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a16z Podcast | Building Worlds with VR, Art, and Narrative

a16z2019-01-02
52 views|5 years ago
💫 Short Summary

Robert Stromberg's career evolution from matte artist to VR company co-founder, highlighting his work with Peter Weir and James Cameron. His transition to design and artistry in various film projects, including pioneering VR storytelling. The development of 360-degree storytelling and motion capture technology for immersive experiences. The potential of VR in merging gaming and Hollywood storytelling, with a focus on interactive narratives and realistic experiences. Challenges and innovations in creating immersive VR content, including narrative experiments and motion sickness prevention. The intersection of art and business in VR, adapting to new technologies and changing distribution models for VR content. The evolution of storytelling in VR and gaming platforms, emphasizing emotional engagement and branching narratives. The importance of intermissions in VR storytelling for narrative structure and viewer engagement, drawing parallels to traditional cinematic formats and binge-watching culture.

✨ Highlights
📊 Transcript
Robert Stromberg's career evolution from matte artist to production designer and co-founder of a virtual reality company.
02:11
Stromberg worked with director Peter Weir on 'Master and Commander' and received credit as a visual effects designer.
James Cameron approached Stromberg after admiring his work, showcasing his talent and recognition in the industry.
Stromberg's journey highlights his adaptability and success in various roles within the film industry.
Despite initially wanting to be a director, Stromberg excelled in different positions, emphasizing his diverse background and unique perspective.
Creation of the film "Avatar" based on a science fiction story set on another planet with floating mountains.
03:29
The speaker created a visual image based on limited information and showed it to Jim, who was shocked to see his movie.
A 4.5-year project as a production designer for the film involved creating the world of Pandora from scratch.
The process was described as spiritual and an honor, with the speaker working closely with Jim and later Rick Carter on different design elements.
Analysis of the film 'Sleeping Beauty' and its unique perspective.
06:25
Emphasis on the qualities of an artist, such as observation and curiosity about the world.
Highlighting the difference between design and art as answering questions versus asking them.
Challenges and excitement of transitioning from traditional filmmaking to virtual reality.
Pioneering 360-degree storytelling with a virtual camera.
Use of motion capture technology in creating the film.
09:15
Actors wore motion capture suits in a warehouse with terrain simulations.
Virtual camera used for various lens and movement options.
Director envisioned a future where viewers could interact with the virtual world.
Director closely monitored technological advancements for future projects.
Starting a Virtual Reality Company Inspired by Oculus Technology.
12:27
The speaker was impressed by Oculus technology and decided to start a virtual reality company with friends.
Balancing Technology and Creativity in VR Experiences.
Emphasizing the importance of avoiding overly fantastical or video game-like qualities in VR experiences.
Constantly improving fidelity and viewing systems to create more realistic virtual worlds.
The Potential of Virtual Reality (VR) in Storytelling.
15:56
VR has the potential to merge the gaming world with Hollywood, offering immersive experiences like embodying characters in 'The Martian' on Mars.
VR challenges the misconception of being limited by traditional film techniques, emphasizing interactive and user-driven storytelling.
Headsets like HTC Vive are being used innovatively to create realistic experiences in VR storytelling.
Innovations and challenges in developing immersive VR experiences for 'The Martian' adaptation.
17:41
Customized hardware was used to enhance immersion, focusing on hand movement and narrative direction in VR environments.
'Box cutters' were experimented with as floating windows to aid in editing and propelling the narrative forward.
Narrative experiments in VR included avoiding sci-fi floating text and incorporating physical road signs to enhance user experience.
Challenges of creating immersive storytelling in VR.
21:56
Importance of cues, both visual and oral, to guide viewer's experience.
Delicate nature of creating motion in VR to prevent motion sickness, emphasizing smooth, constant camera movement.
Possibility of motion ratings for VR content in the future to warn viewers of potentially nauseating experiences.
The potential of virtual reality (VR) in storytelling.
23:54
VR offers immersive experiences that can evoke emotions and engage viewers in unique ways.
VR extends beyond gaming to narrative storytelling, inspiring a new wave of storytellers.
The introduction of VR in filmmaking allows for interactive storytelling and personalized experiences.
Finding compelling and emotionally engaging narratives in VR is essential for unlocking the full potential of this technology.
Impact of 3D Technology on Storytelling
26:19
Compelling narratives, characters, and emotional experiences are prioritized over technical advancements in storytelling.
Evolution of computer graphics and collaboration between creatives and technical experts are driving innovation.
Anticipation of a shift towards a symbiotic relationship between technology and creativity in the industry.
Transformative potential of combining technical expertise with creative storytelling in VR and visual effects is emphasized.
The intersection of art and business in VR is discussed, emphasizing the importance of being platform agnostic and planning for future technology.
29:21
The need to balance reaching a wide audience with creating high-quality content is highlighted.
The evolving business model for VR content is explored, with predictions of changing subscription models as the library of content expands.
The potential impact of VR on accessing and interacting with archival film content is considered, stressing the importance of adapting to new technologies and market trends.
The potential of VR headsets for content distribution is being explored, with a focus on mobile VR.
33:15
Steven Spielberg's positive reaction to a VR cinematic test highlighted the storytelling potential of VR.
Branching narratives are being developed, allowing viewers to choose their own paths in a story.
Increased rewatch value and engagement are expected with the implementation of branching narratives in VR experiences.
Evolution of storytelling in gaming platforms.
34:35
Incorporating freewill into narratives is a challenge.
Transition from plays to movies to VR for storytelling.
Importance of emotional engagement in multiple storylines.
Anticipation of VR's impact on social interaction and creating emotionally compelling VR experiences with sustained viewer interest.
Importance of intermissions in storytelling, especially in VR.
37:20
Intermissions provide viewers with a break and enhance the narrative structure by dividing the story into two parts for reflection on the plot's progression.
Intermissions are compared to the old serial format, creating anticipation for the next segment.
Discussion on the impact of binge-watching culture and potential implications for advertising and television ratings.