4th International VR Awards Book of Achievement

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4 TH INTERNATIONAL VR AWARDS

12 NOVEMBER 2020

DIGITAL, WORLDWIDE

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2020


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I N T R O D UC TI ON

A word from AIXR.

It’s safe to say that 2020 is a year that will be in our memories for the rest of our collective lives. It will be marked as a year of change, challenge and choices. This year more than any other, we are proud to see so many nominees and finalists continue to exemplify such commendable quality during these difficult times. Virtual reality has proved its ability to overcome modern challenges, and found its place amidst a new normal - providing connection when we need it most. Each year, our global community comes together to explore another innovative year in virtual reality, showcasing the very best projects from every corner of the industry. Observing the wonderful world of immersive technology as it expands to all new heights. Inspired by such a resilient community, we wanted to forge one of our most ambitious events yet, bringing together a team of talented and passionate developers from across the globe, partnering with one of the biggest social VR platforms in the world, going against the grain and re-defining what a virtual event should look to be. We want to highlight how virtual reality will fundamentally change the way we interact as a society - the power to become a social technology that can bring us together. Each year, we are increasingly astounded by the quality of the projects that are nominated. So, this year, we’re going to celebrate in just as much style as we have before, making use of the Academy of International Extended Reality’s tools, community and expertise within the immersive sector. This is the end of the beginning - to bigger and better. Personally, I am thanking everyone that has made this virtual dream a reality, including our community developers, partners, sponsors, finalists and judges. Enjoy, and make sure to drink the bubbly on our behalf.

DColaianni

DANIEL COLAIANNI Chief Executive

The Academy of International Extended Reality

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Intelligent tech needs ingenious humans. Explore how Extended Reality is changing the way people and companies work at accenture.com/xr Let there be change.


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A word from the organisers

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2019 Winners in Pictures

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The Finalists

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The Judges

A very warm welcome to the 4th International VR Awards

A look at some of the 2019 Winners

Celebrate this year’s full list of award worthy nominations

The full list of the 2020 Judges

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Another Year in Virtual Reality

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The Making of the VR Awards

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A Year in the Eyes of the Academy

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Our Sponsors & Partners

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Special Thanks & Credits

Explore the feats acomplished by the VR industry

A behind the scenes insight on the making of the VR Awards 2020

A deep dive into our mission to support the immersive industries

The sponsors & partners who bring the VR Awards together

A huge thanks for everyone involved in making the night possible


VR Healthcare of the Year

VR Enterprise Solution of the Year

by Virtualware

VIROO: Virtualware Immersive Room

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Fundamental Surgery

VR Social Impact Award

by Springbok Entertainment

The 100% – Maggie’s Story

VR Hardware of the Year

Quest by Oculus

VR Game of the Year

by Innerspace VR & ARTE France

A Fisherman’s Tale

Innovative VR Company of the Year

Emblematic Group

IN P I CT U R E S

A look at some of the 2019 Winners


Out-of-Home VR Entertainment of the Year

by MWM Immersive & Flight School Studio

War Remains

VR Experience of the Year

by ILMxLAB & Oculus

Vader Immortal: A Star Wars VR Series - Episode I

VR Education and Training of the Year

by Vodafone & Make Real

Working at Height

Rising VR Company of the Year

Fable Studio

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VR Film of the Year

by Fable Studio, Third Rail Projects & Oculus Story Studio

Wolves in the Walls: It’s All Over

VR Marketing of the Year

by Backlight, Orangina Suntory & Marcel

Oasis Pocket Adventure: The Infrunite Slide



20 20 N OMIN AT ION S

The Finalists

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Trauma Simulator Social Engagement

EXO N I C US

Oxford VR’s social engagement program is a ground-breaking and progressive mental health intervention that uses virtual reality technology to help individuals overcome anxious social avoidance.

Trauma Simulator is a virtual reality training simulator for medics, physicians and medical students that can test and refine their decisionmaking abilities and analytical skills (according to ATLS – Advanced Trauma Life Support) in critical emergency situations in a life-like and safe environment.

Fundamental Surgery @HomeVR modality

Blood Identification VR

F UNDA M ENTALVR

M A K E R EA L & N HS

For the first time, @HomeVR brings educational simulations accredited by medical professional bodies to standalone VR headsets, making Fundamental Surgery the most advanced multimodal education and simulation platform available. Increasingly important today, @ HomeVR lets surgeons and trainees practice and learn skills anywhere, including at home.

Blood type identification is a simple and common process, but the effects of getting it wrong can be devastating. Even a small amount of transfused blood of the wrong type can very quickly cause serious illness & even death. The NHSBT partnered with Make Real to create a VR experience that shows how quickly this agglutination process occurs.

OMS: Interprofessional

Galderma Interactive Anatomy (GIA) VR

OX FORD M ED ICA L S IMU LAT ION

S EC TO R 5 DI G I TA L

Using OMS Interprofessional (OMS: IP), doctors and nurses can work together to practice in true-to-life clinical scenarios, receive personalised feedback and repeat as often as they like. This frees up time, space and money – optimising delivery of standardised clinical training and assessment to improve patient care.

Galderma partnered with Sector 5 Digital to create an immersive motion-based VR experience to take their anatomy training to the next level in order to teach doctors and injectors who are non-physicians how to inject safely and effectively for optimal patient results.

ACLS VR Simulation Trainings

PeriopSim

HEA LTH SCHOLA RS

C O N Q UER EX PER I EN C E

ACLS VR training is designed to validate and refresh competencies requisite to identifying and managing the 14 ACLS core rhythms in stable and unstable patient conditions, in accordance with AHA guidelines, through an experiential learning method.

PeriopSim is a surgical training and assessment platform that combines virtual simulations, neuroeducation, and game-based learning to save time. It is aimed at both students and experienced perioperative nurses preparing for unfamiliar procedures.

OX FORD V R


2020 FIN ALISTS

VR Healthcare of the Year VR Healthcare of the Year recognises projects that are changing the landscape of healthcare industries for good, awarding both B2B and B2C solutions that can demonstrate a clear impact and understanding of the market.

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2018 Winner “The VR Awards themselves are a vital component of supporting and recognising validated use-cases for immersive technology at enterprise level highlighted by the large turnout and strong representation of hardware manufacturers, software companies and content creators within the industry.� DR ALEXANDER YOUNG Virti


2 0 2 0 F I N A LI STS

VR Education and Training of the Year Awarded to companies or individuals who have demonstrated practical and innovative uses of VR in education and training. This applies to any industry that has used VR to aid in experiences, videos, games and more (providing it has a positive educational use).

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2019 Winner “Make Real was delighted to be shortlisted for three categories at the prestigious AIXR VR Awards 2019, even more so to win “VR for Education and Training” with our ‘Vodafone – Working at Height’ application. Being up against a strong line-up of global studios and other excellent uses of VR was a challenge but we are grateful to the judges for choosing us, with the feedback highlighting many of the key, important aspects we strive to achieve, when validating specific use cases of immersive technologies with our enterprise clients and partners. Now in their 3rd year, the VR Awards are rapidly becoming the leader in recognition of excellence for all studios to aim for.” SAM WATTS Make Real


Collaborative Soft Skills Training in VR VIRTUALSPEECH

Built on our existing soft skills VR training platform, we added a collaborative aspect to help training companies shift from face-to-face training to digital methods.

DHL SLAM ORKA

A VR Platform is developed to “digitally welcome the newcomers to DHL Supply Chain, increase awareness of current employees and refresh information about Reach Truck methodologies periodically”.

Relationship Management M A K E REA L & LLOYD S BAN K IN G GROU P

A soft-skills learning experience delivered across multiple training courses internally at Lloyds Banking Group, exercising a wide range of interpersonal and relationship skills as a product team leader.

MEL Chemistry VR M EL SCIENCE

ITI VR Construction Hazard ID ITI

This application measures the ability of candidates to identify hazards across ten risk domains including Lifting & Rigging, Environmental & Industrial Hygiene, Excavation & Trenching, Fall Prevention, Scaffolding, and Silica.

MEL Chemistry VR is a new interactive science resource for pupils. Using a quantum level simulation engine it zooms the viewer down to a micro scale to experience atoms and molecules for themselves. Police Stop and Search VR Training AC C EN T UR E

McDonald’s Hospitality Training TA NTRU M LA B

The McDonald’s restaurant hospitality training is a fully immersive, 360 video, measurable VR training platform for front line crew working in McDonald’s restaurants.

This experience was designed to empower Police officers to realistically test their ability to carry out stop and search procedures and the surrounding legislation.

Large-Scale Multi-user Fuel Movement VR Training Simulator

VR in Vocational Education & Training: Evaluating Effectiveness & Efficacy

G E HITACHI NU C LE AR E N E RGY IN T E RN AT ION A L

TA F E N S W

LTD

The VR GE Hitachi fuel movement simulator allows multiple users to collaborate in a 1:1 scale simulated nuclear environment.

To determine where VR should “fit” in our organization, the Lab developed 3 VR learning applications, targeting specific learning outcomes in Building & Construction courses.


British Airways First Class VR N EU TRAL D IG ITAL

Immersive Collaboration Platform (ICP) AC C EN T UR E

Seeing the reputational uplift brought by exhibiting their updated Club Suite product for the A350-1000 in VR, British Airways showed a further commitment to this technology by creating a stunning interactive experience for First Class aboard their Boeing 787 aircraft.

Enduvo 1.0 END U VO

Accenture Immersive Collaboration Platform is used as an internal accelerator. It is a multiuser, cross-platform meeting solution, featuring public and private meeting rooms with crossplatform compatibility.

US Airforce Flight Simulator V R G I N EER S , I N C .

Enduvo is a powerfully simple, immersive content authoring & delivery platform that gives people & organizations a better way to teach, learn & collaborate. It removes the complexity, inflexibility & high cost associated with developing content using AR/VR technologies. Enduvo allows anyone to create & share immersive experiences in minutes, without technical training & at a fraction of the cost.

Virtual Enterprise Platform

Conventional flight simulators technology signified a great leap forward when it was introduced and deployed into the training of pilots. It brings significant improvements in the quality, speed and most importantly safety of training. With the arrival of life-like virtual reality simulators there is a whole new cost - effective solution using the XTAL technology.

BRP-Rotax VR Job Assessment M EDI AS Q UA D G M B H

I M M ERSE

Our open and scalable VR platform – Immerse VEP – helps companies create and roll out VR training and maximise their ROI. It was built from the ground up, working closely with some of the largest organisations across many sectors to tackle their biggest challenges.

MEDIASQUAD was tasked with building a hands-on VR based assessment that would not only revolutionize the way BRP selects their shop-floor workers using automated, taskbased assessment and gamification, but which can also be localized easily and distributed/ updated all over the world.


2020 FIN ALISTS

VR Enterprise Solution of the Year VR Enterprise Solution of the Year specifically rewards projects that satisfy the needs of an organisation rather than individual users. Such organisations include businesses, schools, interest-based user groups, clubs, charities, and governments.

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2019 Winner “The celebration of the Oscars in Virtual reality. Unforgettable red carpet night.� DAVID MORENO Virtualware

S U P P ORT E D BY


2 0 2 0 F I N A LI STS

VR Social Impact Award Some projects may have smaller budgets, however, that doesn’t stop them from making a significant social impact on the world around them. The VR Awards Social Impact Award is given to companies or individuals that produce and execute either an experience, product and or service which has resulted in positively impacting a cause for social good.

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2018 Winner “Winning this award is just the best way to be able to thank everyone involved in this project, not just for their kind contribution but also as recognition of their professional skills, a truly remarkable team.” PERE PEREZ Visyon


Alcove A ARP INNOVATION LABS

GALERIKU – A VR MUSEUM LIKE NO OTHER

Alcove was created by AARP Innovation Labs to help combat the effects of social isolation. The free VR app brings family members together in a virtual home - a gateway to accessible immersive experiences. Its library of content is hand-selected and curated. The Dev Playground lets creators build, integrate, or link family-friendly experiences for approval for publication by the Innovation Labs team.

EN T R O PI A X R

Lessons of Auschwitz: VR tribute by school students

Some Inattention On The Left

RT

PHYS I OT HER A PY

Lessons of Auschwitz is a social experiment that aims to show how history can be retold and reimagined by younger generations through digital art. Using innovative XR film technology we aimed to create a new kind of commemorative tribute which will engage and touch younger viewers and inspire them to learn more about the Holocaust.

The project is a multisensory VR experience about a woman who survived a stroke and brain haemorrhage but failed to receive the necessary aftercare and rehabilitation from the NHS for a full recovery. The experience takes you deep into her world, from the day it happened to the present day, with deeply evocative images and testimony.

The GALERIKU of UMW is a massive interactive VR museum that reimagines an actual physical 4,521 sqft museum showcasing the rich 100+year history of UMW Holdings, a premier international conglomerate with global interests in the automotive, aerospace and engineering industries.

EAST C I T Y F I L M S & C HA RT ER ED S O C I ET Y OF


Cybershoes GmbH Cybershoes GmbH creates an affordable and easy to use VR accessory that adds layers of immersion to any VR experience by letting players control their movement by actually using their legs. With the Cybershoes® at your feet, all of your moments are controlled by your own physical movement.

Emperia

VR Inn

Emperia creates XR experiences that improve sales and customer engagement for businesses in art and luxury fashion. To do so, they build virtual spaces in full 3D and populate them with products, so the customers can have a shopping experience that would be similar or better than in-store.

VR Inn is a marketplace (Content Delivery Network) for free-roam VR games, that provides an access to the licensed VR games for free-roam VR LBEs. VR Inn also creates its own free-roam VR titles, to provide state-of-theart level experiences, like ‘The Space Life’ and ‘ISS Tournament’.

Evernever Games

Klip VR Immersive Technologies Pvt. Ltd.

Evernever Games is working on next generation games-as-social-networks. We are currently developing a platform & social experience called “Neverboard”, which replicates the joy of playing card, dice and board games in VR.

Klip VR experiences are dedicated to bringing an experience that is unforgettable and develops the art of imagination in a learner. Klip VR is India’s premier fully Integrated Virtual Reality learning system, that compliments and empowers the existing educational practices.


2020 FIN ALISTS

Rising VR Company of the Year Without new startups creating innovative solutions and driving forward ambition within the industry, virtual reality would not be where it is today. Commending small businesses with proven business models is Rising VR Company of the Year.

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2 0 2 0 F I N A LI STS

Innovative VR Company of the Year Virtual Reality is a constantly evolving landscape that requires innovative thought leaders to pave the way by leading by example through first-to-market developments. Additional points are given to companies that place focus on their company culture and policies along with how sustainable their practices are.

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2019 Winner “Attending the VR Awards was great for Emblematic Group and we’re honored that we won the award for “Innovative VR Company of the Year”. Meeting the other leaders in the VR industry was a great opportunity to build partnerships in the future. We hope to attend next year.” YONI BINSTOCK Emblematic Group


Ballast Technologies Ballast Technologies Inc. is pioneering Aquatic Virtual Reality, a new type of multi-sensory location-based virtual reality technology. In the last 2 years of operations, Ballast has delivered over half a million paid location-based experiences in 12 countries by introducing two revolutionary waterpark attractions; VRSlide and DIVR.

EVA Esports Virtual Arenas Introduced for the first time at Paris Games Week 2019, EVA, Esports Virtual Arena, is building the future of VR esports. It offers a place designed for VR esport, with a free roaming area between 400 and 1000 square meters and the whole stadium around it.

Orka Orka is a Research & Development Company focused on Training and Simulation Technologies, especially in Maritime, Aviation and Logistic Industries. Orka has focused on the Global Shipping Industry in the beginning but now Orka creates Expert Virtual Reality and interactive platforms for all industries.

Skydance Interactive Skydance Interactive launched in 2016 to craft compelling experiences with cutting-edge game design, immersing players and viewers in worlds they once only imagined. Every game Skydance Interactive develops is designed to turn storytelling into an experience that will shape the future of virtual reality.

Cleanbox Technology Founded in 2018, California-based Cleanbox Technology, Inc. is a premium, eco-friendly smart tech hygiene company, specializing in the UVC decontamination of hard-to-clean products that sit on the face or head, in proximity to high-risk contagion transfer points of the eyes, nose, and mouth.

Kagenova Today’s immersive experiences provide photo-realism or interactivity… but not both. At Kagenova we’re developing novel geometric artificial intelligence (AI) techniques to engineer realism and interactivity at the same time and at scale to build next-generation immersive worlds.

Qualcomm Qualcomm invents breakthrough technologies that transform how the world connects and communicates. Its inventions are the foundation for life-changing products, experiences, and industries. The company is leading the way to a world where everything and everyone can communicate and interact seamlessly.

VISBIT Inc Visbit Inc. is a visual technology and software company for immersive media. With its patented Visbit View-Optimized Streaming (VVOS®) technology, Visbit can stream, live stream, and play 4K to 12K resolution 360-degree VR videos without noticeable latency over regular Wi-Fi, LTE, and 5G networks.


Avengers: Damage Control

Jumanji: Reverse the Curse T HE VO I D

I LM X LAB & THE VOID

An immersive story combining a powerful mix of best-in-class storytelling, visuals, and sound from Marvel Studios and ILMxLAB, and 4D VR technology from The VOID.

Jumanji: Reverse the Curse is a fully immersive virtual reality experience that combines stateof-the-art technology, physical stages and multi-sensory effects to give fans the ability to step into the world of Jumanji.

Birdly® – Paradise Lost

OTHERWORLD

SOM NIACS

T HE DR EA M C O R PO R AT I O N

Birdly®-Paradise Lost offers the chance to explore the beauty and wild-life of endangered coral reefs. Visitors embody a sea turtle to roam freely through an underwater ecosystem filled with interactive sea life.

OTHERWORLD is a cloud-based paradise of limitless experience. Individual immersion rooms remove distractions and integrate heat, wind, rumble and scent effects dynamically with the virtual world.

DIVR+ BA LLAST TECHN OLOGIE S IN C . & S U BS E A SYSTEM S

DIVR+ is a virtual reality snorkeling system that combines zero gravity, VR & sensory effects; DIVR+ is VR you can feel!

ParadropVR™ City Flyer F R O N TG R I D

ParadropVR™ City Flyer is a world-first, out-ofhome VR entertainment concept which sees thrill-seekers fly around one of the world’s most exciting cities in a thrilling immersive game.

TheBlu: Deep Rescue Ghost Patrol VR VERTIG O A RCA D E S & C RAZYBU N C H

Ghost patrollers, assemble! Step inside a videogame together with your friends and family and experience the spooky adventure of a lifetime.

HOLOGATE ‘BLITZ’ HOLOGATE

‘BLITZ’ is a theme-park caliber motion simulator that was not only built to handle the rigorous use within an LBE space, but VR designed and engineered to ‘wow’ players of all ages.

WEV R

Deep Rescue is a multisensory deep sea dive VR simulation developed by Wevr and Dreamscape. The 10-min show takes groups of up to six on an underwater journey to rescue a blue whale in distress.

Universal Monsters Presents: Bride of Frankenstein Holoride R EWI N D & HO LO R I DE

The world’s first publicly available in-car virtual reality experience. Passengers buckled their seat belts, put on their VR headset, and were transported to the mysterious re-imagined world of The Bride of Frankenstein.


2 020 FIN ALISTS

Out-of-Home VR Entertainment of the Year Out-of-home VR entertainment brings a new level of immersion to theme parks, cinemas, attractions, museums and more. Nominees for this award have researched, implemented and carried out a truly outstanding, quality experience which has resulted in a high level of user satisfaction.

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2019 Winner “The acknowledgment from the VR Awards means a ton to the entire team, and further validates the hard work everyone put in to make this a special experience.� ETHAN STEARNS MWM Interactive


2 0 2 0 F I N A LI STS

VR Marketing of the Year Virtual Reality gives marketers a new weapon to reach further demographics in increasingly creative ways. Judges look towards marketing campaigns that integrate Virtual Reality within the majority of the project. Particular focus is placed on the originality and creativity behind each marketing campaign.

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This is USAFA EA B

This is USAFA is an epic multi-part 360º recruitment campaign for the United States Air Force Academy. The centerpiece of this campaign includes an immersive theater event installed in the state-of-the-art planetarium on the Air Force Academy’s main campus.

Audi e-tron Room: The Future Paradox

Virtual Market 4

G LASSWORK S BARC E LON A

HI K KY C O. , LT D

The e-tron Room: the Future Paradox, lets participants travel through time, passing different tests until they reach their final destination: the future. Participants are equipped with the latest technology, such as motion sensors and VivePro virtual reality glasses.

Virtual Market is the largest market festival in the virtual space. In this event, visitors can enjoy, view, and purchase a number of displayed 3D avatars and 3D models, as well as physical goods, interactive experiences, and have a good time with grand thematic exhibits with friends across multiple platforms.

Land Rover Defender VR Experience

VR Accommodation Experience

I M AG INATION

M A LV I

The Defender needs to be experienced to be truly understood therefore we created an experience-driven campaign emotionally connecting customers to the iconic product across multiple channels. Proven in the harshest environments on Earth, the new Defender maintains this bloodline.

In the new era of interactive accommodation experiences, travellers expect to be involved in the process of selecting a hotel room. A hotel can respond to this need by immersing future visitors in a holistic, virtual environment from the comfort of their own home, long before they even make their booking.

LONDONIST Student Accommodation Agency

360° VR Space Safari

I CEF

K HO R A

The Londonist VR experience is the first fully-interactive VR video tour of student accommodation. This is a fully immersive and interactive experience, built around a tour of one Londonist location - Chapter Spitalfields.

Four astronauts have joined forces with Ørsted, the world’s most sustainable energy company to create a free VR experience that sends people on a space mission to see Earth as astronauts do.


Alegría – A Spark of Light F ELIX & PAU L ST U D IOS

An incredible re-imagining of one of Cirque du Soleil’s most iconic productions; Alegría A Spark of Light, a universal tale of change, renewal and enlightenment. In a world slowly freezing into silence and stillness, the inhabitants of a once effervescent world are one-by-one, becoming paralyzed by the dark.

Gravity VR FA BIO RYCHTER & AMIR AD MON I

Gravity VR takes place in a surreal world where everything that exists is forever falling. Houses, clothes, cars. Everything falls. You meet two old brothers living a surprisingly ordinary life. It seems like nothing in this chaotic world would disturb their lonely and slow routine—until one day everything changes.

Lutaw SA M A N T HA Q UI C K A N D M I C HA EL A HO L L A ND

Alongside her rambunctious little brother Isko, Geramy is determined to find a better way to get to school than her current mode of transportation--swimming! This 3D animated virtual reality project is made possible by the partnership between Oculus VR for Good program and the Filipino NGO Yellow Boat of Hope.

Myth: A Frozen Tale WA LT D ISNEY AN IMAT ION ST U D IOS

As a family gathers for a bedtime story, their cabin suddenly transports them to a mystical, enchanting forest. The film takes viewers on a virtual and visceral journey into a stylized world inspired by the environments, themes, and elemental spirits from the world of “Frozen 2.”

The Pantheon of Queer Mythology EN R I Q UE AG UDO

The Pantheon of Queer Mythology is a virtual reality short film that reveals the stories of four deities representing some existing issues for Queer folk in Western cities today.


2 020 FIN ALISTS

VR Film of the Year Working to create immersive, spatial and original VR media is very new territory for most designers and cinematographers. All nominations must substantially feature virtual reality within their media and work to create a comfortable and enjoyable experience for the viewer. Additional attention is given to the use of positioning and movement within the media. This category can include short films, interactive pieces and design work within VR.

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2 0 2 0 F I N A LI STS

VR Experience of the Year Experiences are what makes Virtual Reality come to life. VR Experience of the Year is awarded to companies that produce and execute a truly outstanding, quality experience which has resulted in positive user feedback.

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2018 Winner “As a startup studio working to stake our claim in this marketplace, being nominated among such a prestigious group of finalists is humbling and Flight School is honored to take home the award for VR Experience of the Year. Our mission is to explore the volatile intersection of narrative and emerging technology. Accolades like the VR Awards are an amazing source of fuel to further that mission.� TAYLOR WILLIAMS Flight School


Fujii F U NKTRONIC LA BS

Fujii is a serene, mystical journey that traverses a series of otherworldly landscapes, flowing between outdoor exploration and creative gardening, merging aspects of magical adventure and cultivation into a refreshing, musically enveloping whole.

All Kinds of Limbo AC C EN T UR E & T HE N AT I O N A L T HEAT R E

The experience invites groups of theatre goers to step into a VR performance, for an immersive musical experience, telling the story of West Indian music’s influence on the UK’s music scene; from calypso to grime.

Fly PI C T UR E T HI S PR O DUC T I O N S

The Dawn of Art ATLAS V

The Dawn of Art is a VR experience, including both an immersive film and a virtual visit of the cave that invites you to meet your prehistoric ancestors, the first humans who ventured in a deep subterranean world and left their marks preserved on the walls.

Fly allows you to become a time-travelling pilot - from the earliest imaginings of Leonardo Da Vinci and his ornithopter, to the Wright Brothers’ success on Kitty Hawk Beach and, ultimately, into one potential future of flight.

Britannia VR: Out of Your Mind DI M EN S I O N

Elixir M AG NOPU S

You are the clueless apprentice to an awkward sorceress. She needs your very human hands to operate her contraptions, and everything’s… unexpected. By the end, magic has a lessthan-desirable impact on the anatomy of your fingers.

Britannia VR ‘Out of your mind’ is a breathtaking VR experience supporting the launch of Season 2, in which you explore and interact with the genre-bending, psychedelic world of Britannia.

Zen Universe Z EN A RT V R

Zen Universe is a VR travel catalogue, enabling users to explore real-life landmarks and legendary places - shot, scanned and handpolished into ultra-realistic 3D environments.

National Geographic Explore VR F ORCE FIELD EN T E RTAIN ME N T

Set off as a National Geographic explorer to discover two of the most iconic locations on the planet. Visit Antarctica on a thrilling expedition of discovery & get immersed in Machu Picchu, Peru.

The Under Presents T EN DER C L AWS

The Under Presents is an immersive multiplayer experience, merging VR and theater to tell the story of two intersecting worlds. ‘The Under’ is a theatre stage that exists outside of time.


Artisan P IM A X

Pimax Artisan VR helps you to EXPLORE the world and Makes life EASIER. Immerse yourself with vivid lifelike graphics. See your game library like never before within beautiful wide FOV high resolution environments.

Rift S

Index VA LV E

OCU LU S

The Oculus Rift S is the next generation of Rift with improved optics, tracking and ergonomics.

Valve Index provides an unparalleled PC gaming opportunity with superior displays, off-ear audio, and adjustable comfort.

VR-2 XTAL - 8K

VA R J O

V RG INEERS, INC.

The XTAL 8K version is the latest of a headset from Vrgineers that was designed meticulously around the needs of professional pilots, engineers, doctors or trainers who require superior image quality and accuracy, wide fieldof-view, easy integration and data security.

With human-eye resolution, integrated eye tracking, and unprecedented software support, VR-2 allows you to design and modify 3D models, train in realistic environments, and create limitless research scenarios – all with the pixel-perfect clarity that only Varjo can deliver.


2020 FIN ALISTS

VR Hardware of the Year VR Hardware of the Year is awarded to companies producing outstanding and impactful manufactured technology year on year.

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2017 Winner “We were extremely proud to win two VR Awards in 2017. To be recognised by our peers is a huge compliment, especially winning VR headset of the year for Oculus Rift.” DINESH CHAND Oculus


2 0 2 0 F I N A LI STS

VR Game of the Year Focusing on the use of virtual reality within games is the VR Game of the Year award. This combines the ingenuity and creativity that it takes to make a successful game along with the innovative use of movement that makes an experience worthwhile.

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2019 Winner “The VR awards show was quite a magical experience. It’s not everyday we have the occasion to don a tuxedo! Getting to meet the other creators behind our favorite VR experiences was something we didn’t want to miss and in the end, winning the Game of the Year award for A Fisherman’s Tale was truly unforgettable and a tremendous recognition for our work!” ALEXIS MOROZ InnerspaceVR


Asgard’s Wrath

Stormland

SA NZA RU GAM ES

I N S O M N I AC GA M ES

Become the next great Asgardian god as you immerse yourself in the legendary world of Norse mythology.

Introducing the world of Stormland – an alien sky hosting lush exotic life and a scattered android civilization. Take on an expansive world with complete freedom.

Boneworks STRESS LEVEL ZE RO

Synth Riders

BONEWORKS Is a narrative VR action adventure using advanced experimental physics mechanics.

K LUG E I N T ER AC T I V E

Synth Riders is a VR music rhythm game, breaking ground in the way it combines selfexpression and active gameplay.

Down the Rabbit Hole CORTOPIA STU DIOS

Down the Rabbit Hole is a journey through Wonderland before Alice. You guide a girl in search of her lost pet, solving puzzles and encountering fantastical characters.

Half-Life: Alyx VA LVE

Half-Life: Alyx is Valve’s VR return to the Half-Life series. It’s the story of an impossible fight against a vicious alien race known as the Combine.

Phantom: Covert Ops ND REA M S

Stealth warfare redefined for VR. As an elite Phantom operative, you’re dispatched into remote, hostile wetlands in your tactical kayak.

Pistol Whip CLOU D HEA D GA ME S

Part bullet hell, part rhythm game, Pistol Whip journeys players through cinematic action scenes, each set to a breakneck soundtrack.

The Curious Tale of the Stolen Pets FAST T R AV EL GA M ES

Help your grandfather solve the mystery of the stolen pets by exploring wonderful miniature worlds crafted from the ground up for VR.

The Room VR: A Dark Matter F I R EPR O O F ST UDI O S LT D

A Detective receives a peculiar gift from a man signing himself “The Craftsman”. - touching the object gives the Detective a vision: of a secret world hidden within our own.

The Walking Dead: Saints & Sinners S KY DA N C E I N T ER AC T I V E

Set in the flooded remains of New Orleans, The Walking Dead: Saints & Sinners asks players to make gut-wrenching choices in their fight for survival.

Until You Fall S C HEL L GA M ES

Until You Fall is an arcade-inspired, virtual reality (VR) sword-fighting expe­ri­ence fusing mêlée and magic.


Kent Bye

ThrillSeeker’s channel is dedicated to spreading Virtual and Augmented Reality. You can expect anything from news, reviews, comedy and in-depth analysis on all things VR & AR.

As the creator of the Voices of VR podcast, Kent has interviewed over 1500 virtual reality pioneers since May 2014. Drawing from his background in tech, Kent is able to speak peer-to-peer with VR developers, cultivating an audience of leading VR creators who consider the Voices of VR podcast a must-listen.

Nathie

Eric for President

With the goal of showing the power of Virtual Reality, Nathie kickstarted his YouTube channel covering everything from gaming to the latest breakthrough hardware, such as haptic suits and gloves.

On a campaign to be your channel of choice, Eric for President hopes to sweep you up in the excitement of the virtual reality world before it reaches the masses, and give you the chance to try the technology he believes in.

ThrillSeeker

Virtual Reality Oasis Cas and Chary VR A couple passionate for virtual reality, Cas and Chary do reviews and previews on the latest VR hardware, games, apps & experiences, as well as how-to videos and deep dives into the world of immersive tech.

Mike from Virtual Reality Oasis started his YouTube journey in 2016 as a way of sharing his enthusiasm for virtual reality and all things tech. Since then, he has continued to grow and become one of the biggest channels covering VR.


2020 FIN ALISTS

VR Social Influencer Award VR Social Influencer Award is awarded to individuals producing quality virtual reality content – no matter the medium, size, or purpose. Finalists for this category can only be nominated directly by the Academy.


Cher Wang A serial entrepreneur of extraordinary vision, Cher Wang foresaw the rise of smartphones some 12 years before they were technically feasible, and built a remarkable hardware design, engineering and integration powerhouse in HTC to make them a reality. Recognizing early the huge game-changing potential of VR, she set her best teams to work on the hardware and software seven years ago – long before VR became a mainstream concept. A strategic partnership with Valve in 2015 brought the world’s first consumer-scale VR systems to market, boasting full room-scale movement and laser-accurate tracking for the ultimate gaming experience. For Cher, however, gaming was only the beginning; her vision saw the proliferation of VR throughout many aspects of our lives, which we see today, with VR being adopted by companies for training, collaboration, marketing and development work, but also by providers of mental and physical healthcare, education, military applications, and much more. Beyond commercial applications, Cher knew that the fully immersive nature of premium VR created an opportunity to change the way we experience the art, culture, and history of our society and many others; indeed, it even provides a whole new medium for expressing art and entertainment. She understood that the ability of VR to engender empathy could benefit society in new ways, fostering greater understanding between peoples, spurring a more positive impact on society through raised awareness of key sustainability challenges, and bringing people closer together. As a result, she invested millions of dollars in the strategic initiatives of VIVE Arts, VIVE Originals, and VR for Impact to promote the benefits of VR in the fields of the arts and museums, movies, and global sustainability. VIVE Arts has worked on exhibitions with leading museums around the world, including the Louvre, the Royal Academy,

and the American Museum of Natural History, enhancing appreciation of their exhibitions; VIVE Originals has won numerous awards for its VR movie shorts at international film festivals around the world, including a Lumiere Award for Cher Wang for achievements in VR film; while VR for Impact was adopted by the World Economic Forum two years ago to continue the mission of raising awareness of – and greater empathy for – the UN’s Sustainable Development Goals as a global industry body.

“If you have a vision, no matter how difficult things are, it will just become a process” Cher has steered HTC through the rise of consumer VR since the first announcement and ground-breaking demos at MWC in 2015, consistently raising the bar for consumer and enterprise VR through the development of premium hardware that has extended the range of movement, improved visuals, controls and ergonomics, and eye-tracking for greater feedback accuracy, setting the standard for the fast-emerging VR industry. HTC launched a premium VR app store, VIVEPORT, in 2016 to make it easy for VIVE users to find VR content in many of the entertainment, education, cultural and exploration categories, which continues to grow subscriber numbers as VR proliferates. She also launched VIVE X, HTC’s $100 million program to invest in early-stage startups in the XR space, which has invested in more than 100 companies globally since its founding in 2016 and continues to grow its portfolio today. Cher Wang continues to lead the industry in building a holistic VR ecosystem, and has introduced VR to generations of people around the world.


AN N OU N CIN G

The Accenture VR Lifetime Achievement Award “Today, the business case for extended reality solutions is stronger than ever, providing new opportunities for collaborative, immersive experiences regardless of physical distance. We’re pleased to help support innovators like Cher who are helping to bring the promise of VR to the forefront.” NICOLA ROSA AC C EN T UR E X R EUR O PEA N L EA D

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SU P P ORT E D BY


OU R JU D G E S

The VR Awards 2020 Judges A massive thank you to all of our 2020 judges.

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Aleko Lilly, Somniacs

Martin Swant, Forbes

Ana-Despina Tudor, London College of

Mary Matheson, Macondo Films

Communication

Megan Gaiser, Human ReBoot

Ando Shah, Ballast Technologies

Muki Kulhan, Muki International

Andreas Juliusson, Fast Travel Games

Nicola Rosa, Accenture

Anton Christodoulou, Imagination

Patrick O’Luanaigh, nDreams

Antony Vitillo, New Technology Walkers

Paul Chapman, Glasgow School of Art

Bobby Carlton, VR Scout

Paul Jacobs, Exertis

Chris Freeman, Sublime - Digital Realites

Peter Le Bek, Sketchbox

Daniel Corey, DangerKatt

Ramakrisnan C.N., Entropia XR

Danielle Burnstein, Sixense Enterprises Inc.

Ross Holmes, Sense of Space

David Swapp, University College London

Russell Harding, Maze Theory

Ed Greig, Deloitte Digital

Ruth Dalton, Northumbria University

Eric Shamlin, MediaMonks

Sadah Espii, Espii Studios

Gunita Kulikovska, Vividly

Sophie Thompson, VirtualSpeech

Hannah Blair, VRCalm

Stefano Petrullo, Renaissance PR

James Knight, AMD

Stephanie Llamas, Nielsen

Jan Korenko, Staffordshire University

Steve Dann, Amplified Robot

Jason Lovell, Capitvate

Steven Bambury, Digital Inception Consultingi

Joanna Popper, HP

Tipatat Chennavasin, Virtual Reality Fund

Jonathan Foo, Vue Networks

Verity McIntosh, UWE Bristol

Kevin Williams, KWP

Vesna Brujic-Okretic, Kingston University

Marryam Chaudhry, XR2LEAD

Victor Pardinho, Imagination


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TIME L I N E

Another Year in Virtual Reality

March

March

Half-Life Alyx Releases

Talespin Raises $15 Million for Enterprise Training

20 20

The long awaited follow up to the Half-Life series finally arrived, and it’s a VR title - the biggest we have ever seen. It received universal acclaim for its graphics, narrative, and atmosphere.

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2020

XR Enterprise company raises $15 million in a funding round led by cloud-based learning software provider Cornerstone OnDemand. Talespins Runway platform will integrate with Cornerstones software to power XR deployments at scale.

November 2019

May 2020

The 3RD International VR Awards

HP Reverb G2 Announced

The biggest VR Awards yet, with John Carmack taking home the prestigious inaugural Accenture Lifetime Achievement Award and the beloved Oculus Quest being proclaimed as the best hardware of the year.

February 2020

Sketchfab Passes 3 Million Members Sketchfab allows creators freedom to upload their 3D assets and make them available for sale and download - including content that was created with Tilt Brush and Oculus Quill. The platform also reached 1 billion views of its 3D models.

In May, HP continued to show they could pull off high-end VR at a consumer price-point. Following months of speculations, HP announced the HP Reverb G2 at AWE.

March

May

HTC Holds Fifth Vive Ecosystem Conference Virtually

Pico Neo 2 Available Worldwide

20 20

Unable to host physical events, hardware manufacturer HTC opted to host this year’s Vive Ecosystem conference virtually in partnership with Engage. Two thousand participants from over 55 countries registered for the event.

2020

Pico makes the neo 2 available worldwide - a headset geared towards enterprise with a 4K resolution, 101 degree field of view and weighing just 340 grams without a headband. The release included an eye-tracking variant.


September

May

2020

2020

Facebook Horizon

Superhot VR Sells 2 Million Copies

Facebook announces that they are building a virtual reality sandbox universe called ‘Horizon’. Players will be able to build their own environments and games, play and socialise with friends, or explore the user-generated landscapes.

Superhot becomes the second VR game to sell two million copies and become double platinum - the first being Beatsaber. The game is one of the most innovative VR shooters, and has proven itself a favourite in the growing VR lineup.

June 20 20

John Legend Performs in Wave XR

June 2020

VR Awards Announces partnership with VRChat The VR Awards have gone virtual! The VR Awards team announces a partnership with VRChat that would shape this edition of the VR Awards, and the future of virtual events forever.

October 2020

Oculus Quest 2 Released

After a $30 million funding announcement, virtual music platform Wave collaborated with GRAMMY award-winning singersongwriter John Legend to raise awareness for the FREE AMERICA campaign.

After an announcement this year, just a few months later the world gets its hands on the long awaited Quest 2. The headset is the second edition of Oculus’s standalone Quest, and is the industry’s most affordable entry into high quality VR yet.

July

October

Ready Player Two is Announced

HTC Launch Vive XR Suite

A sequel to a story that inspired the industry, Ernest Cline announced that he will release Ready Player Two in November of this year. The first sci-fi novel thrust VR into the mainstream, with depictions of a nottoo-distant future where resource scarcity has left everyone living their lives through a headset.

In an age where being close to one another is more important than ever, HTC launch a productivity platform for a broad range of devices.

20 20

2020

November 2020

June 2020

Boeing uses VR to Train Astronauts US aerospace giant Boeing is using Varjo VR-2’s to train astronauts for its Starliner spacecraft - the first end to end astronaut training system. The system can be used for an entire mission, from pre-launch to the full journey back to earth.

The 4TH International VR Awards

August 20 20

Varjo Raises $54 million Varjo proves there is room in the market for professional grade headsets that are built from the ground up for enterprise. The Series C round brought Varjo to over $100 million and will allow for global expansion.

The VR Awards returns as a fully immersive digital event. This time, the Academy of International Extended Reality plans to celebrate the best projects of the past year while re-defining what a virtual event should look to be.

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BEH I N D T H E S C ENES

The Making of the VR Awards This year has been the most remarkable yet for the VR Awards and the Academy of International Extended Reality. After our most successful VR Awards yet in 2019, we began preparation for the next edition of the VR Awards. This launched us on an exceptional journey, and we couldn’t be prouder to bring you this very special edition of the VR Awards.

VRChat

As we began exploring a social VR platform to host the show, we quickly settled on our partners at VRChat. The VRChat community is huge with an endless collection of social VR experiences built and shared by the community.

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VR Awards 2019, Central London

VR Awards 2020, Digital

Our flagship show is a pillar of the VR community, bringing hundreds of international guests to our home in Central London, a hub for immersive technology. The awards have become hugely important to the immersive ecosystem; giving recognition to leading pioneers & giving networking access to the most influential names something we wanted to carry into any event medium we chose.

As we saw increasing lockdown measures, we snapped at the opportunity to deliver something we always wanted to; a fully virtual event.

VR Awards 2020, Networking Room


For the first time, the VR Awards had unlimited potential: we were no longer limited by the size of the room, so thousands could attend. Shattering Expectations

What followed was breakthrough after breakthrough. After experiencing so many virtual events that tried to emulate too closely their in person event, we realised that our experiences scratched the surface of what was possible. The technology was there to do more, VR is finally affordable and powerful enough - but the ideas are stale. We designed the VR Awards to shatter expectations, and re-define the virtual event space.

Today, we get to enjoy the hard work of the hundreds that came together to make this project a reality, and we are inspired by the results.

Get suited and booted for the Virtual Red Carpet

The dressing room

For the first time, the VR Awards had unlimited potential: we were no longer limited by the size of the room, so thousands could attend. We were no longer limited by location, so the whole world could join simultaneously. We were no longer limited by 2D screens, and could instead take our attendees on an unforgettable journey that would take them from an 80s arcade to piloting an aircraft over the English Channel. Throughout the year, we armed ourselves with talented and passionate developers from our own and the VRChat community; and set out to create the VR Awards world in VR, all from the ground up. Our team grew to over 25 community developers; a mixture of 3D modellers, animators & world-builders, all coming together to bring our VR Awards vision to life in Unity. Before we knew it, our events team had turned into a full blown games studio, working with Academy industry partners and onboarding a technical lead. We pieced together development piece by piece, from concept through to testing. Today, we get to enjoy the hard work of the hundreds that came together to make this project a reality, and we are inspired by the results. The journey has been a rollercoaster, but we hope to have established the capability of VR to overcome modern challenges, and set a precedent for virtual events that will last forever. We hope you enjoy the experience.

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A year in the eyes of the Academy Just 10 years ago, the idea of a world connected by immersive technology seemed like a distant future. Today, it is becoming an increasing possibility. With the barrier to entry smaller than ever before, we are seeing more VR in the homes of consumers, the desks of businesses, and the wards of hospitals.

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The Academy of International Extended Reality was founded on the principle of connecting the pioneers driving this adoption together. We believe that the growth and development of our industry depends on those who continuously present a positive image of the immersive industries that resounds around the world. Hence, we published our code of conduct this year, focusing on our three core pillars: responsibility and accountability, quality and best practices & Integrity and honesty.

through warm, 1 to 1 introductions to the people who matter most to them. This feeds into our three pronged approach: people, projects & knowledge. People, is about tightening our community and ensuring that this feeds into our relationships

“Enhancing industry collaboration and celebrating worthy achievements, AIXR is truly an energizing force for our very special community.� Pearly Chen Vice President HTC

Those who align with our mission can join us on our ultimate goal; to identify, celebrate and exemplify the very best in immersive technology. We work to create a solution-orientated community of like-minded creatives, helping them reach new audiences, and maximising their growth

with government bodies. Projects include securing a sustainable ecosystem for VR - from our industry advisory groups to our XRGeneration program getting young people into careers in tech. Lastly, knowledge is about creating an informed industry, be it through insights program, webinar series, or free industry resources. Everyone from multinational corporations looking to stay on the bleeding edge with a VR deployment, to individuals trying to tell their story through VR, have a place in the Academy. Whatever you’re looking to achieve, AIXR has the initiatives or the community to help.

If you think you could be a good fit for the Academy, get in touch to set up an interview. For more information, please visit aixr.org.


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OUR SPON SORS & PART N E RS

Thank you The success of the VR Awards is tightly linked to the generosity and support of its sponsors and partners.

THE ACADEMY OF INTERNATIONAL EXTENDED REALITY Event Organisers

VRCHAT Platform Partner

ACCENTURE Lifetime Achievement Award Sponsor

THE GRID FACTORY

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VR Enterprise Solution of the Year Award Sponsor

VR FOCUS Media Partner

UPLOADVR Media Partner

Special Thanks VR Awards Steering Group VR Awards Development Team

The VR Awards 2020 Judging Panel

Follow @VRAwards on Twitter, Facebook and Instagram with #VRAwards


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5 TH I N T E R N ATI ONA L V R AWA R DS

Register your interest for 2021 Be the first to find out about nomination opening and closing dates, ensuring you won’t miss any deadlines.

vrawards.aixr.org/register-interest


Credits Organised and produced by The Academy of International Extended Reality (AIXR) in partnership with VRChat.

Executive Producer Daniel Colaianni Event Coordinator Rachael Knight Creative Director Kelly Wright Marketing Manager Lisa Mach Marketing Assistant Carter Gibson

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Member Relationships Manager Chris Gunby Technical Lead Tsuna Hiiragi Senior Director, Special Projects Hayley Lloyd

VR Awards Steering Group Jason Camillo Kalan Ray Sam Watts Nicola Rosa Alex Coulombe Jesse Joudrey

A Special Thanks to Accenture The Grid Factory VRChat Médecins Sans Frontières

VR Awards Production Team VRChat Technical Integration Jason Camillo Jesse Joudrey

Development 3D Modelling August Loolam James Tedford Dmytro Elishys Dennis Poon Garrett McPherson Rannon Healy Robert Milne Sean Garcia Vaughan Schmidt Alan Coakley Aly Norton Christian Blanco Joshua Sanderson Kiral Poon Rachel Van Der Meer Tyler Mazer Level Design Bryce Jepson Dmytro Elishys Evgenii Koromyslov Luke Doolan Alistair Norton Fox Gleason Joshua Sanderson Rachel Van Der Meer Tyler Mazer Scripting James Tedford Evgenii Koromyslov

Dmytro Elishys Luke Doolan Mirko Hennings Vaughan Schmidt Huw Dawson Sound Design Garrett McPherson Translations Tony Lewis

Testing QA Lead Sam Watts Eleanor Watts QA Testing Ilkka Eemii Kalpio Jessica Papanek Ken Jones Nicolle Henry Cameron Butcher Tyler Winterz Liam Wright Jacob Keen Vardan Eritsyan David Mottley Nima Zeighami Surya Buchwald Ronny Scherer Milton Levi Sinnard Vilius Vitkauskas Richard Kristolaitis


Credits Moderation Team Rebecca Rickwood Brandon Beedon Emma Bennett Stacey Gunby Julia Belankina Jamie Van Amstel

Behind the Scenes Photography Brandon Beadon

Creative Studio Minty Studios

Voiceover & Narration Jessona

VR Awards Trophies Gaudio Awards

Opening & Closing Speech Daniel Colaianni

PR Agency Big Top PR

The GRID Factory Speech Andy Bowker

Accenture Speech Nicola Rosa

Opening Ceremony Bobby Carlton Eric Shamlin Aleko Lilly Ramakrishnan CN Muki Kulhan Ed Grieg Jonathon Foo Kevin Williams Marryam Chaudhry

Pre-Stream Pre-Show Panelists Sean Rodrigo Alexandra Hussenot Chris, Gamertag VR Maddalena Crosti After Party Production Green Spark

Studio

Production Unit AIXR

Music After Party DJ Miss Stabby For the Final Kingdom Edgar Hopp The Path to Innovation Airae Come 2gether Ooyy View full music outline at aixr.org Music Support Epidemic Sound Envato Elements

An AIXR Production The 4th International VR Awards © 2020 Thank you for joining us, see you again next year!

Studio Beltcraft Studios Audio Support AV Unit

VR Awards 2020 Book of Achievement © 2020 The Academy of International Extended Reality awards@aixr.org | +44 (0) 20 8064 1146 VR Awards, 65B North Hill, Colchester, CO1 1PX Although every effort has been made to ensure the accuracy of the information contained in this publication, the Publishers cannot accept liability for errors or omissions.

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Identify, celebrate & exemplify. By connecting people, projects, and knowledge together, we enable growth, nurture talent, and develop standards, bringing wider public awareness and understanding to our VR & AR industry.

aixr.org/become-a-member

AIXR proudly congratulates all 2020 finalists.

aixr.org


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