VR Movies Dear Angelica And Henry Arrive On Oculus Quest, But You Should Watch Them With Link

Two of Facebook’s first in-house experiments in VR movie-making, Henry and Dear Angelica, have been uncovered on Oculus Quest. But, in our opinion, you shouldn’t watch them there.

The short films are available to download for free (you may need to search in the Oculus Store on browser to find them but Henry is here but Dear Angelica is here). Reddit users uncovered both apps, though it’s not clear if they’ll get featured release slots on the store.

Note that these are not Oculus Go apps that you can download from the Go store as you can others; they’re full, native Quest downloads. Despite this, both apps are the same 3D 360 video version seen on Go as opposed to Rift; there’s no positional tracking in either experience. We can’t find Story Studio’s very first film, Lost, on Quest at this point in time.

Henry was one of the first releases under the Oculus Story Studios banner, launching on Rift in 2016. The short film, narrated by Elijah Wood, stars a lonely hedgehog looking for companionship on his birthday. It’s a sweet, experimental piece that resembles a Pixar short.

Dear Angelica, meanwhile, was Story Studio’s last release before Facebook shuttered the team in mid-2017. Built inside Oculus Quill, the experience tells the story of a daughter reminiscing over her mother’s Hollywood career. It was a powerful experience that’s still worth watching today.

Both Henry and Dear Angelica’s Go releases used a 5K 3D 60FPS video player code made by John Carmack. We can’t say for sure but it looks like these Quest releases use it too. That said, given that both of these experiences only offer 3DOF movement, we’d recommend instead seeking them out on PC with an Oculus Link cable if possible. Doing this will allow you to move your head around in VR just like you can in other Quest games. That’s really how these films were first intended to be seen.

Members of Story Studio went on to create Fable Studio, best known for its 2019 series, Wolves in the Walls. Facebook, meanwhile, continues to lend support to other VR movies and experiences in production, though to the best of our knowledge doesn’t produce such apps in-house.

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Wolves In The Walls Chapter 3 Is A Thrilling Conclusion To Lucy’s Story

Wolves in the Walls, the VR adaptation of Neil Gaiman and Dave Mckean’s classic children’s book by the same name, reaches its thrilling conclusion with the release of Chapter 3: They’re Everywhere! out today for Oculus Rift.

From the opening moments of the first chapter to the closing moments of the finale, Wolves in the Walls is a gripping, emotional story that feels not only enhanced by existing exclusively in VR, but feels like that’s the only way it could be experienced.

In it you take on the role of Lucy’s seemingly “imaginary” friend that she draws out of chalk. When no one believes her that wolves are living in the walls she has to create someone that will.

“No one believes Lucy, so she had to go as far as to create someone who does… that’s why she created us, the audience, her imaginary friend,” said Jessica Shamash, Wolves in the Walls VR co-creator. “A companion, someone who will listen to her and go on this adventure with her. We are responsible for creating the inciting incident. By taking a photo, and getting evidence of wolves, you send Lucy on her quest. It’s as if you gave Harry Potter his wand, or you steal the bicycle in The Bicycle Thief. Your actions are that important. It’s not Lucy’s picture who gets proof, it’s yours. You finally provide the evidence she’s been looking for.”

Lucy doesn’t just exist to let you watch her experience things as a passive viewer, but looks to you as an active participant throughout and the degree of believable interaction on display here is a spellbinding kind of magic that I hope to see in VR far more often going forward. The team at Fable managed to make me truly care about a fictional, digital character.

It’s both the small things, like how she believably follows you with her eyes and seems aware of your physical space inside the digital world, and the major things, like how she speaks with you directly and remembers your actions. Those memories and callbacks to previous Chapters in the narrative and further establish Lucy as a virtual character that really feels alive.

“This is an experience about togetherness, a relationship between a character, Lucy and a person, You,” say co-creators Pete Billington and Jessica Shamash. “This is about a child’s imagination and taking you back to your childhood friendships. The feelings where anything was possible and everything was larger than life. It’s seeing the world through an 8-year old’s eyes. We go so far as to rescale you to Lucy’s height, which creates this intimate bond and connection so you are literally seeing the world through her eyes. You’re not just watching a character’s story, you’re a part of it. “

At the end of Wolves in the Walls: They’re Everywhere! there is a tease of what’s to come next. The next step in the story is Whispers in the Night, which will further lean into the memories Lucy has formed with you and carry them over into the forthcoming new experience. Whispers in the Night is reportedly focused even more on building and expanding your relationship with Lucy so I can’t wait to see where things go next.

Fable have done incredible work with Wolves in the Walls — even winning an Emmy for their efforts — so I’m absolutely strapped in for wherever they take me next.

wolves in the walls lucy all cover art work


The entirety of Wolves in the Walls is available FOR FREE for Oculus Rift on Oculus Home today as of 10AM PT and we highly recommend checking it out. Additionally, Fable is putting on the Virtual Beings Summit on November 19th in Los Angeles, CA with speakers from the worlds of virtual assistants, influencers, and machine learning/AI.

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Hands-On: Wolves in the Walls’ Convincing Character Interactions Left Me In Awe

Hands-On: Wolves in the Walls’ Convincing Character Interactions Left Me In Awe

I’m a sucker for convincing characters in VR experiences. Some of my favorite moments in different VR apps came from the characters I interacted with and the sense of presence they afforded me. Things like eye contact, subtle movements and mannerisms, or even just quality voice acting all go a long way towards making a VR environment feel more real. These are all things that Wolves in the Walls by Fable Studio excels at.

Based on the Neil Gaiman story by the same name, Wolves in the Walls tells the tale of a cute, scared, and lonely little girl named Lucy that lives in an attic. She is certain that wolves live inside the walls but no one will believe her. That is, until you see them too and begin to understand this bizarre, strange world she lives in.

Check out the debut trailer for Wolves in the Walls below:

At a pre-Sundance screening this week we got to see a small slice of the first chapter of the experience and I came away completely in awe. The very start is nothing but a black void as swirling lights appear in front of me and I hear a faint murmur of a little girl’s voice and then poof — I’m standing in an attic in front of a little girl holding a pencil. She looks up at me and remarks that she “drew me too tall” and erases me. Back to black.

Soon, I’m back again at a shorter height — closer to her own — and she starts talking to me like I’d been there all along.

The stylized, slightly cartoonish visual style fits the tone perfectly and immediately grants the small girl a sense of believability. She wanders around the room, fiddling with things in corners and peering down at a notebook, or pictures, or even just whatever she’s holding. When she looks up to speak she makes piercing eye contact and commands my attention, just as a real person would. At one point she goes to hand me a camera, but looks away to keep doing what she was doing as I walk over to grab it with my Oculus Touch controllers.

It feels like she’d continue rambling and rummaging even if I weren’t there and that this is a world I’m becoming a part of, rather than a passive story that’s being told to me through VR.

Holding up the camera I snap a picture of her drawing and writing in her notebook and she startles, telling me to focus on getting proof of the wolves, not her.

After shaking the polaroid out and letting it develop it becomes clear — there is clearly a wolf on (or rather “in” as it were) the wall right behind her. Creepy.

You can see how I discovered it using a magnifying glass like in the GIF below:

Just before this Lucy had been running around the room pointing out all of the different sounds she’d heard from the scratching and clawing to the howling in the distance. The lighthearted tone and visual style can’t hide the sinister, somewhat nightmarish underpinnings of this story that evokes a slow-building sense of dread.

I only got to see about 10 minutes of this VR app, but I can’t wait to see more. This is easily now one of my most anticipated non-game applications of VR to date. It’s on display at Sundance this weekend.

Let us know what you think of it if you try it or what you think of it from reading here down in the comments below!

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Fable Studio Emerges From the Ashes Of Oculus Story Studio

Fable Studio Emerges From the Ashes Of Oculus Story Studio

Members of the ground-breaking Oculus Story Studio team are announcing a new company, Fable Studio, with a premiere this week at the Sundance Film Festival of the final project born at Facebook.

Wolves In The Walls is about an interactive little girl named Lucy and it was what Oculus Story Studio was working on when Facebook shuttered it last year. The group consisted of creators from the likes of Pixar and turned out three critically acclaimed shorts for VR — Lost, Henry, and Dear Angelica that stood as examples of state-of-the-art VR software design in 2015, 2016, and 2017. The division was closed not long after Google veteran Hugo Barra took over control of Facebook’s VR efforts last year. Facebook, however, agreed to support the continuation of Wolves In The Walls, which is adapted from a book by Neil Gaiman. The first chapter of what is planned as three installments for Wolves In The Walls premieres at Sundance.

Speaking with Fable co-founder Edward Saatchi, he tells me the studio aims to find a sweet spot where they can make money from the sale of VR (and AR) experiences built around interactive characters and compelling stories. Some independent VR game creators with small teams seem to be able to achieve millions in gross revenue by putting their projects on digital storefronts like Steam, the Oculus Store, and Sony’s PlayStation Network Store, and charging anywhere from roughly $15 to $40. These games generally offer hours of content or high replayability. Non-game experiences — essentially short stories presented with limited interactivity in VR — are having a tougher time at it.

Beautifully animated characters in stories from startups like Baobab, The Virtual Reality Company, and Penrose are generally offered for free targeting a wide user base on phone-based headsets such as the Gear VR. An exception to that general rule would be VRC selling Raising A Rukus at around $4 — one of the first examples of this kind of content seeking sales over wider recognition. With Fable Studio, Saatchi initially wants to test whether buyers are willing to pay around $1 for 10 minutes of content centered on interactive characters.

Eva from the upcoming Fable project named Origin.

Saatchi and co-founder Pete Billington are hoping that multi-disciplinary creators can produce compelling content quicker and cheaper than ever before using “made in VR” software like Quill, Tilt Brush, and Blocks.

The last project at Oculus Story Studio, Dear Angelica, was developed in tandem with VR creation software Quill. Dear Angelica is a touching experience using compelling audio with so-called “quillistrations” that aren’t exactly animated but still come to life. Wolves In The Walls was already in development before Quill was ready, so it isn’t made in VR, but future projects revealed by Fable Studio are hand-made in Quill and other “made in VR” tools.

Teaser image from another Fable project named Derailed.

“We aren’t necessarily thinking of ourselves as a VR movie studio anymore, as much as a company trying to solve a really hard problem — which is interactive characters,” said Saatchi. “Years ago the thought was that the holy grail was a two hour VR movie — I’m not convinced that’s the holy grail anymore.”

Saatchi clarifies that Fable isn’t exactly an artificial intelligence company. Right now they want to focus on the constraints of hardware and level of interactivity possible with current VR systems to develop stories and characters that lead you on a journey rather than, say, respond to your every whim.

Another project from Fable called Magic River Yacht Club.

The upcoming slate after Wolves in the Walls includes:

  • ORIGIN – A group of artists work together to solve a virtual reality scavenger hunt to recover stolen art,
  • 10 – 10 is an illustrative real-time documentary using Quill to explore a real-life story,
  • DERAILED – A social virtual amusement park ride with the theme of sleep anxiety,
  • MAGIC RIVER YACHT CLUB – The viewer follows a giant salmon and its crew up river as they compete in a 500 mile regatta.

Teaser image from the VR project 10 from Fable Studio.

I checked with Facebook and confirmed that Quill is still in active development, so as that software and other VR creation tools improve, Fable is poised to continue the journey started by Oculus Story Studio innovating compelling stories at the very cutting edge of spatial computing.

“We’ll use the tools to meet the project but made in VR is an untapped way to make VR and AR movies,” Saatchi said.

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Oculus Story Studio’s ‘Wolves in the Walls VR’ to Premier at Sundance

Wolves in the Walls, the terrifying children’s book from Neil Gaiman and Dave McKean, is getting its own VR experience. Created as one of the last projects of the now-defunct Oculus Story StudioWolves in the Walls VR is making its debut at Sundance Film Festival this year.

Oculus Story Studios created three VR experiences before Facebook shuttered the studio back in May; Dear Angelica, Lost, and Henry. The studio’s highly-polished experiences were created to showcase the promise of gripping VR narratives, and while the mission was more or less completed, Wolf in the Walls VR was left unfinished.

According to a report by Variety, most of the Story Studio team couldn’t accept that Gaiman’s VR adaptation was left unfinished. Despite officially disbanding, a majority of the team stayed together to quietly work on the project, which fortuitously received additional funding from Oculus as well.

image courtesy Oculus

Wolves in the Walls follows the ever-imaginative Lucy as she hears wolves crawling in the walls of her family’s home. Stepping into the shoes of Lucy’s imaginary friend, executive producer Saschka Unseld says the experience aims to solve the puzzle of “how to organically combine​ ​a​ ​compelling​ ​and emotional​ ​story​ ​with​ ​interactive​ ​worlds​ ​and​ ​characters.”

New York-based immersive theater company ​Third​ ​Rail​ ​Projects developed the story’s choreography, and was directed by DreamWorks Animation veteran ​Pete​ ​Billington and ​Jessica​ ​Shamash, known for her work at Pixar.

image courtesy Third Rail Projects

“After​ ​Henry,​ ​we​ ​knew​ ​that​ ​we​ ​wanted​ ​to​ ​created​ ​a​ ​deeply​ ​interactive​ ​character.​ ​Something​ ​that​ ​wasn’t​ ​passive​ ​or bound​ ​to​ ​the​ ​rectangular​ ​format​ ​of​ ​traditional​ ​media,” Billington said in a prepared statement.

“Lucy​ ​was​ ​our​ ​friend.​ ​We​ ​cared​ ​for​ ​her.​ ​She​ ​felt​ ​more​ ​than​ ​a​ ​3D​ ​character,” Shamash added.

The first chapter of Wolves in the Walls VR is set to premiere at Sundance in January, with two additional chapters currently in the works, although release date is uncertain at this time.

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Oculus Story Studio’s Final Project Premieres At Sundance

Oculus Story Studio’s Final Project Premieres At Sundance

Earlier this year Facebook shut down Oculus Story Studio, its internal division meant to lead by example and explore storytelling concepts within VR. The group was composed of top notch creators from studios such as Pixar and they built three VR stories, each of which were engrossing and impactful. In retrospect, Lost, Henry and Dear Angelica look like building blocks for VR storytelling. For many early VR adopters, disbanding the group meant losing an early VR innovator and the insights which could be gleaned from their work.

It turns out, though, the group had one more project in the works and with continued funding from Oculus, Wolves in the Walls VR will be premiering at Sundance in January.

“We hope Wolves in the Walls will inspire people to make VR movies way more interactive with characters who actually care that you’re really there with them,” said executive producer Edward Saatchi, in a prepared statement.

For those unfamiliar, the first project from Oculus Story Studio — Lost — placed you in a dark forest as a giant robot arm searches for its owner. It made excellent use of the sense of presence you can feel in VR, immersing you in the sights and sounds of a forest while using scale to intimidate the visitor. The group also produced Henry and Dear Angelica, each of which were recognized by the Emmy awards. Henry placed you in the house of this adorable hedgehog who wanted a hug for his birthday. At one point Henry acknowledges your presence in the slightest way by making eye contact with you, hinting at the interactivity that’s possible with intelligent characters in VR. Meanwhile, Dear Angelica demonstrated VR as creation platform, produced largely in VR creation app Quill as its story paid homage to the movies and TV of yesteryear.

Wolves in the Walls is a story from Neil Gaiman releasing exclusively on the Oculus platform with former members of the Oculus Story Studio team shepherding its production. Unlike earlier projects, however, this one means to have a main character — a little girl named Lucy — with whom you interact in different ways. With your help, she aims to discover what’s hiding inside the walls of her house.

“After​ ​Henry,​ ​we​ ​knew​ ​that​ ​we​ ​wanted​ ​to​ ​created​ ​a​ ​deeply​ ​interactive​ ​character.​ ​Something​ ​that​ ​wasn’t​ ​passive​ ​or bound​ ​to​ ​the​ ​rectangular​ ​format​ ​of​ ​traditional​ ​media.​ ​So​ ​we​ ​met​ ​with​ ​as​ ​many​ ​game​ ​developers​ ​and​ ​immersive storytellers​ ​as​ ​we​ ​could.​ ​ ​We​ ​learned​ ​a​ ​ton​ ​about​ ​what​ ​made​ ​compelling​ ​interactive​ ​moments​ ​that​ ​didn’t​ ​distract​ ​from the​ ​narrative​ ​arc.​ ​This​ ​is​ ​what​ ​ultimately​ ​shaped​ ​Lucy’s​ ​behavior,​ ​and​ ​what​ ​sets​ ​her​ ​apart​ ​from​ ​what​ ​we​ ​did​ ​before.​,” said Director Pete​ ​Billington,​ ​in a prepared statement.

The project is directed by Billington and choreographed by immersive theater company Third​ ​Rail​ ​Projects, with Jessica Shamash producing. Lucy is said to be driven by artificial intelligence and able to change her performance based on the actions of the player, reacting with different dialog and emotions depending on what you do. The plan is to offer looks into the production’s progress through a Facebook page.

“No​ ​one​ ​has​ ​yet​ ​cracked​ ​what​ ​the​ ​promise​ ​of​ ​storytelling​ ​in​ ​VR​ ​is:​ ​How​ ​to​ ​organically​ ​combine​ ​a​ ​compelling​ ​and emotional​ ​story​ ​with​ ​interactive​ ​worlds​ ​and​ ​characters.​ ​Wolves​ ​In​ ​The​ ​Walls​ ​will​ ​be​ ​exactly​ ​that,” said ​Saschka​ ​Unseld, Executive​ ​Producer, in a prepared statement.

It is only the project’s first chapter appearing at Sundance, suggesting there is more story the creators hope to unlock with Lucy through additional installments.

“When​ ​Dave​ ​McKean​ ​created​ ​the​ ​visual​ ​imagery​ ​and​ ​ideas​ ​for​ ​The​ ​Wolves​ ​In​ ​The ​Walls,​ ​he​ ​combined photography,​ ​painting​ ​and​ ​drawing​ ​to​ ​create​ ​different​ ​levels​ ​of​ ​reality.​ ​I​ ​love​ ​that​ ​we​ ​can​ ​take​ ​people​ ​into​ ​the​ ​world that​ ​Dave​ ​built,​ ​hyper-real​ ​and​ ​abstract​ ​at​ ​the​ ​same​ ​time.​ ​That​ ​the​ ​world​ ​they​ ​will​ ​be​ ​in​ ​will​ ​be​ ​a​ ​new​ ​world,”​ ​said Neil Gaiman, in a prepared statement.

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Oculus Story Studio may Have Closed but Quill Lives on With new Update

Back in May Oculus made the surprise announcement that its internal animation arm, Oculus Story Studio, would be closing its doors. The studio was fundamental in the development of Quill, a virtual reality (VR) illustration tool that the team used to create Dear Angelica. For Oculus Touch owners who use Quill it seems the software hasn’t been abandoned, as today a new update has gone live.   

Making the announcement on a Facebook post, Quill hasn’t some much received any majorly new additions, more just  a lot of UX and performance improvements.

“The Gallery has four new featured Quillustrations for you to enjoy. The 360 mono and stereo image import will enable artists to bring in 360 images that could be used as matte paintings,” the post explains. “With 3D sound support, you can now spacialize audio by placing the sound sources in 3D space as regular wave or ambisonic sound files. The colorizer has a new opacity mode with which you can change the opacity of existing strokes.”

Quill - Wesley Allsbrook

Not only will artists be reassured that Oculus is still supporting Quill with this new update, they’ll also be pleased to hear that more improvements will be added in the future.

Celebrating the updates release, Oculus has showcased a new piece by Goro Fujita, called “Left Brain – Right Brain” which can be viewed below.

VRFocus will continue its coverage of Quill, reporting back with further announcements.

Quill Update Release Notes:

  •  Added 360 mono and stereo image import (with transparencies) in both equirect and cubemap formats
  • Added 3D sound
  • Added Opacity blend mode
  • New gallery Quillustrations
  • Fixed Line tool
  • Fixes to FBX exporter
  • Fixes to precision for expansive drawings
  • More accurate color picking and autograb
  • Joystick left/right is undo and redo
  • Joystick up/down is new layer and merge layer
  • Several other UX improvements
  • Several other general fixes

VR Experiences Get Emmy Award Nominations

Virtual reality (VR) has been steadily gaining recognition from the mainstream entertainment industry, but very few forms of recognition are more prestigious than the Emmy Awards. The 69th Emmy Awards nominations have been released, and the list includes six VR experiences.

While the Emmy’s have not gone so far as to have a separate VR category, but two categories have VR included in the nominations list, ‘Outstanding Original Interactive Program’ and ‘Outstanding Creative Achievement in Interactive Media Within a Scripted Program’.

DearAngelica

Outstanding Original Interactive Program:

  • Dear Angelica – Oculus Story Studios – Oculus
  • Mission: ISS – Oculus – Magnopus / Oculus
  • The People’s House – Inside The White House With Barack And Michelle Obama – Samsung / Oculus – Felix & Paul Studios and Oculus

Outstanding Creative Achievement in Interactive Media Within a Scripted Program:

  • The Mr. Robot Virtual Reality Experience – USA Universal Cable Productions, Here Be Dragons, Esmail Corp. and Anonymous Content
  • Stranger Things VR Experience – Netflix – Netflix and CBS Digital
  • The Simpsons – Planet Of The Couches – play.google.com – Gracie Films in association with 20th Century Fox Television and Google Spotlight Stories

Several of the nominated titles, Dear Angelica, Mission: ISS and The People’s House were produced by Oculus Story Studio, which was recently closed, though Facebook says funding for non-gaming content it set to continue to allow for the continued growth of the market, with $50 million (USD) of its VR investment heading towards that goal.

The Emmy Award ceremony will be broadcast on 17th September, 2017. You can see the full list of Emmy Nominations here. VRFocus will bring you further news on any VR titles that make it.

What Oculus Story Studio Taught Us About VR Storytelling

What Oculus Story Studio Taught Us About VR Storytelling

So here’s a confession: before Oculus announced it was closing down Oculus Story Studio last week, I hadn’t actually seen any of the team’s VR movies from start to finish. In the ever-growing backlog of VR content that continues to increase by the week, I just hadn’t set out the time to sit down (or stand up) and properly dive into them yet. Fueled somewhat by guilt, I decided now was as good a time as any to do that.

So I did VR’s first binge watch. It lasted about half an hour.

I think we can all agree Story Studio didn’t get the time it deserved to realize its full potential, though it’s important to understand that its goal wasn’t necessarily to be the leading VR filmmaker. If its mission statement from early 2015 is to be believed, this was a team that was more interested in charting the path to making effective VR movies so that others might walk it. Obviously its films were meant to be enjoyed, but the studio wanted to be educational, dissecting both its success and failures for the next generation of VR filmmakers to learn from.

So the question is simply this: what did we learn? Let’s take a look at the three movies it made over the past two years to find out.

Lost

As Story Studio’s first project, Lost displays earnest beginnings and a big heart that leave you a little underwhelmed. Lasting mere minutes, it follows a detached robotic arm, lost in a forest and obediently calling for its owner. You can see a whole lot of Brad Bird’s The Iron Giant in it.

You might call Lost ‘VR Movie Making 101’; it feels like a template for the basics more than anything else. The camera is nestled away behind some leaves, making you a hidden onlooker, privileged to be witnessing the scene unfolding in front of you, a similar technique to when your friendly rabbit pal hides behind you in Baobab Studio’s Invasion. It also plays with some of the bread and butter elements of VR immersion, like the wow-factor that comes with scale, the tug of the heart strings that you’ll feel when you make direct contact with a saddened character, and the inescapable allure of watching things buzz around your head. It’s very much a lesson in the initial wonder of VR, much like some of the early content from studios like Within.

The result is something wonderfully sweet; the lost hand melts your heart by wagging its tail as it waits for its master to come and retrieve it. As well-intentioned as it is, though, Lost ultimately does little to leave an impact on you as its credits start to roll. It was just the very tip of the iceberg of what VR can do with storytelling, more of a trailer for what the studio and the wider industry might be able to flesh out one day. For Story Studio itself, though, it no doubt laid essential foundations for the team to get up and running.

Henry

Henry, meanwhile, was a much bigger deal, proudly touted by Oculus for winning an Emmy after launching alongside the Rift (as did Lost, though with very little said of it). Here was Story Studio’s first real push into — I’ll just say it — Pixar territory. It resembled the animated shorts the studio would run before one of its bigger features.

Henry the hedgehog, as Oculus executives would repeatedly tell us, just wanted to be loved. Sadly whenever he attempted to hug someone, he ended up stinging them with his spikes. You joined the little critter on his birthday, where he prepares a little party for himself and makes a wish for some real friends. Would you believe that he might just get what he asked for?

Though undeniably charming, it’s hard to shake off the slight feeling of cynicism that comes with anything that so closely echoes the beloved creators of Toy Story and Finding Nemo, but Henry does at least bring the invention of VR to the table. Imagine watching something like Pixar’s Presto, in which a magician and his rabbit come to blows, only feeling like you were really in the audience watching the mayhem unfold. Story Studio hoped this presence would help you grow a stronger bond with Henry.

The film doesn’t quite possess the intelligent story-telling techniques of its contemporaries, though. It’s somewhat clumsily introduced with narration from Elijah Wood, who lays out the story as photo frames appear from the dark. This feels like a piece that would have been more memorable without any spoken words; we could have sussed out Henry’s isolation for ourselves by spotting the clues dotted around his apartment. Self-discovery could be one of VR storytelling’s defining traits, and this fails to capitalize on that.

But, crucially, Story Studio was open and honest about its mistakes with Henry. As lonely as he might get during the film, he’d always shoot you a sad sideways glance, acknowledging your presence. That sort of meant that, really, he wasn’t alone; we were there with him. For Story Studio to really achieve its goals it had to exhibit what didn’t work just as much as it showed what did, and Henry definitely gave creators some pointers (pun intended) on what to avoid.

Dear Angelica

If you want to see how filmmakers can grow in VR, look no further than the journey Story Studio took from Lost to Dear Angelica, its final and easily most memorable piece. It was created with the Quill software that it would also release for free.

From the opening few moments it’s clear that Angelica is considerably more evolved than its predecessors, depicting a young girl recalling memories of her deceased mother via the movies she starred in as a successful actress. Scenes are painted into reality like a lucid dream, with elegant brush strokes that you can’t help but follow as they wind around you, slowly transporting you from the lonely confines of a bedroom to the fantastical sights and sounds of Hollywood,  providing idealized metaphors for Angelica to be remembered by.

It’s a masterclass in using your imagination, blinding you with bold and brilliant colors, creating images you long to reach out and touch, and cleverly avoiding immersion-breaking clipping by having paintings fade the closer your head gets to them. If Lost shows you how cool it is to see big things in VR, Angelica teaches you about the intimacy of doing something much smaller. It’s most striking scene shrinks its characters down to a tiny diorama which you have to lean in to get closer to. This is some of the most intelligent storytelling I’ve seen in VR, successfully translating the tricks that traditional cameras can use to evoke emotion into fully fleshed out VR transitions. The movie tampers with distance and erratic progression in similarly affecting ways.

Dear Angelica is a lesson in throwing out conventions and forgetting the rules. Ignore what you know about capturing images on a flat rectangle; approach a story knowing the audience will be inside it with absolutely no preconceptions about how it should be told. Get creative; what does it mean if you’ve got so much going on the viewer doesn’t know where to look? Where can you go if you’ve got unlimited possibilities? How does it feel to have a character close to you? How does it feel to have them far away from you? Story Studio won’t want people imitating its creation, but it no doubt hopes to instill these same questions in the minds of its successors, and we’ll hopefully get better VR movies from that.


Oculus Story Studio’s untimely demise is one of VR’s most unfortunate stories so far, but co-founders Saschka Unseld, Max Planck and their team of creators should take heart in the fact that they taught the VR industry some valuable lessons to build on.

We often talk about how the VR rule book is yet to be written, and that we’re in the wild west of content creation. Story Studio played an important part in trying to tame those unknowns.

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Why the Closure of Oculus Story Studio is Good News for VR Filmmakers

Oculus just officially announced that they’d be winding down Story Studio, the company’s internal VR film studio which produced first-party VR shorts like Lost, Henry, and Dear Angelica. Along with the closure, the company also says they’re earmarking $50 million to invest in non-gaming experiential VR content, and in doing so reveals a major reason why the company opted to shutter the studio.

Oculus announced the internal Story Studio at the start of 2015, saying that its mission would be to explore VR film and inspire the world to see VR as a medium for narrative and storytelling.

At the start of 2015, that made a lot of sense. The creative community at the time was still largely wrapping its head around the idea of VR, and among those that had, figuring out how to actually produce VR film content present a new challenge.

“When we started to show people [the Oculus Rift] in Hollywood, their question was ‘how do we get started?’… We said ‘you pick up these gaming tools like Unity or Unreal and you start making something’, but that’s not natural for [cinema creatives],” then-Oculus CEO Brendan Iribe told me at the time the studio was announced.

‘Lost’, the first VR short film released by Story Studio | Photo courtesy Oculus

So along came Oculus Story Studio to show Hollywood what game developers already realized: that VR could change the face of their medium. The studio’s shorts—Lost, Henry, and Dear Angelica—were polished appetizers designed to whet the appetite of the film community for a full course of immersive narrative that VR could offer. Though they were great demos for that purpose, the pieces themselves lacked gripping must-see narratives.

Now, two years and four months later, you could say that Oculus Story Studio achieved their mission; innovate filmmakers risk being considered ‘behind the curve’ if they aren’t at least thinking about how VR will transform storytelling. Immersive content has become a key attraction at major film events like Sundance and Tribeca, and many of Hollywood’s biggest names have since put a toe or even a foot into the warming VR waters, and things are continuing to grow.

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Lost, Henry, Dear Angelica, and Quill set the foundation upon which VR storytelling sits today. The Story Studio team are pioneers in VR development […],” the announcement of Story Studio’s closure reads.

‘Henry’, Story Studio’s first release, would take home the first ever Emmy for ‘Outstanding Original Interactive Program’ | Photo courtesy Oculus

And so Facebook is sensibly winding the studio down as part of a larger internal reorganization of Oculus which in the last few months has seen founder Palmer Luckey departing the company, CEO Brendan Iribe stepping into a new role as Head of Rift, and the hiring of Hugo Barra as the new Head of Oculus, amidst other shuffling.

Oculus says they’re earmarking $50 million—of the $250 million they recently committed to invest in VR content—exclusively for external investments in “non-gaming, experiential VR content.”

“In the same way we invested in the third-party game developers who made the incredible content lineups for Rift and Gear VR, we’re going to allocate more resources to third-party creatives to build out the VR storytelling library,” the announcement continues.

‘Dear Angelica’, Story Studio’s third release, necessitated the creation of ‘Quill’ a VR paint app now available for the Rift | Photo courtesy Oculus

Claiming “mission accomplished” is a nice way to let everyone involved (deservedly) walk away from Story Studio proud of their work. But it isn’t the only reason it made sense to close the internal studio. Another was due to an awkward relationship to external studios who are trying to build real businesses in VR film.

Studios like Within, Baobab, Penrose, Felix & Paul, and plenty more have raised significant money in the pursuit of becoming defining studios in VR film. These companies would often rub elbows with Oculus Story Studio at big film events like Sundance and Tribeca, ultimately all competing for the same limited amount of attention.

But as Oculus is a major VR platform holder, it often ended up shining the spotlight most strongly on its own internal Story Studio works, with big press events and even preferential placement on the Oculus storefront; not exactly the kind of relationship you want to have with external creators whom Oculus wants to court and help thrive on their platform.

You can imagine the tough internal decision making too: if Oculus’ the ultimate goal is to create a self-sustaining ecosystem of VR content, how does it look to your external content creators when the company is internally funding and releasing competing content for free instead of supporting the creators that the company hopes to one day thrive on the Oculus platform?

While Story Studio was surely important in getting some quality content produced to inspire folks with the potential of VR film, Oculus’ decision to wind it down in favor of throwing funding at external studios makes a lot of sense when you take a step back and look at what the company’s overall goal is: to be a platform and hardware maker, not a content producer. The move greatly improves the optics of Oculus’ priorities, and tells external VR film studios that the company is committed to enabling them, not competing with them.

The post Why the Closure of Oculus Story Studio is Good News for VR Filmmakers appeared first on Road to VR.