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Voices of VR

Kent Bye
Voices of VR
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  • #1561: PHI and Agog Collaborate on Immersive Residency on XR for Impact, Artist Retrospective, and Application Details
    NOTE: This sponsored episode was produced by Kent Bye in partnership with PHI and participation from Agog: Immersive Media Institute and immersive artist Peter Burr. PHI and Agog: Immersive Media Institute are collaborating on the PHI Immersive: XR for Impact residency program that will be running for four weeks from March 2 to 27, 2026 in Montreal, Canada. It was first announced on March 6th, and it's open to "artists, groups, or collectives residing in North America (including Canada, the United States, Mexico, Greenland, Saint-Pierre and Miquelon, and Bermuda)." The submission deadline is June 24th, 2025 (11:59 EDT), and there are a couple of information sessions coming up next week on Tuesday, May 13th (French) and Thursday, May 15th (English), and you can find the Zoom links on the application page (or video recordings if it's after May 15th). I think this is a very unique opportunity that will be of interest to the Voices of VR podcast audience since the selected artist(s) will be invited to spend a month collaborating with PHI Studio over four weeks towards developing an initial prototype. Here's how they describe it: Focusing specifically on the development phase of a project over the course of four weeks, the selected artist(s), group, or collective will collaborate with PHI Studio experts to conceptualize, plan, and prototype an immersive artwork. The program provides the selected project with personalized support, workspace, the possibility to connect with a community partner and targeted resources to refine the concept, create prototypes, and prepare for potential production. I had a chance to catch up with Myriam Archard, Chief New Media Partnership and PR at PHI, Amy Seidenwurm, Chief of Programs and Strategy at Agog, as well as Peter Burr, who was the immersive artist selected for the 2025 edition of the PHI Immersive residency. We talk about the collaboration between PHI and Agog, which is bringing a specific impact focus on "transforming narratives through activism, contemporary challenges, and social good." We elaborate a bit more about what it means to use XR technologies and immersive storytelling to empower changemakers. We also talk about best practices and things to avoid in a pitch (be sure to read closely what the submission guidelines are), and a lot of general advice for aspiring immersive artists navigating how to inspire change and provide opportunities to make a positive difference on the many different challenges facing us today. We also cover a lot of other logistics of the PHI Immersive: XR for Impact residency, including Burr's personal reflections on what the experience was like. Agog also is interested in supporting other immersive residencies, and perhaps starting some of their own residency programs, and so this collaboration with PHI may be an indication for the types of future work that they are looking to support. Again, the deadline is June 24th, 2025 (11:59p EDT), and be sure to check out the information session on May 13th at 11am EDT for French speakers, and May 15th at 11am EDT for English speakers. You can tune in to the podcast or check out the transcript down below for more details.
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  • #1560: Walkabout Mini Golf’s Incredible Fusion of Worldbuilding, Gameplay, Social Dynamics, & DLC Experimentation
    Walkabout Mini Golf is really an incredible accomplishment of VR design with its fusion of worldbuilding, compelling physics-based gameplay, the unique social dynamics and community it's able to cultivate, and over 4 1/2 years of consistent DLC courses every 8 weeks or so. They have launched 33 total courses, and just recently announced that they're bumping the price by $10 and adding 6 DLC courses into the base game so that is now 14 courses for $24.99. It's still an incredible deal, especially considering that there are still 19 DLC courses available, which has helped earn the #20 spot on Meta's best-selling Quest apps of all time. During my trip to SXSW, I had a chance to speak with the original solo developer of Walkabout Mini Golf, Lucas Martell, who has since grown the Mighty Coconut Studio team to 35 people. We talk about how their design process for courses starts with worldbuilding, but also how his script-writing background has helped to inform how they tell the story of each of these worlds through the evolution of game mechanics and shape language that each course is exploring. After I had a chance to interview Martell, I was given access to all 33 of the courses, which I have played through over the past week in order to provide a bit more context on what they've been able to accomplish with Walkabout Mini Golf. It's certainly an achievement within VR design that combines the best part of immersive worldbuilding, convincing gameplay, and compelling social dynamics that keeps players coming back again and again.Be sure to check out the table below which lists the timeline of the release of the 33 different courses that are now available. OrderCourse NameRelease DateCategory1.1Tourist TrapSep 24, 2020Classic1.1Cherry BlossomSep 24, 2020Classic1.1Seagull stacksSep 24, 2020Classic1.1Arizona ModernSep 24, 2020Classic5Original GothicNov 8, 2020Classic6Tethys StationMar 3, 2021Classic7Bogey's BonanzaJun 10, 2021Classic8Quixote ValleyOct 7, 2021Classic9Gardens of BabylonNov 18, 2021Lost Cities10Shangri-La (Added to Base Game)Dec 16, 2021Lost Cities11Sweetopia (Added to Base Game)Feb 17, 2022DLC12El DoradoJun 2, 2022Lost Cities13LabyrinthJul 28, 2022Licensed IP1420,000 Leagues Under the Sea (Added to Base Game)Sep 29, 2022Jules Verne15MystNov 15, 2022Licensed IP16AtlantisJan 26, 2023Lost Cities17Upside Town (Added to Base Game)Mar 9, 2023DLC18Temple at ZerzuraApr 20, 2023Lost Cities19Journey to the Center of the EarthJun 8, 2023Jules Verne20Laser Lair (Added to Base Game)Jul 20, 2023Evil Lair21Alfheim (Added to Base Game)Sep 7, 2023DLC22Widow’s WalkaboutOct 19, 2023DLC23Meow WolfDec 7, 2023Licensed IP24Around the World in 80 DaysJan 18, 2024Jules Verne25Ice LairMar 7, 2024Evil Lair26VeniceApril 25, 2024DLC27Wallace & GromitJul 25, 2024Licensed IP28Mars GardensSep 10, 2024Original IP298-Bit LairOct 24, 2024Evil Lair30Holiday HideawayDec 5, 2024DLC31Viva Las ElvisJan 16, 2025Licensed IP32Mount OlympusMar 6, 2025DLC33Raptor CliffsMay 1, 2025DLC This is a listener-supported podcast through the Voices of VR Patreon. Music: Fatality
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  • #1559: Expanding Social Dramaturgy of Theater with Video Games in 7-Hour “asses.masses” Binge-Watching Marathon
    asses.masses is a unique, 7-hour, live performance that uses video game logic to expand the narrative possibilities and social dramaturgy of experimental theater. With a single video game controller at the front of a movie theater with lights up so everyone can see each other, the audience must negotiate amongst themselves who will step up to play the next section of a narrative game that spans a wide range of different genres from 8-bit pixel art RPG representing the hyperreal to high-res, 3D open world walking simulators representing a fantasy idealized realm. The audience also has to negotiate how to make hundreds of collective decisions that come up in the game from dialogue tree options to which direction to to go to deciding which set of metaphoric political platform issues that should be prioritized for the ensemble cast of socialist Marxist donkeys. They lean upon the binge-watching culture to split the 7 to 8-hour run time into 10 total episodes split into 2-episode chunks that are broken up by 4 different intermissions where snacks and dinner are provided. Here's a description of the story that's told in this long-form format: The unemployed donkeys have one demand: the humans must surrender their machines and give all donkeys their jobs back. But revolution is never easy! asses.masses is a custom-made video game about labour, technophobia, and sharing the load of revolution, designed to be played from beginning to end in a live theatre. This is gaming as performance, an immersive, cheeky, and highly original work. Brave spectators take turns at the controller to lead the herd through a post-Industrial society, where asses are valued more for their hides than their potential. Confronting automation-driven job loss, nostalgia as a barrier to progress, and the role of technology in adaptation, we are encouraged to find space between the work that defines us and the play that frees us. asses.masses is Animal Farm meets Pokémon meets Final Fantasy, as exciting in form as it is in content. No previous gaming (or donkey) experience required. asses.masses is one of the more unique immersive experiences that I've had a chance to have, especially when it comes to mashing up social behaviors that stem from video game culture, but set within a live theatrical context. I saw asses.masses at PAM CUT (Portland Art Museum's Center for an Untold Tomorrow) here in Portland, OR on March 29th, and I had a chance to remotely catch up with the co-creators Patrick Blenkarn and Milton Lim to unpack their journey of blending video games into how stories are told in a live theatrical performance. We also explore how they're exploring new modes of social dramaturgy that leverage insights from couch co-op, live Twitch streams, and video game logic where part of the performance is automated through the video game itself, but it's augmented by the emergent social dynamics of the audience that end up reflecting main narrative themes of managing flows of power, community-building, collective decision-making, and in the case of our screening some actual revolt against an theater nerd/gamer audience member turned heel. Overall, the experience allowed the audience to exercise some muscles of social imagination beyond the Capitalist Realism baseline as elaborated by Mark Fisher's work, and there was a turn-taking between the more cathartic mode of Aristotelian drama and breaking the fourth wall of Brecht's distancing effect / alienation effect. The narrative was initially developed to serve a wide range of game-play mechanics in a live theater context, but the spaciousness of the extended run-time allowed them to explore many deeper philosophical, political, and economic topics that most stories do not have the time to get into. The ensemble cast of archetypal characters each have their own arc, and I found that the ending and epilogue really landed and stuck with me. If you have an opportunity to catch an upcoming scre...
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  • #1558: Series Director of “Adventure” Series on Apple Immersive Video and Grammar of 180 Video
    Charlotte Mikkelborg is the series director of the Adventure series on Apple TV, which is shot on Apple Immersive Video and co-produced by Atlantic Studios (formerly Atlantic Productions) and Apple. I think it has the strongest storytelling released by Apple so far, and it also has some of the most innovative and cutting edge shots that really show the power of the 180-degree format of Apple Immersive Video. In this conversation, we cover Mikkelborg's 10-year journey into working with immersive formats starting with 360-degree video, multi-sensory VR, and most recently 180-degree video. We also talk about the emerging grammar of 180-degree filmmaking, and the introduction of close ups, which I feel like work sometimes and other times feels almost too close or can feel a bit uncanny or jarring when changing scales or results in warping or other distortions. We also talk about some of the behind-the-scenes insights about the Adventure series. One concerning thing that I noticed after watching all of the Apple Immersive Videos released so far is that many of these videos do not contain any credits for who worked on these projects. I did an audit of all 22 of the published Apple Immersive Videos, and I found that 14 of the 22 don't have any credits at all,. Most of these are by Apple Sentity LLC productions, which is presumably Apple's in-house production team. I found that 5 out of the 22 have partial credits, including the four episodes of the Adventure series as well as Man vs. Beast, which features DGA director Ryan Booth. And there are 3 out of the 22 Apple Immersive Videos that have full and complete credits including Submerged that features DGA director Edward Berger, and the Prehistoric Planet Immersive series, which is a co-production with Fairview Portals. See the table below for more information: It is deeply concerning to me that only 3 out of the 22 Apple Immersive Videos seemingly have full and complete credits. Apple did not provide any comment about why this is or why some of these pieces have no credits, why some have partial credits, and why some have full credits. It is nice to see at least some credits on the Adventure series, which is a co-production between Apple and Atlantic Studios (formerly Atlantic Productions), but they're only listing the director, executive producer, and key talent while all of the other key creative talent are not being credited. Atlantic Productions did not provide any official comment about why there are only partial credits, while a few other productions have full credits and many other productions have no credits. You can see find a partial a list of some of the Adventure series creative talent on IMDB, and episode 3 protagonist Ant Williams posted a partial list of credits on his Instagram announcement post. I was able to get some additional context from Mikkelborg about the credits situation, and it does sounds like the co-productions likely have a bit more leeway in dictating what types of credits are shown. While the Prehistoric Planet Immersive series co-produced by Fairview Portals series has full and complete credits, and the Adventure series by Atlantic Studios only has partial credits. The two Apple Sentity LLC productions that do have credits also happen to be directed by directors who are a part of the Director's Guild of America (DGA). The DGA has specific credits requirements, "For feature films, the Director’s screen credit must be accorded on a separate card, which shall be the last title card appearing prior to principal photography. This credit shall be no less than 50% of the size of the displayed title of the motion picture, or of the largest size in which credit is accorded to any other person, whichever is greater." The rules may be different for immersive productions or emerging media projects, but the director credits for Submerged and Man vs Beast seem to both meet DGA's credits requirements for film.
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  • #1557: Apple Immersive Video Behind-the-Scenes & Overcoming Fears with “Adventure” Series Athlete
    Ant Williams is a freediving athlete featured in the third episode of The Adventure Series titled "Ice Dive" that's co-produced by Apple and Atlantic Studios (formerly Atlantic Productions). In the episode, Williams attempts to swim a world record distance 182 meters under ice, and I wanted to get some additional behind-the-scenes context on his experience as well as what it was like to have the most intense month of his life condensed down into a 15-minute Apple Immersive Video. Williams is a sports psychologist who wanted to put his theories into practice by taking what he calls "positive, calculated risk-taking challenges" that allow him to deal with overwhelming anxiety, and overcome his fears, uncertainty, and self-doubt. I also wanted to get some additional context on the production of the episode as Apple has otherwise been pretty tight-lipped about the series, launched with which launched with "Highlining" on the same day as the Apple Vision Pro launch on February 2, 2024. Apple Immersive Video is a different format than spatial video. Apple says "spatial videos are captured in 1080p at 30 frames per second in standard dynamic range," and these are what can be captured by either an iPhone or Apple Vision Pro, and they are displayed in a windowed frame where you see the stereoscopic effects. Apple describes Apple Immersive Video as "a remarkable storytelling format that leverages 3D video recorded in 8K with a 180-degree field of view and Spatial Audio to transport viewers to the center of the action." Apple Immersive Video is much closer to what we've seen from the XR industry and VR 180 filmmakers from the past decade, and Apple's technology is likely derived from their 2020 acquisition of NextVR. NextVR focused on live stereoscopic broadcasts of sports events on VR headsets starting with the Samsung Gear VR and Oculus Rift in 2014. A lot of the technical specifications of the Apple Immersive Video format have not been officially confirmed by Apple, but there are a couple of breadcrumbs that give us some more details. Thanks to iFixIt's breakdown of the Apple Vision Pro on February 7, 2024, then we know the microOLED display size is reported as "the lit area totals 3660 px by 3200 px." 360 Labs' Mike Rowell wrote a post on March 19, 2024 saying, "Apple Vision Pro’s screens are a whopping 3660 x 3200 pixels per eye. Although they haven’t made any official claims as to the FOV of the headset, 3rd party developers claim that it looks to be around 100° horizontal. With each screen having 3,660 horizontal pixels, this would mean that a 180° immersive experience would need about 6,000 x 6,000 pixels per eye to saturate the display. Apple’s own immersive experiences have been reported at being 4320x4320 per eye at 90fps and in HDR10." The reporting of Apple's immersive experiences was detailed by Mike Swanson, who announced a spatial video tool on March 7, 2024 that leverages the Apple's AVFoundation to properly encode video into the "multiview extensions of the HEVC codec, known as MV-HEVC" format. Swanson says in his post, "I receive multiple messages and files every day from people who are trying to find the limits of what the Apple Vision Pro is capable of playing. You can start with the 4320×4320 per-eye 90fps content that Apple is producing and go up from there. I’ve personally played up to “12K” (11520×5760) per eye 360-degree stereo video at 30fps." Another clue can be found in the Blackmagic URSA Cine Immersive camera that was announced on June 10, 2024, which says, "The sensor delivers 8160 x 7200 resolution per eye with pixel level synchronization and an incredible 16 stops of dynamic range, so cinematographers can shoot 90fps stereoscopic 3D immersive cinema content to a single file." Incidentally, Currents director Jake Oleson told me that he used Swanson's tool to create his immersive film after shooting it in 8k on the Canon EOS R5 Camera Body with Canon's Dual Fisheye lens.
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Designing for Virtual Reality. Oral history podcast featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. Learn about the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR.
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