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storytelling Archives - VR Playhouse Immersive Content for VR and AR

“Girl” director Lauren Ludwig in the news!

By | 360 Video, Storytelling | No Comments

Lauren Ludwig, the director of our upcoming 360° narrative short, Girl, got a nice shout-out in LA Weekly’s year-end roundup. The immersive dance theatre dinner-party piece she directed, And The Drum, created with her company Capital W, was listed as one of the best and most innovative live performances of the year. See the list here.                          

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What It’s Like to Work in Virtual Reality

By | Storytelling, Technology | No Comments

Let’s be real. Virtual reality is having a moment. Headsets are shipping, people are talking and VR is popping up all over pop culture in weird, interesting ways. It feels sweepingly omnipresent all of a sudden, like there was this plan in place to make VR a part of all of our lives and now that plan is in motion. And so people ask me what it’s like to work in the virtual reality industry. This is a hard question to answer in an interesting way. It’s difficult? It’s exciting? It’s crazysexycool? Yes. But also: Working in virtual reality is like being a first year resident on a primetime medical drama Not that I ever watched “Grey’s Anatomy” because for sure I never did but somehow I know that the pilot episode covered the first 48 hours in the residency of Meredith Grey and friends, just like the pilot episode…

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VR Playhouse is at Sundance – Days 4 & 5: Party On!

By | Festivals Conferences MeetUps | 3 Comments

Monday and Tuesday were sorta open-ended days for us. We knew there was going to be a lot to do but we didn’t quite know when we would do them or how we would do them or even if we could fit it all in before we dropped dead from exhaustion and malnutrition (an outcome still very much in play). So, in the interest of my own sanity and longterm health, we’ll fire off some quick highlights from days 4 & 5: In The Eyes of the Animal: This is a VR experience from the fantastically named Marshmallow Laser Feast offering a kind of impressionistic take on life from the perspective of an animal. It’s a great example of the kind of reality that the VR industry is increasingly trafficking in, one that doesn’t adhere to any kind of naturalism but rather tries to capture the inner life of its subject….

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Journeys Into And Out Of The Remarkable VR POV

By | Storytelling | One Comment

I saw “Death Of A Salesman” for the first time at the Oregon Shakespeare Festival in 1997. I was 16 years old and just starting to stumble into what it meant to be an adult and as I watched Willy Loman, crumbling under the weight of so many different familial and societal pressures, miraculously, I started to recognize myself. I saw myself in that 63 year old salesman and in that 50 year old play. And so even though the play is a tragedy, I didn’t walk away sad. I was instead reassured because I knew that the same fears I was just then facing lived in everyone else too. I knew I wasn’t alone. One of the great joys of interacting with art of any kind is the journey you take to find yourself in it, to uncover your own reflection there, as hidden as it may be, and…

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The Value of Virtual Tragedy

By | Storytelling | No Comments

The concept of presence, of being virtually and magically transported to a place, real or imagined, and having the feeling of truly being there, has always been and will continue to be, one of the chief selling points of virtual reality. But that concept of presence, and the value that VR gives to it, becomes much more complex when we’re talking about a place and an experience that no one would want to be present for. Such is the case when it comes to “[08:46]”, a new VR piece that recreates the events of September 11, 2001 from the point of view of an office worker in the World Trade Center’s North Tower. I can only guess as to the motives behind the creation of “[08:46]”. Whatever they may be, it is ultimately the prerogative of its makers. It’s a free country and, as with so many controversial works of art, if…

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Repetition, Revision and Gaming the Storytelling System

By | Storytelling | One Comment

Recently, I was up late at night watching Jackass 2. You should know that I consider this to be an important part of my job at VR Playhouse. In one of the film’s stunts, the team had built a full pipe that they were trying to ride using what looked like a tiny, two-stroke pocket bike. The sequence mainly consisted of riders falling, over and over, taking their trademarked joy in their own pain. And then one of them pulled off the trick, riding this toy motorcycle all the way around the loop-dee-loop and, presumably, on to glory. It made me think about one of the more famous moments in skateboarding history. It happened at the 1999 X Games, when legendary skater Tony Hawk landed the first ever 900 in competition. It was a cool moment made exceedingly more dramatic by the way in which it was done. Hawk would fail ten…

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Adventures in VR Storytelling, Part III

By | Storytelling | No Comments

PART III: SWAG, OR SCIENTIFIC, WILDLY­ AIMED GUESSES There’s always been a kind of implied power dynamic that exists in visual storytelling, a power that the storyteller is meant to have over his or her audience. And it’s more or less defined by the frame in which the story plays out. Because there’s always a frame. And the existence of that frame means that the storyteller has the ability to locate the components of his or her story in the space that the frame prescribes. He can compose a shot or a moment on stage and he can then juxtapose that with other shots, other moments. However you may or may not interpret the things you see, what, in fact, you are seeing is always up to the storyteller. Except not in VR. With immersive, 360 content, the frame is the entirety of the user’s field of vision which means, at any given moment, they’re creating their own frame…

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Adventures in VR Storytelling, Part I

By | Storytelling | No Comments

The emergence of a new means of narrative happens, on average, about once every twenty-five years or so. This is a very inexact estimation, about as inexact as my definition of “narrative means.” Let’s just say that the means is the way in which a person receives their stories. So, for instance, in the 20th century, there were three big ones that emerged. First, there was film. Then came television. And then came video games. You could maybe also argue that comic books constitutes its own system but there have been serialized adventure stories with illustrations for quite awhile so is that really its own narrative conveyance? You can see what I mean about inexact. But so anyway, the point is that each of these systems came with their own rules and parameters and ways in which they function in partnership with the human brain and it took awhile for everyone to figure it all out. We’re…

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