VR Series Trinity Premieres Today in VR Arcades and Steam/Viveport

Mixed reality (MR) production studio UNLTD has been working on its five-part series Trinity for a couple of years now, releasing the first debut trailer during SXSW in March 2017. This week sees Trinity make its first public debut, not only coming to VR arcades but also Steam and Viveport.

A 12-minute, live-action, immersive, and interactive virtual reality (VR) experience, the pilot episode of Trinity is available now in over 50 VR arcades across the US thanks to a partnership with VR Junkies. Additional arcades in Canada and China will be added in early December, thanks to partners Ctrl V and DD Space. And thanks to distributor Rex Media  Trinity is coming to Oculus Rift and HTC Vive.

“We pride ourselves on offering VR enthusiasts and newcomers access to the best virtual reality games and experiences in our arcade locations,” said Nathan Alder, Director of Licensing of VR Junkies. “Trinity’s state-of-the-art filming techniques and interactivity bring a new level of immersion and entertainment that we are certain our patrons will enjoy.”

A science fiction VR series, the story is set in the future where humans have long been extinct. Androids, the last surviving beings on Earth, are fighting a final war for freedom against an all-powerful A.I., their God. The pilot episode is the first in a five episode series that will continue production in 2019.

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Patrick Boivin directed the production of Trinity with the UNLTD executive team, John Hamilton, Sébastien Gros, and Robert Boulos, using Unity to help create the project.

“Unity’s powerful XR tools empower creators with the capabilities to become the storytellers of tomorrow,” said Isabelle Riva, Head of Made with Unity. “We applaud the team behind Trinity for delivering a truly immersive and entertaining experience with Unity, and we hope it will inspire other creators to delve into the world of real-time and virtual reality cinema.”

If you don’t happen to be in the US to see Trinity at one of the VR arcades, the experience will be available for purchase later today through the Steam store and Viveport for $4.99 USD. For further updates as the episodes progress, keep reading VRFocus.

Trinity Is A Sci-Fi VR Odyssey That Meshes Storytelling Styles

Trinity Is A Sci-Fi VR Odyssey That Meshes Storytelling Styles

What’s the future of VR movies? Is it the simple accessibility of 360-degree video? Or do new technologies like volumetric capture present a more compelling experience?

Or will it be a mix of the above?

UNLTD’s Trinity suggests it might. Set to premiere later this week both on Steam and in VR arcades around the country, this strange piece of sci-fi presents an unexpected mesh of storytelling styles not soon forgotten.

In Trinity, you find yourself in the middle of a war between cyborgs but your exact standing between the warring factions remains unclear. The first episode sees you erratically warping between two sides of a battle at different points. You’ll watch firefights unfold in impressive 360-degree sequences with production values a step above what we’re used to seeing in VR before visiting what appears to be a strange other dimension in which full 3D content comes into play. You can see the trailer for the experience below.

I’ve seen the first episode, which mixes its various styles in an intriguing fashion. It reminded me of the no-compromise weirdness of sci-fi shows like Farscape and it touches on some interesting avenues for VR storytelling.

“A few years ago, nobody knew how to apply VFX into 360 spherical video,” UNLTD CEO John Hamilton told me over email. “We also shot volumetrically, which was originally only supposed to be used for transitioning between different 360 clips in the story. However, once we saw the potential of the point cloud visuals, we rewrote the story to add in entire scenes with the volumetric material.”

Not everything works; there’s one moment in which I’m assaulted by VR bullets inside a 360-degree clip, but the inability to move my head around to dodge them Superhot-style is jarring. But there are moments of curious connection between characters here, even if the overriding ambiguity leaves you feeling more confused than anything else.

I was also intrigued by the decision to premiere the piece at VR arcades. Hamilton was confident that could do great things for both the experience and businesses that support it. “Trinity is a great introduction to a highly immersive VR experience for first time VR consumers, who are increasingly going to VR arcades,” he said. “It’s plug and play and the interactivity is controlled by your head movement with no controllers to worry about. As a result, for arcades, Trinity will help to expand their customer base outside of the traditional gamer.”

As for the future, Hamilton says this is the first in a five-episode season, with each installment having viewers follow a different character. These newer episodes will also add new interactive elements that can affect the outcome of the story. “The possibilities in immersive story-telling are endless and I think we’ve really just started getting started,” he said.

Trinity arrives on HTC Vive, Oculus Rift and in arcades on November 16th.

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Liveblog: Unite Berlin 2018 – ‘TRINITY: Next-Level Graphics for Cinematic VR’

VRFocus is once again providing liveblog coverage of sessions (where we can) at this year’s edition of Unity’s Unite Berlin. Over three days this week, creators who use Unity are coming together to discuss all the recent developments in both software, hardware and the usage of both. Naturally, both augmented reality (AR) and virtual reality (VR) experiences are at the event and how immersive technology is being implimented around the world is a topic a number of speakers are getting into.

Trinity - UNLIMITEDNext up,UNLTD take to the stage to discuss TRINITYBack in April it was revealed that UNLTD would be teaming with Made with Unity, the two companies joining forces to create an interactive, immersive live-action VR experience – TRINITY – which combined footage shot on live-action cameras with 3D VFX produced with Unity’s real-time development platform.

At the time, John Hamilton, the CEO of UNLTD commented that “Working with Unity has been amazing, and completely accelerated not only our post-production process, but gave us a creative freedom to accomplish things nobody has ever seen before. We’re looking forward to partnering up again to make TRINITY a global success.” Hamilton will speak more on the project today.

“VR Creator UNLTD share how they achieved photoreal avatars and environments in TRINITY using volumetric capture in a whole new way!”

Your liveblogger for the event is Peter Graham.

The Challenges of Producing A High-End VR Series

The Challenges of Producing A High-End VR Series

Back in early fall 2014, I was shown my first virtual reality experience on a Samsung Gear VR developer kit. I was so overwhelmed and excited by the possibilities of what I just seen that I basically dropped everything I was doing in the film business (pretty much on the spot) and launched UNLTD VR, an immersive content and technology company. As a 20+ year film and TV content producer and distributor, my goal was simple: create ground-breaking cinematic immersive content that would compete with anything a Hollywood blockbuster has to offer. What I’ve learned along the way is that creating high-end virtual reality presents several nuanced challenges.

Hardware and software limitations

When we first began creating VR experiences in late 2014, we barely knew how to stitch 360 images together, or how to create perfect stereo in VR. We were working with early GoPro mono 360 camera rigs, or massive RedCam nodal stereo rigs. We were improvising on the go, making it up and innovating as we were shooting.  Our background in developing 3D cameras and shooting techniques for the film industry certainly helped as we adapted existing technology to our needs.

On set, we were learning an entirely new way to design, block and shoot a scene in VR. In those first days, we were hiding the crew, equipment and lighting ‘in the stitch”, and then shooting a clean plate after to complete the shot. We had to learn new ways to direct actors and action to accommodate the limitations of multi-camera 360 rigs and the no-go parallax zones between lenses that are still a problem today.

In post, we were doing our best with off-the-shelf stitching software that we quickly learned was not up to the technical spec that we required for high-end VR. We quickly realized that we had to move on to higher-end post platforms such as Nuke and After Effects, though we had to adapt those to our need as well.

As our company grew and we began doing more complex brand projects for clients, we suddenly found ourselves with an on-staff team of very talented FX artists. We also built a medium-scale render farm to handle the massive data required for the processing of high-end 360 images and effects. When we started UNLTD we never imagined we’d be running a VFX Studio, but we had no choice – there was simply no other way to get the job done at the level we wanted to compete at in the VR space.

Creative storytelling challenges

Storytelling in virtual reality is different from any other platform, which is what I love about it. Stories don’t have to be linear and viewpoints can change seamlessly. The storytelling style used differs depending on the type of VR experience and the intended audience. This is especially clear in branded content versus original film content.

For the past 12 months, we have been working on “Trinity,” an interactive VR series we will be releasing the pilot for later this fall. “Trinity” is a live-action sci-fi thriller set 2000 years into the future, in a desolate world where androids and machines reign supreme. After a few years of working almost exclusively on brand VR experiences, we decided to go big on our first fiction content VR project. This series combines every possible challenge you could imagine in a VR production, from technical to creative. We have had to develop new technologies to achieve the desired final product experience.

One of the most important elements we wanted to integrate into the series was the ability for viewers to move through the story. At UNLTD, we believe the era of “fixed” or stationary VR experiences is over – where the viewer is pretty much stuck in one place and the action moves past us. This limitation is due to the nature of most VR cameras and the complexity of “stitching” the multiple live images together into a 360 image. Although many wonderful experiences have been created this way, the future of VR is definitely dynamic. “Move or die” is our new motto.

Post-production issues

However, when you add movement to a live 360 image, the complexity of the post-production process rises exponentially (like really, really exponentially). This happens both in terms of both stitching the images together and then creating visual FX. We started by developing a VR camera specifically designed for movement, then had to adapt new stitching techniques to account for camera movement, and finally changed our on-set direction to minimize post-production work. More than ever, VR production is made or broken on set – certainly in terms of blowing the budget in post. It took a ton of testing before we finally hit the floor for the “Trinity” shoot in Prague last November.

To further enhance the viewer’s ability to move through the story, we decided to “double-shoot” everything, using our own Sputnik Motion-VRcam for all the live action shots, as well as an array of volumetric cameras capturing depth and RGB information on the actors and close-range set. We then scanned the entire location architecture for 3D mapping. Combining all these different assets, we’ve built fully interactive environments where we can match and then switch back and forth seamlessly between the live action-action and volumetric environments.

Although volumetric camera technology is really in its infancy, we’re convinced that all camera capture technology will be volumetric within the next few years. We wanted to be one of the first to integrate volumetric interactive environments into an immersive experience, along with all the added freedom it gives the viewer. We adapted the current limits of volumetric imagery to our story, and came up with really cool and stunning environments for the viewer to experience and interact with.

Putting it all together

Finally, assembling a live-action interactive experience requires an interactive engine to put it all together. However, the current interactive engines on the market are designed for games, and have limited ability when it comes to live-action elements and the kinds of cinematic transitions between image and sound that we require. We’ve been working with Unity game engine and have been developing techniques to create editing and transition effects to make “Trinity” a seamless cinematic experience. The Unity team has been extremely helpful and forward-thinking and has worked with us to develop an interactive/immersive content platform that we plan to build many future feature and series VR experiences on.

We believe that true blockbuster “must see” style experiences will drive the mainstream adoption of VR. If we’re to succeed, VR production studios need to push the creative and budget limits and release content at the highest level, competing with anything that film, television or games have to offer. 

John has over 20 years of experience in film production and distribution. With roots steeped in high-quality production for TV and film, when John was first introduced to virtual reality he felt certain that the platform was the next frontier of entertainment. John co-founded UNLTD to specialize in VR experiences for film, series, branded content, advertising, marketing and events. Most recently, John produced and directed several VR/360 projects for high-profile UNLTD clients including Intercontinental Hotels, Fifty Shades Darker, L’Oreal and more. Additionally, John successfully launched and original VR series titled “Trinity” at this year’s SXSW. This is a guest post not produced by the UploadVR staff. No compensation was exchanged for the creation of this content.

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VR/AR Firm UNLTD Secures $1.1M in Seed Funding Round

Virtual reality (VR) and augmented reality (AR) content studio UNLTD has announced the closure of a seed funding round, securing the company $1.1 million of investment.

The round was led by a group formed by serial entrepreneur and Vrvana investor Richard D. Adler of Interdomus as well as media and entertainment investor David Reckziegel of Rex Media Capital. UNLTD will use the funding to expand its client services as well as continue its original immersive content.

 

“Virtual and augmented reality are the next frontier in entertainment and branded content,” says co-founder and CEO, John Hamilton in a statement. “At UNLTD we are committed to driving immersive content to new levels. It’s an amazing new storytelling platform and we’re developing cutting edge production techniques for immersive content. With this funding, we have the opportunity to continue building on our current success with clients such as Universal Pictures (Fifty Shades Darker), A&E Networks (Fall Into Me) and brands such as L’Oréal Cosmetics and Intercontinental Hotels”.

UNLTD’s recent work includes live-action interactive film project Trinity. A science fiction VR series, the story is set in the future where humans have long been extinct. Androids, the last surviving beings on Earth, are fighting a final war for freedom against an all-powerful A.I., their God. Currently in post-production, Trinity’s pilot episode will be released to select partners by fall of 2017.

VRFocus will continue its coverage of UNLTD, reporting back with further updates.

Trinity: Die erste interaktive Sci-fi-Serie in VR

Von Stop-Motion zur virtuellen Realität. Das VR-Produktionsstudio UNLTD hat sich den vor allem für Animationsfilme bekannten Regisseur Patrick Boivin geschnappt und plant ein innovatives Pionierprojekt: Die erste TV-Serie in VR. Trinity wird das gute Stück heißen und uns in eine Zukunft ohne Menschen entführen, in der es heißt: Androiden gegen fiese Singularität – Round One.

Trinity: Mehr als nur eine statische 360° Erfahrung?

Im Rahmen des South by Southwest Festivals, das seit dem 10. März in Austin stattfindet, hat sich das Studio erstmals zum neuen Virtual Reality Projekt geäußert. Dabei standen vor allem die Schwierigkeiten, mit denen Filmemacher in der virtuellen Realität konfrontiert werden, im Vordergrund. Um das Pilotunternehmen in die Tat umzusetzen, greift UNLTD sogar auf ihre ganz eigene Kameratechnik zurück, die eigens für Trinity entwickelt wurde.

Es ist die Rede von einer interaktiven Engine und 360° Scripting, um die bisher primär passiven VR-Erfahrungen zu übertrumpfen. Konkret bedeutet dies, dass ihr während der Episoden im Raum umherlaufen könnt, um deutlich differenzierte Perspektiven innerhalb der Serie einnehmen zu können. Das Ziel: Eine Immersion, die weit über das hinausgeht, was bisher erlebbar war.

John Hamilton, UNLTD Mitarbeiter und Produzent der Serie sprach auf dem Festival, das Film, Musik und andere interaktive Medien wie Virtual Reality abfeiert, von einer nie dagewesenen Erfahrung:

We are able to allow viewers to move around within an episode of Trinity in a way that hasn’t been seen before in virtual reality.

Auch der Regisseur, zuletzt für Dragon Baby und den Trailer zu Lego Cars 2 verantwortlich, zeigte sich optimistisch und ist gespannt auf die Herausforderungen, die eine Serie in der virtuellen Realität mit sich bringt. Bereits der erste 2D-Trailer, den ihr euch unten anschauen könnt, beweist eindrucksvoll, welche Intimität und Immersion mit dem Projekt einhergehen könnte:

The trailer showcases the intimate and involved feeling created when entertainment meets virtual reality.

Die Sci-Fi-Serie Trinity wird in fünf Episoden a 15 Minuten für die großen VR-Plattformen verfügbar sein. Der Pilot soll ausgewählten Partnern bereits im Herbst zugänglich gemacht werden. Wir sind gespannt, welche Ausmaße das Pionierprojekt annehmen wird.

(Quelle: Engadget)

Der Beitrag Trinity: Die erste interaktive Sci-fi-Serie in VR zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Check Out The Trailer For Interactive Sci-Fi VR Series Trinity

Check Out The Trailer For Interactive Sci-Fi VR Series Trinity

VR was born in science fiction, so it only makes sense that one of the first TV series for the tech, Trinity, is set in a sci-fi universe. And, no, we’re not talking about the baseball simulator.

Below you can check out the first trailer for this new series from Montreal-based UNLTD, using a 3D 360 degree camera to immerse viewers in five 15 minute episodes. The series debuted at South by Southwest (SXSW) this week and will be debuting on all VR headsets. There’s an interactive elemnt to the series, though exactly what this is isn’t clear just year.

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UNLTD debuts trailer for VR TV series Trinity at SXSW

Almost a year ago virtual reality (VR) content company UNLTD announced the start of production for a live-action interactive film project called Trinity. Today at the SXSW Film Festival, its released the first teaser trailer for the series.

Trinity is an immersive science-fiction movie experience set in a grim future where mankind is now extinct. Left behind are androids fighting a final war for freedom against an all powerful singularity, their God. As the short trailer (seen below) showcases, UNLTD has mixed in live-action with CGI to tell its dystopian story.

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The series is in production with the pilot due to be released to select partners by fall of 2017. It’ll eventually consist of five fifteen-minute episodes, which will be platform-agnostic to allow compatibility with all VR headsets for viewing.

“To produce Trinity, UNLTD developed a proprietary camera in order to capture and create a truly interactive entertainment experience,” says John Hamilton, UNLTD CEO and Trinity producer/writer. “Using volumetric, 360 and live-action technologies, we are able to allow viewers to move around within an episode of Trinity in a way that hasn’t been seen before in virtual reality.”

Hamilton also participated in a panel discussion put on by Planet Quebec at SXSW, discussing the unique challenges of filming for VR, from the creative and technical to high-end visual effects and utilizing interactive engines.

“Working on a project like Trinity is a unique directing experience from my previous projects due to the nuances involved in shooting for virtual reality,” says Patrick Boivin, Director of Trinity. “The trailer showcases the intimate and involved feeling created when entertainment meets virtual reality.”

Production of Trinity will be directed by Patrick Boivin (Dragon Baby, Little Ant-Man) alongside UNLTD executive team, Sébastien Gros and Robert Boulos.

For further updates on the Trinity series and UNLTD, keep reading VRFocus.