How VR Showed Me La Grande Jatte Like Never Before

Much has been made of what VR can do for art, but its overall direction remains sprawling and unwieldy.

Some want to break new ground, utilizing Tilt Brush, Quill and other apps to produce stunning new works that were previously impossible to make. Others have set up virtual galleries that preserve and present classics and more in all-new ways, which is an especially important approach at this difficult time. We’ve also seen apps like Art Plunge expand on works in surprising ways, taking us behind the frame.

Gaëlle Mourre, Quentin Darras’ (Hi)Story of a Painting is something else, though. This 20-minute experience, the first in a proposed series, is an ingenious history lesson that uses immersion and intelligent techniques to paint a history of Georges Seurat’s A Sunday Afternoon on the Island of La Grande Jatte. It’s also a powerful showcase of the importance of work like VR incubators like CreativeXR.

Georges Seurat's A Sunday Afternoon on the Island of La Grande Jatte
Georges Seurat’s A Sunday Afternoon on the Island of La Grande Jatte

CreativeXR continues to be a vital source of support for the UK arts sector. Serving as a sort of VR arts incubator/support system and established by Digital Catapult and Arts Council England, in years past it’s helped highlight experiences that put us in the shoes of journalists in dangerous situations, taken us to virtual theaters and even sent us back in time. You can see some of the past projects it’s support in one of our early VR Culture Show episodes below.

The 2020 selection continues to branch out beyond VR but also doesn’t forget its roots, showcasing some fantastic early work for projects like Blood Speaks: Maya, a sort of concept origin story for a taboo-breaking superhero that highlights the importance of representation in today’s media landscape.

Equally impressive is SONG, a new take of 360 degree performances that feels fresh and vital amidst the backdrop of the global pandemic, and IAmMusic, which switches gears as a creative tool that imagines instruments not possible in the real world.

Many of these projects are, as usual, in their early stages and exist more as pitches for the next steps than full experiences in their own right. But it’s (Hi)Story of Painting that really highlights why this support is so crucial; it’s not something likely to move units on the game-focused Oculus Quest and PlayStation stores despite being arguably one of the most immersive and impressive experiences you can see in a headset today.

The piece builds a living history of Seurat’s life as context for his most iconic creation. Brilliantly, as narration paints the picture, the story is realized around you in Seurat’s own style. Scenes are built up and deconstructed as part of the tour, with La Grande Jatte always in clear view, as if each piece of information is a part of the meta-puzzle that contributed to its creation.

History of Painting VR

But it’s not just a history lesson, the piece culminates in a fascinating deep dive into the individual elements of the painting, leaving its meaning open to interpretation whilst simultaneously guiding you through its various elements — some harder to spot than others — to help give you the context you might need to come to your own conclusions about its meaning.

Perhaps most tellingly though, given distance from watching the experience, I remember the story it told me. I’ll confess that isn’t something that’s happened to me often watching art documentaries or researching pieces in a gallery. I could easily see an experience such as this helping thousands of people engage with and understand better the art the defines the world’s culture.

Like other projects at the CreativeXR showcase, it’s not clear when and if (Hi)Story of Painting might be viewable on home headsets – the consumer market still doesn’t feel ready to wholly embrace these types of experiences. It’s likely to do the usual (or in 2021, unusual) festival circuits, including a showing a SXSW next month, before it comes home. Until that time, though, I’m really glad we have groups like CreativeXR to keep VR creativity alive.

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.

Groundbreaking Indie VR Projects, Taking Flight & Tracking Hands || The VR Culture Show

It’s been a busy week for VR gaming but, as we all know, VR is doing so much more than games! Let us prove it to you with the second episode of The VR Culture Show!

Last time we were at the Raindance Film Festival in London. For this month’s episode, we’re focusing in on a bunch of different areas. For starters, we’re at Digital Catapult’s CreativeXR showcase in London, where we’re meeting some groundbreaking independent developers working on truly exciting VR and AR projects. CreativeXR looks to support the arts in the UK by finding funding for projects that aren’t traditional games or products.

We talk with developers about how important the funding stage of their projects is, and why they’re approaching these technologies from such unique angles. Ideas including a journalist training simulation for intense situations and a theatrical production that strips out the headset and uses VR tracking tech to distort the audiences reality!

Elsewhere we’re checking out Fly, a remarkable VR installation that gives users a real sensation of flying in VR. Created by Charlotte Mikkelborg, the experience takes you on a history of man-powered aviation, using a rig to tilt and turn your body. It’s quite an incredible piece of work.

Finally, ManusVR stopped by to show us the latest with its enterprise-level hand-tracking VR gloves.

We’re still getting to grips with The VR Culture Show, so be sure to let us know your thoughts. Did you like today’s episode? Is there something specific you think we could cover? Let us know and we’ll see you for the next episode!

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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.

CreativeXR Funds 20 UK Studios Working On New VR/AR Projects

CreativeXR Funds 20 UK Studios Working On New VR/AR Projects

A few months back CreativeXR launched its second year of funding opportunities for UK studios. The initiative, put together by Digital Catapult and Arts Council England, was looking for teams working on experiential VR and AR projects. This week, the programme revealed the 2019 recipients.

CreativeXR gave 20 studios a grant of £20,000. They span the breadth of the UK and feature a few names you might have seen before. Familiar faces include No Ghost, the animation studio behind the Madrid Noir series. 59 Productions, the maker of UploadVR award-winner, Nothing To Be Written, is also included. We’ve got the full list of studios below.

“These projects demonstrate the potential of immersive content to produce new forms of creativity and cultural experience when artistic vision is combined with technology,” Francis Runacres, Executive Director of Enterprise and Innovation, Arts Council England said in a prepared statement. “We’re very pleased to have all the teams on board, and look forward to seeing their projects develop.”

Alongside the grant, CreativeXR will also provide access to mentorship, including support from a new partner, RYOT Studio, as well as others like the BBC, Unity and Royal Opera House.

Back in February, we took a trip to see some of the successful recipients of last year’s programme. We were treated to some amazing VR experiences like Commons Grounds, a short documentary detailing the decline of London’s Aylesbury Estate. With any luck, this year’s winners will produce something as equally as compelling.

Full List Of Winners

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.

CreativeXR Finds Amazing New Uses For VR In The Arts Space

When Something Happens Educational VR

An audience member sits in the center of the room. He adorns an HTC Vive Pro and finds himself sitting at the end of a bed. We can see what he sees via a monitor at the back of the room. He looks toward a mirror and sees his virtual self. Leaning in for a closer look, he raises his hand to wave. Despite not wearing any extra gear or carrying any controllers, the reflection waves back.

Opposite the participant sits a man clad in Vive Trackers. They form a makeshift motion capture suit that brings him into the virtual world. He’s imitating the audience member’s every move. It’s done with such precision that he really believes his movements are being mirrored in VR. Everyone in the room is completely silent and utterly transfixed. We’re equal parts enraptured by this small miracle and terrified that one slight noise might shatter the illusion. Without even entering VR, we’re all a part of the experience.

It’s Creative XR’s mission to make experiences like this a reality. The UK programme is assembled by tech innovation center Digital Catapult and Arts Council England. Every year it puts out a call for artists and studios to pitch projects that go beyond gaming. Successful applicants get funding and access to resources. As this year’s application process kicks off, CreativeXR gathered 2018’s recipients in one space to showcase their latest work. Together, they make a compelling case for VR’s inclusion in the arts space.

And that’s an important case to make. As Ben Lane, Senior Manager, Enterprise and Innovation at Arts Council says, these projects “probably wouldn’t happen” without this help.

“It’s easy to see how these technologies can be employed in games, but the technology also has potential as a creative medium beyond this,” Lane adds. “The ability of immersive technology to provide innovative experiences for audiences – new ways of telling stories, immersing people in different environments, both real and imagined and to nurture empathy – is obviously fertile ground for artists to explore.”

Reinvigorating History And Science

Over the course of an afternoon, I explored that ground. I was whisked away to the edge of time and history to face truths both awe-inspiring and uncomfortable. Some projects, like All Seeing Eyes’ Immersive Histories, explore well-trodden paths for VR. The company’s build out a wooden rig to resemble a Lancaster bomber used in the second world war. You strap on a headset and find yourself in the middle of the storied Dambusters raids that saw British fighters destroy the Mohne Dam in Germany in 1943.

It’s a cramped, atmospheric piece designed to root you in the moment. If anything it showcases the need to support these sorts of projects; I only wished it could have enjoyed the sorts of production values Oculus or PlayStation would lavish upon their portfolios.

Speaking of Oculus projects, I found a fitting companion piece to the awesome power of Spheres in When Something Happens. This VR short from Boom Clap Play, written and narrated by poet Boston Williams, skews a little younger than the Darren Aronofsky-produced series but covers similar ground in similar fashion. It’s a digestible exploration of the world around us packed full of memorable sights and sounds. I could just as easily see it touring schools across the country as it could festival circuits.

Shining A Spotlight On Society

But it was Common Grounds, the latest output from Darren Emerson’s VR City, that I found to be the most striking. In the past the studio broke ground in the VR documentary space with pioneering 360 degree shorts. Common Grounds, meanwhile feels like a step beyond that work, seamlessly mixing 360 with fully interactive VR to create a long-form piece that captures your attention and doesn’t let go.

This tells the story of the Aylesbury Estate, a massive London housing state that’s subject to a regeneration project uprooting the communities that had lived there for decades. It’s something that speaks for itself; the words of current tenants fighting to remain in their homes and even a former police officer assigned to the estate are powerful tools to combat any initial assumptions you might make. But you don’t just have to take their word for it; incredibly detailed virtual recreations of homes and stairwells paired with sweeping panoramas of the enormous site truly give you the sense that you’ve visited the complex for yourself.

Evolving Theater

Of everything on show last week, though, Limbik’s Fatherland irrefutably garnered the most attention and for good reason. It’s a VR play where an audience member is invited to put on a headset and become actor, director and cinematographer all at once. It follows a tense relationship between a father suffering from dementia, his overly protective son and their Mexican carer. A solo actor plays every part, using the Vive Trackers to seamlessly shift into different roles. At one point, lulling you into a false sense of security, he becomes a virtual crow and shrieks in your ear before dancing from side-to-side.

It’s quirky, shaky and experimental, but bursting with creative potential. The challenge will be to reign in the awesome technical achievement it represents to a state that doesn’t drown out the story. Fatherland feels like it could have a template for something extraordinary but finding exactly what that is under the weight of so much possibility and technicality is no easy task.

As for Lane, he wouldn’t pick a favorite from the bunch, but he says that it was important to focus on the innovation rather than the technical proficiency that these projects explore.

“Sure, they don’t have the level of polish that the new Angry Birds game does, but that kind of misses the point,” he explains. “The main point of the programme was to allow experimentation with the medium. I think these projects and the fact they’re all completely different from each [other] has really achieved that showing two things. Firstly that content or types of content (ie form) is as important as the technical polish (style) and that allowing experimentation is necessary for these to be explored. The second is that you can make compelling and original content with relatively modest sums of money.”

Quite an eclectic line-up, then, and certainly one of the more exciting VR showcases I’ve seen of late. Sometimes playing shooters and puzzle games can leave you feeling VR’s been exhausted already. CreativeXR’s line-up proves that the truth is quite the opposite.

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CreativeXR 2019 Offers UK VR/AR Devs Up To £20,000 In Funding

CreativeXR 2019 Offers UK VR/AR Devs Up To £20,000 In Funding

Looking to develop your dream VR app but don’t have the funds to get started? Live in the UK? CreativeXR might be for you.

Applications for the 2019 edition of the immersive tech initiative opened this week. CreativeXR is run by Digital Catapult and Arts Council England and looks to give developers a helping hand. 20 successful applicants will be awarded up to £20,000 in early stage funding to develop prototypes. These could be for VR or AR experiences including art apps, cultural experiences and interactive storytelling. Funding for these types of experiences is essential while VR continues to largely appeal to the gaming audience.

The video above shows you what to expect. The programme lasts 12 weeks.

Studios will also receive access to mentorship and Digital Catapult resources. That includes the use of Immersive Labs in Belfast, Brighton, London and North East Tees Valley. Focus workshops will also run throughout. At the end of the programme, you’ll be able to pitch your project at a commissioner showcase. It’ll be a chance to then take your project to the next stop.

Jeremy Silver, CEO, Digital Catapult, said he hopes the scheme will “encourage a new boldness in investors and commissioners too.”

Of the 20 companies selected last year, five went on to create full experiences. They include educational experiences like Immersive Histories from All Seeing Eye and more experiential pieces like Fatherland from Limbik. Other teams that created prototypes include Hammerhead studios with Stein and Aardman Animations with CODA.

Want to give it a shot? You have until by 17th February to apply via an official website. Good luck to all who enter!

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