If you can't answer the question 'What is VR adding to that experience?' - and it should be more than just a gee-whiz thing - then that project shouldn't be in VR. You're not taking full advantage of your medium.

Tonally, the stuff I want to do in VR will, of course, always have a comedic backbone and be a bit absurdist and colorful with really interesting and bizarre characters but supported by really strong gameplay mechanics.

Hollywood is moving movie production into VR because it may be more immersive. We see a convergence of different forms of media. VR and AR provide next-generation viewing experiences for games, movies, and visualization.

We imagine that some people will jump into the AR and VR space that are complementary. We look at Google Glass. It's very complementary. It's not competitive. It's a different experience. It's used for different purposes.

If you liked repairing Funtime Freddy up-close in 'Sister Location,' just wait until you try to do something like that in VR, up close, personal, with these huge animatronics that are just one mistake away from jumping at you.

With VR, you are directing in a 360-degree environment. The biggest challenge is that the viewer can look anywhere. They might look at the the weakest moments, the very things you edit for TV. You don't control where they look.

We continue to see more and more of that - games we didn't necessarily know would work in VR until a developer goes in and discovers the game mechanic that makes it come together. Sure enough, hockey can be a great VR experience.

There's simply no excuse not do a game about 'Blair Witch,' which has everything from the time-dimensional shifting to being chased through the woods. Kind of like the VR website experience where the woods shift whenever you turn.

In a VR setting, you tilt your head up, and you really have the vertigo and the sense that it goes up to infinity, and it's like you're in New York City or Dubai, and you're looking up at a giant skyscraper. You have a sense of awe.

I'm really familiar with what Cardboard's doing; it's not a novel concept. Cardboard is in many ways a direct ripoff of FOV2GO, a project I helped work on when I was at ICT, and it was fairly well known in the academic VR community.

There's going to be all different price points, and you get what you pay for. There's certainly low things made of cardboard that you don't put on your head, you just hold up little viewers that give you this glimmer of what VR could be.

Our project goal was to push the boundaries of VR technology to show what a surf trip feels like from the first-person perspective. I'm excited to share this. It's pretty incredible knowing my mom can now experience riding a 20-foot wave.

We're always looking for ways to use technologies to open up new creative expressions for us artistically. So we're constantly thinking about where something like VR may lead us in storytelling or what kind of tool that gives us as storytellers.

I've tried Oculus Rift; I've played with the Steam VR rig. Both are mind-blowing. In a traditional video game setting, in a first-person shooter, you can see a tower in the distance. You can walk up to that tower and use your controller to look up.

I think it's necessary for VR to start with an early adopter audience that's highly engaged, and I think that means gamers. They're the ones who have the high-end hardware and the expertise and the patience to sort through the uncertainty of it all.

VR as a display technology, as it's miniaturized and made comfortable and mainstream, will be a replacement for all other forms of display technology, input and output. So for anybody who works with computers all day, this is going to be our future.

The thing that excites me most technologically is the ability to use VR not just for games and displaying our content, but also for creating that content. We're putting a lot of thought into what the Unreal Engine editor looks like as a VR application.

VR is going to become something mainstream, but it's not going to happen right away. You just don't have the horsepower to make it happen on a device, much less a cheap enough and comfortable enough device that a normal consumer is going to want to have.

It's going to be so obvious when something isn't well made for VR. People are going to use the best VR content. That's the stuff that's going to get shown to people. That's the stuff that's going to get demoed. That's most of what people are going to buy.

I wanted to play games in the best way possible, a way that was better than anyone else would have access to. As time went on, it became clear that VR was actually feasible on a large scale at a low cost, and at a quality far beyond what I had been hoping for.

I think people have an appetite for VR at $200, $300, $400. It's something so new and improves so quickly, people do have an appetite to buy that. If people are getting a new VR headset every two or three years that's incredibly improved, you want to go do that.

If you black out the background in AR, you could make an immersive VR experience, and if you make the view translucent so you can see through it, you just have an augmented view of the real world. I think that's the ultimate and best form of display tech we'll have.

There's something about VR. I'm a super dork and love video games. I've tried some VR things - some have been good, and some aren't. I wouldn't be surprised if the next level of entertainment is VR-based, and when you go to the theater, everyone puts on a VR headset.

The Internet is getting so big, and people are inventing so many amazing things and new experiences. I never thought 'Coco' would have a VR game, and it was very cool to experience. I remember throwing a paper airplane even though there wasn't actually anything in my hand.

Seeing other people is incredibly engaging, and that's one of the drivers that made us partner with Facebook - social communication. Not social newsfeeds, but actual face-to-face, seeing multiple avatars in a play experience, that's going to be a very big part of the future in VR.

If you look at my movies, they're pretty densely packed, such that they not only hold up to a second viewing, they're oftentimes better the second time you watch them. So I've always thought about crafting stories that could hold up to multiple viewings, and so VR obviously fits right into that.

When you drill down, blockchains are really a shared version of reality everyone agrees on. So whether it's a fully immersive VR experience, augmented reality, or even Bitcoin or Ethereum in the physical world as a shared ledger for our 'real world,' we'll increasingly trust blockchains as our basis for reality.

There's no reason my films can't work as hard as VR does to hook an audience and never let them go, so I think that that it turns the volume up a little bit on storytelling. The same way when I was doing commercials and then I went and shot 'Go,' and 'Go' has a level of pace that is unlike any of my other movies.

VR could, in theory, connect sports fans in different geographical locations so they could watch a game together. Instead of a group text or Twitter stream of commentary playing out across time zones when a team is playing, our avatars could inhabit virtual stands, side by side with the rest of our digital tribe.

I'm a huge gamer. I'm very excited, and the idea of the Rift was as a headset that was designed around the specific uses of VR gaming. But I'm excited about a lot of stuff that's outside of it, because I was a VR enthusiast. I want VR to be the thing that we all live in, that we all use for everything, not just games.

The stereoscopic panoramic videos that we're showing on Samsung VR are getting a lot of positive traction. It's exciting when you see creative types - whether from the music, film, or video industries - look at this stuff. The gears are turning in their head almost immediately about how they can use it as a new medium.

To be honest, when I started watching VR content, I was mostly disappointed and thought people could do better - not that different from when I set out to make 'Swingers' and thought, 'There's a better way to make an independent film.' Which is why 'Swingers' ended up being so much less expensive than anything like it.

With VR, we have this same vision, which is create this ultimate platform for sharing your imagination. Our huge community of 300,000 developers creates awesome content that's immersive, that's social. Although now, instead of accessing it in your living room with your controller, you literally can jump into this content.

You need virtual reality to understand high level science or high level math. It's very helpful to explain third and fourth dimensional things that people are constantly addressing in quantum physics. But, as soon as you're creating an avatar, and you can live and you can start to feel sensations on VR, that has gone too far.

My interest in Virtual Reality (VR) films began for me when I began a fellowship with MIT's Open Documentary Lab. It was a profound experience to be on MIT's campus one day a week and to enter a new world of storytelling where breaking convention and traditional methods were expected. This was deeply challenging and inspiring.

For us, it's about having the game react to the player as much as possible. There's ways you can do that with technology, graphics, AI - we're doing some VR stuff right now - and so it's what we think is great about not just our games, but what's great about video games - how are they better than any other form of entertainment?

At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.

I don't think that VR is going to lead to humanity being enslaved in the matrix or letting the world crumble around us. I think it's going to end up being a great technology that brings closer people together, that allows for better communication, that reduces a lot of environmental waste that we're currently doing in the real world.

Any real virtual reality enthusiast can look back at VR science fiction. It's not about playing games... 'The Matrix,' 'Snow Crash,' all this fiction was not about sitting in a room playing video games. It's about being in a parallel digital world that exists alongside our own, communicating with other people, playing with other people.

Usually, companies, when they approach other people to do VR, they're like, 'We're gonna offer a virtual reality experience' - to me, that usually means they're gonna put a bunch of 360° cameras in a room, film something, and wrap the video in a sphere so you can head-track and look around. To me, that's not virtual reality. That's 360° video.

The mobile gaming experience is fundamentally limited by this very small screen in front of you that occupies maybe 15 degrees of your field of view. The PC and console experience, you have a 45-degree field of view. VR is 120 degrees: your entire view space. The expectations of users on the platform will rise to levels we've never seen before.

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