20 Startups Selected for CreativeXR’s Third Accelerator

CreativeXR

Back in March Digital Catapult and Arts Council England launched the application call for their third CreativeXR startup accelerator. Looking for 20 companies to help fund and develop their projects, this year’s assortment of applicants have now been chosen.

260 teams applied for CreativeXR, beating previous years. Each of the 20 teams automatically receives £20,000 GBP in funding as well as intensive mentoring and technical support to create a prototype.

Due to the current COVID-19 pandemic, for the first time, CreativeXR will be run remotely from July – November 2020. This factor has also influenced many of the projects with some creating at-home accessible experiences while others addressed topical social and political issues.

“The third cohort for CreativeXR, run with Arts Council England, is more diverse and inclusive than in previous years. It’s also more tightly engaged with contemporary themes such as climate change, anti-racism and the social media commentary of populist leaders. The cohort’s prototypes will give us an intriguing glimpse into future ways of storytelling,” said Dr Jeremy Silver, CEO of Digital Catapult in a statement. “Chosen from over 250 applicants, each of the 20 in the cohort will rise to the challenge of finding a new format to create a compelling experience with dramatic, comedic and downright provocative themes.”

The chosen teams are as follows:

  • (Hi)story of a Painting by Gaëlle Mourre and Quentin Darras – An educational series which builds storyworlds around iconic works of art.
  • #CorpTopia by Kimeleon.tv – An AR multiplayer game set in a parallel world of human-animal species.
  • #TrumpsTower by Satore Studio and Borough Productions – A musical drama tracing the intense relationship between one man and his digital surrogate.
  • A Place to Be by Independent Film Trust – A 360˚ VR experience set in a South London shebeen.
  • Austerity On Trial by English Touring Theatre – An immersive courtroom drama examining the human impact of austerity measures.
  • Blood Speaks: Maya – The Birth of a Superhero by Just Another Production Company – An immersive story following a girl’s transformation into a uniquely female superhero
  • Bodymapping by Hatsumi – A webVR experience enabling people to communicate the experience of pain and emotion through 3D drawing.
  • Child of Empire by Project Dastaan – An interactive VR docufiction based on the 1947 Partition of India and Pakistan.
  • Dracula Immersed by Davy & Kristin McGuire – The world’s first augmented reality pop-up book reimagining the classic gothic story.
  • Future Rites by Alexander Whitley, Sandra Rodriguez and Normal Studio – An immersive and collaborative performance experience based on the seminal ballet The Rite Of Spring.
  • IamMUSIC by KRAKED and Associated Industries – A creative tool which turns the process of making audiovisual art into a physical experience, using the body to generate sound and light.
  • Munkination – A Second Chance by Visualise & Royal Opera House – An immersive hiphop/opera presenting an Afro- futuristic adventure story about climate change.
  • New World by Forest Tribe Theatre – An immersive world created using live-streaming, music, theatre and human connection.
  • REBOOT by AΦE – An immersive performance based on the true story of Matheryn Naovaratpong, the youngest human to be cryogenized.
  • Song.world by Sammy Lee, M.J. Harding, Cream Projects and Off World Live – A documentary about the global phenomenon of K-pop, experienced as a 360 livestream.
  • Story Portals by YonderBeyond – A physical pop-up building which becomes home to multiple stories and characters through the power of AR.
  • The Foundling by Raucous – A tabletop theatre show combining fairytale and fact, designed as a prequel to a live immersive theatre experience.
  • Transportalists by FANDCO – A live concert brought into the audience’s home through mixed reality.
  • extraordinary people – extraordinary places by ScanLAB Projects – A narrative experience about the relationship between people and their place of ‘work’.

Their work will culminate in a virtual showcase to be held in November 2020, helping teams secure further investment and commissions. As more details on this year’s CreativeXR are released, VRFocus will keep you updated.

CreativeXR Opens Applications for Third Accelerator Programme

Digital Catapult and Arts Council England launched CreativeXR back in 2018 to provide funds, tools and other assistance for those working on virtual reality (VR) and augmented reality (AR) projects. The programme has proven to be a success, returning for the third year with new contributors. 

For 2020 CreativeXR has been awarded an Epic Megagrant by Epic Games which will be used to support up to five projects built using Epic’s Unreal Engine. The second new contributor is StoryFutures Academy which will mentor up to four companies in story development, design and continuing narrative.

“Now in its third year, we’re excited by the worldwide acclaim CreativeXR projects are attaining globally. Our brilliant partnership with Arts Council England continues to allow us to help 20 production companies a year take risks to uncover new ways of telling stories and try out new commercial models,” said Jeremy Silver, CEO, Digital Catapult in a statement. “This year we’re delighted to partner with Epic Games and StoryFutures Academy; together we are paving the way to develop the new immersive formats of the future, making the UK the best place in the world to produce creative immersive content.”

Applications have now opened for companies and teams interested in taking part, the deadline for applications being 17th April 2020. Having helped 40 teams receive funding to develop prototypes over the last two years CreativeXR has become a pivotal accelerator programme offering access to workshops and peer-to-peer learning, whilst also hosting an annual Showcase and Market event attended by global companies such as HTC Vive, Oculus, Bose and Intel for teams to pitch their work.

“We’re delighted to be partnering with CreativeXR for the second consecutive year, this time as the Storytelling Partner. As the UK’s National Centre for Immersive Storytelling, we are aligned with the vision of CreativeXR, and believe that great stories are fundamental to the success of the next wave of immersive experiences,” said Rebecca Gregory-Clarke, Head of Immersive, StoryFutures Academy: the National Centre for Immersive Storytelling.

As in previous years once 20 projects have been selected to take part in the CreativeXR programme VRFocus will let you know who made the cut.

CreativeXR: Supporting the UK’s Immersive Content Industry

It can be tough starting out in the XR industry, developing projects purely for their creativity and forward-thinking, or something more commercial, either for consumer or enterprise use cases. It’s why funding initiatives like CreativeXR – a collaboration between Digital Catapult and Arts Council England – have proven to be so popular, with this particular UK-focused programme recently hosting its own event, CreativeXR Showcase and Market. VRFocus was in attendance, chatting to developers about their projects and organisers to see how the initiative was working. 

Hosted in London, this was the second CreativeXR programme run by the two organisations, originally opening up applications at the beginning of the year. Looking for submissions which focused on creative, consumer-facing experiences enabled by immersive technologies, the initiative had a large number of projects apply, whittling them down to 20. Each one received £20,000 GBP of funding to develop their prototype to a far enough stage that it could be shown at the event, with two going on to receive further funding.

Held over two days, the CreativeXR Showcase and Market offered attendees the chance to testing early designs like  Goliath by Anagram; an interactive theatrical documentary whose story revolves around a man who has spent a decade in psychiatric hospitals battling psychosis, finding friendship in online gaming. Or UnDust by Satore Tech which combined Magic Leap One with Akram Khan’s Dust for the English National Ballet.

The event wasn’t purely about the demos. Digital Catapult had several talks lined up, with one of the highlights being From Story Telling to StoryLIVING: A Journey to a Galaxy Far, Far Away, a session held by Vicki Beck, Executive in Charge, ILMxLAB. She went through the short but impressive history of ILMxLAB, discussing early projects all the way up to one of its latest, the VR experience Vader Immortal: A Star Wars VR Series – Episode II – unfortunately she didn’t share any details for episode 3.

CreativeXR image

Below is a little mashup of several interviews VRFocus conducted. Digital Catapult and Arts Council England haven’t confirmed if CreativeXR will return in 2020 at the moment but judging by this year’s response it would certainly be welcome.

The Latest in British Immersive Content Goes on Display at CreativeXR Showcase and Market

At the start of the year, Digital Catapult in conjunction with Arts Council England launched the second CreativeXR programme to foster new and upcoming immersive talent, helping fund their prototypes. 20 projects were then selected to receive £20,000 GBP of funding as well as access to facilities and industry mentors. That has all led up to today, with the launch of the CreativeXR Showcase and Market, where these projects will be put on display for the first time.

Therese & Peta: A Tale of Two-Spirits
Image Credit: Therese & Peta: A Tale of Two-Spirits by Queer Media UK

Taking place in association with the BFI London Film Festival (LFF), and in partnership with StoryFutures Academy: The National Centre for Immersive Storytelling, the CreativeXR Showcase and Market will enable these projects to reach key immersive industry figures, national and international distributors, commissioners and investors.

The 20 projects being funded by CreativeXR are:

  • Interference by Abandon Normal Devices – an immersive audio-visual experience that brings together Jodrell Bank Observatory’s groundbreaking heritage site and world-leading research.
  • DAZZLE 2020 by Gibson/Martelli and Peut-Porter – reimagining the 1919 Chelsea Arts Club Dazzle Ball, DAZZLE 2020 embraces participatory forms of theatre and inclusion in XR.
  • Invisible Light by 59 Productions – a mixed reality theatrical project that combines live performance, set design, projection mapping, 360-degree sound and augmented reality.
  • Therese & Peta: A Tale of Two-Spirits by Queer Media UK – A virtual journey to retrace the story of the most famous photo of the AIDS crisis.
  • Rory Mullarkey’s Flood by Megaverse – A VR experience that dives into a gritty, full-body sensory experience anticipating the climate disaster that’s part fantasmagoria, part physical theatre, and totally live.
  • BEDLAM by Minky Productions – A virtual reconstruction of Bethlehem Hospital, the world’s first “hospital for lunatics” in the early 17th century.
  • Under Attack by Also Known As – A room-scale VR installation that uses spatialised sound, smells and haptic feedback to enhance the sense of immersion and to inspire participants to invest in protecting media freedom.
  • Goliath by Anagram – a powerful interactive theatrical documentary following the story of a man who, after spending a decade in psychiatric hospitals battling psychosis, finds redemption and friendship in the world of online games.
  • Now Was The Time by imitating the Dog – a mixed reality production that explores new alternative versions of European history.
  • The Time Machine by The Old Market (TOMtech & Make Real) – An experience which blurs the world of live performance, XR and gaming. Mixing theatrical storytelling with multi-platformed technology, the project brings us a new form of playable theatre.
  • Breathe by Darkfield – A location-based experience in total darkness, which communicably explores conscious dreaming, using speech recognition to deepen the audience’s connection with recorded characters.
  • UnDust by Satore Tech – an augmentation of Akram Khan’s Dust for the English National Ballet, tracing form, movement and light to perform scenes from Khan’s piece.
  • Basic Tension 3 by Basic Tension and Off World – A mobile-based mixed reality experience intended to challenge social, racial and psychological perceptions of the body.
  • What is Normal? By Call & Response – an immersive conversational experience with people with learning disabilities and autism.
  • Present by Fight in the Dog – an immersive, augmented reality comedy experience for couples and individuals, guided by stand-up comedian Jordan Brookes.
  • Zia Dance Duet by BespokeVR Ltd – a full-body immersive experience, dancing with an artificial intelligence dancer named Zia who responds fluidly to your unique dancing style.
  • Through the Wardrobe by Colour My Reality – a mixed reality installation where the user is invited to touch and explore items that unlock the endless possibilities of gender identities and expressions.
  • Madrid Noir: The Prologue by No Ghost – an interactive VR detective game for the new immersive era.
  • Basilisk: Enter the Fold by Studio Leg – A semi-fictional interactive VR experience, where a mind-reading superintelligence carries out its own product launch.
  • Game Over by Blackwatch Entertainment in association with Circa69 – combining AR, audio installations, 360-degree video and live-action, the project creates an audience-led immersive and interactive promenade theatrical experience using multiple performance spaces.

“We are very excited to share the output from this year’s collaboration with Arts Council England. Telling new and compelling stories in new and compelling formats is still an opportunity that virtual, augmented and mixed reality technologies offer,” said Jeremy Silver, CEO at Digital Catapult in a statement. “If it were easy to turn these stories into mainstream, popular experiences, then our CreativeXR programme and its accompanying Market would not be necessary, but they are. It’s vital that we encourage both the creative talent to pioneer new formats and encourage commissioners to be confident to invest.”

Goliath

“As part of Verizon, we pride ourselves on being on the cutting edge of technology, creating next generation experiences for consumers and brands alike. As we move into a 5G world, the true potential of existing technologies like AR, VR, and MR will be unlocked meaning we will have the ability to deliver these experiences to audiences at scale, and in real-time. CreativeXR is an opportunity for us to not only work with the brightest XR creators, innovators, and entrepreneurs, but lend our guidance and experience in the commercial world, connect them with our clients, and help them realise the true power of their work.” adds Mark Melling, Head of RYOT and 5G lead, EMEA at Verizon Media.

VRFocus will be attending the CreativeXR Showcase and Market to bring you all the latest updates.

20 Projects Selected for CreativeXR’s Second Year

In January Digital Catapult and Arts Council England began the application process for the second year of CreativeXR, an accelerator programme for immersive content prototypes. Today, they’ve announced the 20 successful candidates to receive funding and mentorship.

Digital Catapult

The 20 teams will each receive £20,000 of funding and access to immersive facilities and industry mentors, allowing them to focus on R&D to create riskier, content-driven projects using virtual reality (VR), augmented reality (AR), and mixed reality (MR) technology. They’ll gain guidance from industry experts from a range of organisations including: RYOT Studio, Royal Opera House, Serpentine Galleries, Science Museum, BBC, Unity, Abbey Road Studios, NBCUniversal, and the Royal Shakespeare Company.

“CreativeXR is all about encouraging the development of new formats leading to new markets for cultural applications of immersive technologies,” said Jeremy Silver, CEO, Digital Catapult in a statement. As a new medium, the ideas and approaches that can succeed are as likely to come from edges of contemporary art or from more commercially focussed industrial design. This year’s cohort is an inspiring combination of inventiveness, tech ability and commercial approach. We’re super excited to see them get started on their projects, and to be working again with Arts Council England.”

The 20 teams selected to join the CreativeXR programme are:

Photo credit: Tim Ireland/PA

“It’s fantastic to be working with Digital Catapult again on a second round of CreativeXR.  These projects demonstrate the potential of immersive content to produce new forms of creativity and cultural experience when artistic vision is combined with technology. We’re very pleased to have all the teams on board, and look forward to seeing their projects develop,”  Francis Runacres, Executive Director of Enterprise and Innovation, Arts Council England adds.

The programme will culminate in a final showcase event later this year, where teams will have the opportunity to pitch their prototypes to commissioners, distributors and financiers. As CreativeXR continues to support the UK’s arts and cultural sector, VRFocus will keep you updated on the latest developments.

Applications are now Open to Join Digital Catapult’s CreativeXR Programme

A year ago digital technology innovation centre Digital Catapult and the Arts Council England launched CreativeXR, a programme aimed at supporting the development of new virtual reality (AR), augmented reality (AR) and mixed reality (MR) experiences. Today, they’ve announced that applications are now open for CreativeXR 2019.

Digital Catapult

The initiative is looking to fund 20 immersive projects, with successful applicants able to receive up to £20,000 GBP of early-stage investment to develop their prototype. Those chosen will also gain access to mentoring from industry leaders, as well as Digital Catapult’s nationwide network of Immersive Labs and opportunities to pitch for further development funding.

For 2019 CreativeXR ‘is seeking submissions which focus on creative, consumer-facing experiences enabled by immersive technologies’ states a press release. Examples given include:

  • Artistic pieces
  • Cultural experiences (including those inspired by museum, gallery, library or heritage experiences)
  • New forms of storytelling (fiction or non-fiction)
  • New forms of interactive entertainment

“CreativeXR is about stimulating the strength of British storytelling and commissioning talent. Immersive technologies offer many new content opportunities to be bold and experimental in creating engaging and authentic experiences,” comments  Jeremy Silver, CEO, Digital Catapult, in a statement. “This collaborative effort with Arts Council England pushes UK creative startups to innovate in order to reach new audiences, tell new stories, and establish new business models. We hope it will encourage a new boldness in investors and commissioners too.”

Photo credit: Tim Ireland/PA

“We’re excited to partner with Digital Catapult again to recognise the best immersive content creators in the UK and offer them the support they need to reach their full potential,” says Francis Runacres, Executive Director, Innovation and Enterprise at Arts Council England. “The popularity of last year’s programme indicates the huge appetite for this kind of support, while the incredibly high-calibre of immersive experiences that emerged from it demonstrate the UK’s leadership in this space and potential for further growth.”

CreativeXR 2018 received over 1,000 registrations of interest and over 250 applications from its Open Call, seeing twenty teams create prototypes and five teams receive further funding to complete their projects. These five experiences will be previewed at a showcase event at Digital Catapult on 4th February 2019.

Interested applicants have until 17 February 2019 to submit their proposals. For further updates on the programme, keep reading VRFocus.