much they’d change the face of communication. In this piece, Kaga Bryan argues we’re at the same point now with virtual reality, and he’s having a bit of déjà vu.
Vertical video transformed from a syndrome to an accepted form of viewing the world. Agencies, film festivals, online groups, promote the portrait format. But there is a new kid on the block: 360 video.
THE FUTURE ACCORDING TO CES: if you didn’t go to CES, here’s what you need to know: in the future, we will all be 3D-printing our autonomous drones to fly our cosseted pets around our connected homes so that they can bark at security risks that threaten our children, which we can then observe in real-time 360° video from our augmented eyewear because we’ll actually be out with our beautiful partners keeping fit in neon Lycra.
Majority of VR users say it will revitalise media, education, work, social interaction, travel and retail.
Seven out of 10 early adopters of virtual and/or augmented reality hardware have bought into the buzz and firmly feel that the technology is set to disrupt media, education, work, social interaction, travel and retail.
A documentary about a clinic in Los Angeles that uses virtual reality simulations to treat war veterans with PTSD. Hosted by a former master sniper for the Canadian military, this documentary short explores the efficacy of these systems to treat a still-mysterious mental condition.
Virtual reality films are fun to watch, but there’s a ton of work that goes into creating them. We sat down with Here Be Dragons to understand the effort behind their films. Watch the behind the scenes video here.
BLENDERSUSHI / AN 360 VR Gallery (LIVENODING227)
Daryl continues to add visual complexity to the environment in his VR creation. He shares a workflow using Arnold to get image-based lighting onto texture maps so they can be layered on top of the reality captured environment. Follow along on the Journey to VR blog as Daryl builds his first VR experience: autode.sk/J2VR
VR’s first scripted series sheds new light on medium’s unknowns by April Robinson
The Molecule, says CEO Chris Healer, is very good at solving unique challenges. So when 30 Ninjas came calling with a scripted VR series to be directed by its principal, Doug Liman (The Bourne Identity, Edge of Tomorrow) and shot by Jaunt VR, Chris and his team were all in. In his words, “It made so much sense.”
Based on a screenplay by Julina Tatlock and Oscar-winning screenwriter Melisa Wallack, the mystery series centers on an heiress’ quest to guard her recently deceased grandfather’s estate and the family’s supernatural secrets. The story, told over five, roughly six-minute episodes, marks the first attempt at using virtual reality as an episodic-friendly, storytelling format while challenging many of VR’s current known truths.
Check out our six new videos with screen producers and VR pioneers sharing their thoughts on where VR is heading, what the future could look like and what could make the next great VR project, now available for your inspiration. The videos come from our 2016 virtual reality event, 360 Vision, which was presented by Screen NSW, ABC, Screen Australia, Event Cinemas and AFTRS. The videos capture the conversation from the day and include talks by Collisions creator and 360 Vision Mentor Lynette Wallworth, Rose Troche: internationally renowned director, producer and screenwriter, Ana Serrano, Gabo Arora and Barry Pousman to name a few.
Journey to VR
Keynote: Augmented Reality to Virtual Reality – from patient care to surgical simulation
VR, AR, and the cloud were definitively top-of-mind for design visualizations artists and architects at this year’s event. Want to watch a missed class?
MEL Chemistry VR
The Now and Future of Virtual Reality for Design Visualization
VFX Workflows for Architectural Visualization
Procedural PBR Material Creation Using Substance Designer for Visualization
Positioning and Marketing a Skyscraper – 432 Park Avenue
Render Like a Photographer
The Making of a Virtual Film for Architecture and Real Estate
Augmented Reality: Marketing’s Trillion-Dollar Opportunity Within this decade, augmented reality is going to change the way the always-connected consumer works, shops and plays.
You can enjoy all 360 video on Vimeo on your desktop, mobile device, and with or without a headset. How do you know it’s 360? Next to every 360 video’s title on vimeo.com, a 360 badge will appear.
Vimeo: The fundamentals of 360
- All the terms you need to know to create 360 video
- Beyond the frame: tips for nailing 360 video shots
- The key things to consider when shooting 360 video
- Breaking down the 360 video editing process
- 3 film genres perfectly suited for 360 video
- Your home for high-quality video (now including 360)
- Diary of a 360 video: recording Grandaddy’s live concert
- 360 videos you should be watching
- Vimeo 360: the new home for immersive storytelling
- 360 storytelling: tips from 5-time Staff Picked company RYOT
Video games historically are culturally colourless, Australians have a unique way and are now exploring history and storytelling that are uniquely Australian.
Microsoft created waves at E3 this year with the announcement of their new gaming console, Xbox One X. Kicking off the release was a spectacular trailer created by the crew at Blind. The minute we saw it, we knew we had to find out more from the team about how it was made. Below, Creative Director Matthew Encina offers an exclusive look inside the inspiration, process and tools of the momentous trailer.
EPIC GAMES Unreal Engine
If You Love Something, Set It Free. You can download the engine and use it for everything from game development, education, architecture, and visualization to VR, film and animation. When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter. It’s a simple arrangement in which we succeed only when you succeed.
Who says the creativity well has run dry? We’re still seeing a number of innovative entrepreneurs making waves in 2017. You’ll find a lot of them pitching their ideas on crowd-funding websites such as Kickstarter and IndieGoGo, where anyone can pledge some money to support new products and business ideas.
WORDS OF WISDOM FROM SUCCESSFUL INDIE DEVS Looking to see what it takes to become a successful indie developer? You’ve come to right place. We spoke to ten game devs and asked for their words of wisdom on making it in the indie world.
Some games: Bioshock Infinite, LA Noire, Borderlands The Pre-Sequel, Flight Control, Fruit Ninja, Crossy Road.
With a number of great games in the lineup, you might not know where to start when it comes to planning out your pre-orders or tactical secondhand purchases.
SPACEBAR 1962 Steve Russell
COMPUTER SPACE 1971 Nolan Bushnell, PONG 1972 Atari
PAC-MAN, PuckMan Tori Iwatani ARGO version, PONG,
ASTEROIDS, AMPED, ACCLAIM
BLOOD WAKE, BUBBLE BUBBLE
CRAVE, CAPCOOM, CENTIPEDE
DOOM, DEAD or ALIVE 3, DEFENDER, DONKEY KING, DIG DUG
MYST, MISSILE COMMAND, MOON PATROL
ODD WORLD: MUNCH’S ODDYSEE
PROJECT GOTHAM. POOYAN, PENGO
SEGA, SIERRA ENTERTAINMENT, SHREK, SUPER MARIO BROS 3, SPACE INVADERS, SCRABBLE
TAKE-TWO, TIME-PILOT, TEMPEST
MAME ENTERTAINMENT: originally stood for Multiple Arcade Machine Emulator. MAME’s purpose is to preserve decades of software history. As electronic technology continues to rush forward, MAME prevents this important “vintage” software from being lost and forgotten. This is achieved by documenting the hardware and how it functions. The source code to MAME serves as this documentation. The fact that the software is usable serves primarily to validate the accuracy of the documentation (how else can you prove that you have recreated the hardware faithfully?). Over time, MAME absorbed the sister-project MESS (Multi Emulator Super System), so MAME now documents a wide variety of (mostly vintage) computers, video game consoles and calculators, in addition to the arcade video games that were its initial focus.
MACMAME: is part of the MAME project, a non-profit organization dedicated to preserving the history of arcade videogames via emulation. MacMAME achieves this by running the original program code found in the arcade games. As such, it is much more than a reproduction, it is essentially that same game running via an emulated layer inside your Macintosh. On this site you’ll find the most current build of MacMAME, information about upcoming versions and instructions for using it. Please look around and enjoy reliving some of the games that made going to video arcades an enjoyable part of our pop culture. You can move to various parts of the site by clicking on the headings to the left.
Video Game Archive for ROM images to download and play with MAME
Original Xbox Retrospective: 2001 – 2002 (PART 1)