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Did “Ready Player One” do anything for VR?

The majority of Ready Player One (RPO) takes place in a virtual reality universe known as the OASIS — in the book and in the movie VR is a normal and accepted medium of entertainment (or seemingly the only one). The hope from many of my peers in the VR community was that the RPO film would help to “normalise” VR for mass audiences, to make them look past how strange/funny/awkward people looked when wearing a headset and to pick one up and try it out instead. The movie has fin

How VR Changed My Career

Just to be upfront, I’m writing this blog to proudly share the VR teaser — that we completed in 2016 — for our sci-fi animated virtual reality series, The PhoenIX. This 3 minute 360 video changed my career and made me believe in the power of VR as a storytelling medium. It put me on the rollercoaster ride of my life (a ride that I’m still on!). This is my story. How it all began The year was 2015 and I looked at virtual reality like many other people did: interesting, pretty

When did we stop pushing for the mass adoption of Virtual Reality?

I was recently at the Cannes Film Festival where the pilot episode of my virtual reality series, The PhoenIX, was part of the NEXT VR showcase. I attended a number of VR panels and events and in one such panel, focused on monetising VR content, I came across something that baffled me. I’m not going to name names here but suffice it to say that the panel consisted of VCs investing in VR, a large VR studio and an established tech leader in media and entertainment who is aggress

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