VR Prominent Names and Companies

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Transcript

Now for the fun part, companies and competition will touch on prominent names and companies that are universally known in the content creation space for VR. I will also explain why I listed them here in as neutral a way as I possibly can. But for now, let's start with Oculus story studio, launched almost shortly after the Facebook acquisition by Pixar veterans. They are the people behind Emmy Award winning Henry the second animated VR shot with the branding of oculus backing them. They mainly make films and interactive animated shots from what I've seen, and their studio is mainly made up of people from animation and visual effects backgrounds. Regardless of that, however, they are ultimately storytellers.

If you would like to read about more news about Oculus story studio, check out their site right here. We will cover that story in detailed case study later in the course. JOHN is another brand name to watch their focus mainly being on live action VR content. In fact, I almost worked at once at the Northern California office. But that aside, they have their own app and showcase on Gear VR, Oculus and Oculus Rift two, yet still strong today and their brand is still lasting in the minds of people when it comes to live action VR. The studio itself is mainly made up of visual effects people from what I can tell.

In fact, I was once on the panel with the previous CEO of John's, who is now part of the void, which we will also talk about in this lesson. Within the previous verse, focus more on live action VR content, though they may be deviating towards more interactive ones. Now I used to work there back in 2015. During the early days when they were just known as verse. It was pretty cool as I did work with some of the coolest and smartest people of those days. They still maintain a good presence today to all on par with John's when it comes to live action via the studio itself was made up of filmmakers and some people from post production backgrounds.

But now, it appears that day shifting towards recruiting more developers and engineering talent. We will cover this story in a detailed case study later in the course. Felix and Paul, a Canadian company that made waves in the US during the early stages of the VR hype. They are still well known today due to the high quality cinematic VR content in terms of perfectly refined and finance videos with little to no VR artifacts. Though they kind of took a backseat compared to jaunt and within mainly because they are more indie and create content similar to indie films. That and also because the emphasis in the US tended to be more towards us companies instead of those outside of the US.

Personally I've not seen that works myself, but many visual effects veterans I know who are into VR often rave about that. Felix and Paul. The studio personnel is made up of filmmakers and photography experts interestingly enough, but perhaps it goes without saying about how live action VR is really just 360 panoramas hit. That is why photography experts are so good at solving the issues that come up with panoramic images survios, a VR gaming studio that originally began from the USC campus founded in 2013. The studio itself has been launching a lot of successful VR and interactive games in general. With a studio personnel background many composed of software engineers, and also a healthy mix of professionals in development and creative fields.

They've exhibited at game developer conferences and based on what has been showcased quite high end and high quality experiences and content for VR gaming. Personally, I've never experienced their VR games but they are well known in the VR gaming industry just like our next contender alchemy labs. acquired by Google in May 2017, they became a huge hit in the VR industry due to their VR game Job Simulator on Oculus and vive. Founded in 2010, in Austin, Texas right now they have another similar simulation game that is out and it is pretty fun, use it a way to engage and take advantage of the virtual space and interaction options of their gaming platforms. The studio background is mainly composed of people in game development from both triple A and indie games, including programmers and your typical game industry professionals as well. Alt space VR, acquired by Microsoft in October 2017, after an almost shut down due to a lack of funds out of space is a social VR experience set in virtual rooms with user avatars available on mobile VR and also desktop VR.

Founded in 2013, with that product launched in 2015 Not much about the founders are known, but they are publicly classified as a software startup company. So perhaps some software developers in the mix of their personnel background is possible to avoid founded in 2015, in Utah, devoid only recently, at least at the creation of this lecture, started gaining traction as it took a while for them to create enlarge their project just in general. Right now they have 10 different locations all over the world, but in some ways are still very limited in accessibility. In California, where I'm currently based, the void, which is actually a mixed reality full body experience more so than pure VR, since it includes gears and other haptic devices. It's actually in Disneyland, the background of that team, mainly in business and visual effects, but it seems like they're looking more for technical and engineering people now.

Want to experience this one day though, for sure. Perhaps I'll make the trip to Disneyland one day just to try it out. So That is all that we will cover for now. Once again, everything covered here is my personal opinion and in no way am I endorsing the brand for anything. In other words, my word is just my view and not law. Do take note though, that the industry changes very quickly.

And it is possible that some of these companies might have been bought or changed on branding by den but so then these are the names you should be aware of with regards to quality VR content of modern society. have something to add to the list, or just something you want me to look into or vet posts your thoughts on the q&a board. If not, we'll wrap up all that you have learned about the industry of VR and how that ties into the art and science of the world of visual effects and film entertainment.

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