Virtual Viewing: Patrick Milling Smith on Turning Film Sets into Virtual Reality Experiences
By Lucy Ingham
Virtual reality is finally coming to fruition. Five years after 18-year-old Palmer Luckey put together a prototype in his parent’s garage, the consumer version of the Oculus Rift is being released. Around the same time – in the first few months of 2016 – the PC-based rival HTC Vive will also be released, along with the PS4’s own PlayStation VR.
And that’s just the high-end headsets. The range of smartphone-supported headsets is also set to grow, with the consumer edition of Samsung and Oculus’ Gear VR already out in the US, and looking likely to spread to the rest of the world in the next few months.
In 2016, many people will be putting on a headset for the first time, and falling in love with the medium. For the majority, their first virtual reality experience – if they haven’t had already one – will be a video.
But while much has been made of gaming in VR, video content has been less widely discussed. Yet there is some truly remarkable work going on in this field.
Having developed deeply immersive and moving journalism content with the New York Times and VR music videos with Apple Music for bands including Muse and U2, alongside many other groundbreaking projects, Vrse.works is one of the most important producers of VR film content in the world today.