Being creative in any industry is hard, but working for businesses that are not traditionally art-oriented adds another level of challenges to artists on top of coming up with brilliant ideas. As more and more businesses investing in XR, a new door of opportunities have been open to the artists that are beyond the traditional entertainment industry. As exciting as it sounds, many artists will also find themselves in a situation having to explain their art and its value to other people at their company who are not used to 3D animation or XR production workflows. In this talk, I would like to share my experiences working as an XR 3D Artist at Verizon, a company I thought I would have no business working for just five years ago. I will share how I adapted to the role, the industry, and how I learned to provide my creative inputs using my past projects as examples.
We will give a behind-the-scenes tour of our latest AR work, take a critical look at the creative and technical challenges encountered in the last two years of NYT Immersive storytelling and describe how our thinking about this storyform evolved over time.
MR is the new trendy thing. However, what brings value is having your custom Holograms, aka custom 3D models, in context and experience.
Why does learning this matters? It is similar as creating a picture in Photoshop and then you don’t know how to put in your app or share it.
With Mixed Reality becoming more common, as designers, we need to understand the file formats and how to make it easier for users to create their own content.
But how does someone do that? It is such a complex process not many people know. There are so many CAD and 3D making solutions with different paradigms. I will break it down which ones work best for MR.
No one could have subscribed to HBO for Game of Thrones if they hadn’t known Game of Thrones existed. We know this is true, and yet, the XR industry is still wondering why non-gamers aren’t flocking to headsets. The reason is simple: we not only need content, we need to get the word out. Does a tree fall in a virtual forest if no one’s there to see it?
The goal of this panel is to demonstrate a structured review method that simplifies the way we talk about immersive experiences. It invites the XR party viewers not currently familiar with immersive content available in headsets, and also engages those well-versed in the industry. The panelists’ approach will open people’s eyes to a new way of thinking about XR narrative and allow them to open their mouths and speak more clearly about XR content. It will also give both new and seasoned XR viewers a little something extra to talk about. After all, it is word of mouth that makes content viral, or even just mainstream.
The session will focus on how we conceptualize ideas and storylines and how we convert these into AR experiences. The talk will highlight quick prototyping options and approaches, as well as the path to reach full fidelity with the latest PBR workflows and real-time lighting. Modern AR creation pipelines will be discussed and how mobile, desktop, headset and cloud services all come together to provide solutions that scale.