Virtual Reality Movie Simulations

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Presentation transcript:

Virtual Reality Movie Simulations New Avenues in Media Thomas Crain, ECS 3390.901

We are heading for a post-scarcity economy People will always want what they cannot have Instead of things, people will crave experiences and status If we cannot make people famous, we can at least give them the illusion of fame

Virtual Reality is the next big thinG Up to 49 million monthly users on all platforms by 2019 (Roettgers) Virtual reality market will reach $25 billion by 2021 (Merel)

People like first-person experiences Hardcore Henry made four times its budget while getting good reviews (Tassi) Shows like Game of Thrones have incorporated VR before

Introducing ClassAct Bring beloved movies into the future First-person movie experiences Player mimics dialogue and motions of characters

Scale Will be released to platforms such as the Oculus Rift, HTC Vive (Lamkin) Player will receive score based on quality of script-reciting, tone, motions No branching stories (yet)

Limitations Current graphics processing units cannot handle the level of real-time rendering we want We need the intellectual property rights to adapt movies into VR experiences

Solutions Companies will probably just give us the rights They want to adapt old properties into new media because low-risk, high-reward If we wait a little bit, we can let GPUs catch up to us

Costs and benefits This is an unexplored territory Potential return in millions, billions (?) Book-to-movie rights can cost around $500k (SparkPress) Video game development costs around $60 million (Superannuation)

Our qualifications We will bring on game development industry veterans We will hire the best intellectual property lawyers We will partner with VR headset makers Our qualifications

Hire developers, intellectual property lawyers 2017 Partner with headset makers, start development 2018 Ramp up marketing 2019 Final marketing push and quality assurance 2020 Holidays 2020: Release! Product plan Timeline

Goals: Achieve photorealistic rendering, have usable user interfaces using bold typesetting and transparencies (Chahine) (Photo courtesy of Forbes, Bazelevs Company)

Marketing will be key People will not trust that we will deliver a quality product In-store experiences Market through YouTubers, Twitch streamers (Vu)

Chahine, Nadine. "The Role of Typography in AR and VR Experiences Chahine, Nadine. "The Role of Typography in AR and VR Experiences." Samsung Developer Program. Samsung, 18 July 2017. Web. Lamkin, Paul. "Best VR Headsets 2017: HTC Vive, Oculus, PlayStation VR Compared." Wareable. Wareable, 26 July 2017. Web. Merel, Tim. "The Reality of VR/AR growth." TechCrunch. TechCrunch, 11 Jan. 2017. Web. Roettgers, Janko. "Study Predicts Fewer Than 10 Million Monthly U.S. VR Headset Users This Year, 17 Million by 2019." Variety. Variety Media, 22 May 2017. Web. SparkPress. "Summer Blockbusters: What You Need to Know About Selling Your Book's Movie Rights." SparkPress. SparkPoint Studio, 14 Nov. 2016. Web. Superannuation. "How Much Does It Cost To Make A Big Video Game?" Kotaku Australia. Allure Media, 16 Jan. 2014. Web. Tassi, Paul. "Without Question, 'Hardcore Henry' Is The Best Video Game Movie Ever Made." Forbes. Forbes Magazine, 11 Apr. 2016. Web. Vu., Lander. "What Twitch Can Teach Brands About Marketing to Millennials." Ad Age. Advertising Age, 28 Apr. 2015. Web. Works Cited