3rd International VR Awards Book of Achievement

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11 NOVEMBER 2019

LONDON, UK

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3 RD ANNUAL VR AWARDS


I N T ROD U CIN G

The Accenture VR Lifetime Achievement Award 2

“Accenture sees Extended Reality (XR) as a technology that can change the way we learn, access data and services, collaborate, play and connect with people. Our Accenture XR practice is honoured to be part of the VR Awards and to support leaders and innovators that are paving the way for this immersive future.� NICOLA ROSA AC C E N T UR E X R EUR O PEA N L EA D

SU P P ORT E D BY


I N T R O D UC TI ON

A word from AIXR.

Welcome to the third annual VR Awards. We come together to celebrate the very best in virtual reality each year, showcasing outstanding projects from companies across the globe. 2019 has been an incredible year for virtual reality, the industry has continued to grow rapidly, and the next generation of VR hardware has been released to widespread critical acclaim and commercial success. This growth and continued development is down to you, the VR Awards would simply not exist without your support; you are the innovators, creatives, and industry leaders who continue to propel this emerging industry forward with your tenacity, originality and creativity. Virtual reality will fundamentally change the way we live and work, now more than ever. We are beginning to see the revolutionary potential of this technology fully realised. Perceptions are shifting, the community is growing, and attitudes are changing - more and more people are being convinced of VR’s applications across sectors, from gaming to enterprise, and education & training. Every year we are astounded by the quality of the projects we receive, virtual reality has come a long way in the past few years, driven forward by many of you here tonight. One constant that we’ve seen, ever since the inaugural VR Awards back in 2017 is the awe-inspiring, polished and visually stunning VR experiences and projects that are produced year on year. As you continue to grow, the VR Awards does so too. I’d like to extend a sincere thank you to all of those who have supported the VR Awards from the very beginning. This includes our production team, partners, sponsors, finalists and judges, all of you have had a huge impact on the success of this year’s VR Awards.

DColaianni DANIEL COLAIANNI Executive Producer

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WE CREATE REALITIES London College of Communication, UAL is home to Europe’s first ever Master’s degree in Virtual Reality, and will soon open its first undergraduate degree in the field. Course Leader Ana-Despina Tudor explains.

Why launch degrees in VR?

“VR has the capacity to transform many industries by creating more engaging tools and narratives. In our programme we explore its roots in computer science and psychology and use it as a platform for interactive content and artistic expression. We wish to prepare our students to be curious to experiment but also to be resilient in the face of a technology that is constantly changing.”

What skills do you look for in people applying for the course?

“The Screen School is a large community of creatives from different disciplines that include film, animation, games art and design and visual effects. We look for students with diverse backgrounds in moving image, but we also encourage more research-oriented applicants to come and explore the theoretical side of VR. We can teach people how to code, but it’s much harder to teach people to be curious. That’s what we need – motivated people looking to experiment, ready to start over and push through boundaries.”

Find out about London College of Communication’s Screen School: arts.ac.uk/lcc

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POWERED BY BDO


C ON T E N TS

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A word from the organisers

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2018 Winners in Pictures

A very warm welcome to the VR Awards 2019

A look at some of the 2018 Winners

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The Finalists

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The Judges

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Celebrate this year’s full list of award worthy nominations

The full list of the 2019 Judges

Another Year in Virtual Reality Explore the feats accomplished by the VR industry

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The Immersive Industry in the spotlight

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Steering the industry forward

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A behind the scenes insight on AIXR

An insight on AIXR’s VR Steering Panel by Vicki Dobbs Beck

Our Sponsors & Partners The sponsors & partners who bring the VR Awards together

Special Thanks & Credits A huge thanks for everyone involved in making the night possible

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VR Healthcare of the Year

VR Game of the Year

The Gallery – Episode 2: Heart of the Emberstone by Cloudhead Games Ltd

Innovative VR Company of the Year

Ultrahaptics

A look at some of the 2018 Winners

Virti

VR Social Impact Award

Window to our World by VISYON & The Cornerstone Partnership

VR Headset of the Year

HTC Vive Pro

IN P I CT U R E S

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VR Architecture and Real Estate of the Year

Bostoen by Nanopixel

VR Experience of the Year

Manifest 99 by Flight School

Rising VR Company of the Year

Neurogaming Limited

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VR Film of the Year

CARNE y ARENA by ILMxLAB

VR Marketing of the Year

Coco VR by Magnopus


V R AWA R DS 2 019 B A DG E G IF T PA RTN ER Staying up to date with the latest processes within our industry is vital for continued growth for Badge Base, which is why we are proud sponsors of the VR Awards – celebrating the best and the brightest within the Virtual Reality industry.


VR AWARD S 2 020

Register your interest for 2020 Be the first to find out about nomination opening and closing dates, ensuring you won’t miss any deadlines.

vrawards.aixr.org/register-interest



20 19 N OMIN AT ION S

The Finalists

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GE Healthcare: Increasing training opportunities for radiographers through VR

Oxford Medical Simulation

I MM ERSE

OX F O R D M EDI CA L S I M UL AT I O N

Access to CT Scanners for training radiographers is very limited, this project attempts to address this by providing training and experience with these scanners in VR.

Oxford Medical Simulation uses virtual reality simulation to train healthcare professionals in world-class patient management without risking lives.

Fundamental Surgery (FS)

Augmented Baseplate Shoulder Simulation & Patient Specific Planning

F UNDA M ENTAL S U RGE RY

PR EC I S I O N O S T EC HN O LO GY

Fundamental Surgery is a software platform that takes advantage of readily available virtual reality hardware combined with cutting edge haptics to create a simulation system that can be used on any modern PC set up.

Immersive medical education using virtual reality to simulate the successful placement and checkpoints of using an Augmented Baseplate to reconstruct the glenoid.

VR for Psychosis Research and Treatment Fear of Heights (Clinical Acrophobia) OX FORD V R

Oxford VR’s automated VR treatments use a virtual coach to enable greater access to quick, cost-effective and high-quality therapy services.

V I RT UA LWA R E & K I N G ’ S C O L L EG E LO N DO N

VR for Pyschosis Research and Treatment is an application that simulates a school canteen in a VR environment for young people between 14 and 16 years old. The goal of the experience is to support adolescents in coping with mental health issues.


201 9 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 industry.

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2018 Winner “We are delighted to have won the VR Healthcare Award at the VR Awards and to have been shortlisted alongside some outstanding companies developing VR solutions across all industries. Within healthcare immersive technology, it is increasingly important to reduce costs and improve performance and experiences for both patients and physicians. 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 1 9 F I N A LI STS

VR Education and Training of the Year Awarded to enterprise, consumer oriented training or educational solutions, this may apply to experiences, videos, games and more (providing it has a positive educational use).

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2017 Winner “We were honored to receive the VR Award in 2017 for the Education Category which I feel is deserved recognition to the dozens of people behind our VR simulations at ITI, Serious Labs, as well as our early-adopter customers who participated in revolutionizing training and assessment for crane and heavy equipment operations. VR Bound [AIXR] holds a truly world-class event and award show that celebrates people and companies across the spectrum of VR hardware, software, and content development. This is a one-of-a-kind event that brings together the best and brightest from every corner of the VR industry.� ZACK PARNELL CEO, ITI


Breaking Boundaries in Science

Working at Height

F ILA M ENT GA M ES

VO DA F O N E & M A K E R EA L

Breaking Boundaries in Science is an immersive VR celebration of some of history’s most renowned women in STEM.

A health and safety awareness experience highlighting some of the many hazards faced by personnel working at height.

IsReality

Virtual Training Ship Simulation (VTS)

I SBANK

O R K A I N F O R M AT I C S

IsReality, Isbank’s first virtual reality learning solution was designed to diversify the learning options for Isbank’s employees and accelerate adaptation of employees for a digital transformation of the Bank.

VTS was designed to train students, officers, and ship’s crew to improve knowledge transfer, learning, and retention by enabling the user to respond to real-world issues in a highly realistic and faithful, yet safe environment.

Training: Replace low voltage fuses without life-threatening risks

BODYSWAPS® S O M EWHER E EL S E

Training newly hired technical installation employees on replacing fuses in lifethreatening low voltage installations using VR.

A pioneering soft skills training platform which lets employees practice their soft skills, using their own voice and body-language, by acting out a range of high-pressure workplace scenarios with AI-powered virtual humans.

ClassVR

DHL: Gamification of the Cargo Loading VR Training Process

AVA NTIS SYSTEM S

I M M ER S E & DHL

ClassVR is a complete XR system designed specifically for the classroom to help raise engagement & increase knowledge retention for students of all ages.

In this experience created for DHL employees, trainees use hand controllers to stack virtual boxes of various shapes and sizes, exactly as they would in real life.

N ANOPIX EL & FLU VIU S

Exoplanet Explorers 2 E NG INE HOU SE V FX

Mighty Masters M OYO SA M EDI A

This 10 minute-long video propels the viewer to distant and exotic worlds, offering a scientifically guided immersive tour of exoplanet environments.

The Mighty Masters Art Program sets out “to make art universally accessible and fun to as many children in the world as possible”.


Lloyds Resilience & Vitality

MixCast VR Marketing System B LUEPR I N T R EA L I T Y

MAK E REA L & LLOYD S BAN K IN G GROU P

A VR application designed to help delegates to spot the physical and conversational indicators of emotional resilience – (Survival, Performance, Burnout, Recovery).

Blueprint Reality’s MixCast VR Marketing System is a powerful tool for the broadcast and presentation of mixed reality. MixCast blends, captures, and broadcasts users’ experiences in virtual environments to 2D screens.

Autodesk VRED – VR Collaboration AU TOD ESK

Autodesk VRED VR Multi-User Collaboration, provides a simple and fast way to connect stakeholders anytime, anywhere in the world, to share ideas and collaborate around designs in real-time.

VIROO: Virtualware Immersive Room V IRTUALWA RE

Athena G O O DPATC H

Athena is a virtual reality tool for designing and testing experiences in and around the connected car.

VR Command Center EL A R A SYST EM S

VIROO is a virtual reality solution that enables any organisation to launch real scale and multi-user virtual reality content in an easy and affordable way.

The VR Command Center is an enterprise deployment platform designed to elevate and promote a robust corporate VR ecosystem.


201 9 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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2 0 1 9 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 PÉREZ VISYON


RSA Consequences

X-Ray Fashion V ULCA N PR O DUC T I O N S

BBD O D U BLIN

RSA Consquences is a 3D 360-degree film, shot in 6K with binaural audio with the goal of leveraging the power of virtual reality to make the consquences of drink driving real.

X-Ray Fashion explores the darker side of the fashion industry in an immersive, multisensory installation uncovering the hardships workers must endure and the environmental threats caused by the garment production process.

Anne Frank House VR

Dementia Yn Fy Nwylo I / First Hand

F ORCE FIELD EN T E RTAIN ME N T

GA L AC T I G

Anne Frank House VR offers a unique and emotional insight into the two years Anne spent hiding in the Annex.

An innovative VR experience in English and Welsh which transforms our understanding of living with dementia.

Children Do Not Play War

The 100% – Maggie’s Story S PR I N G B O K EN T ERTA I N M EN T

VILD STU D IO

Children Do Not Play War is a cinematic VR tale of the war in Uganda told through the eyes of a young girl.

Through a seamless mix of immersive storytelling using state of the art volumetric capture, archival footage, and interviews, The 100% explores the life of Maggie Kudirka.

Ghost Fleet VR

Common Ground

V U LCA N PROD U C T ION S

EAST C I T Y F I L M S

Ghost Fleet VR offers epic storytelling and takes viewers to the ships, ports, and seas where the slave trade takes place, exposing these injustices and their relationship to the lucrative fishing industry.

An exploration of the Aylesbury Estate, the biggest social housing project in Europe, home to thousands of South Londoners and a monument to the forgotten dreams and broken promises of successive governments.

Mercy OCU LU S FOR G O OD & ME RCY S H IP S

Edith, a 14-year-old girl, lives in the village of Centre Lobo with her parents and eight siblings. The audience follow Edith as she travels by foot through the jungle for days in order to have a life-transforming surgery.

The Right Choice – ICRC V I S UA L I S E, DO N ’ T PA N I C & I C R C

The Right Choice - ICRC is an interactive, immersive film that puts you at the heart of the Syrian conflict with a family enduring the war.


Immotion

KageNova

Immotion delivers state of the art locationbased VR experiences, combined with cutting edge motion platforms to consumers and businesses.

KageNova is developing core technologies to engineer interactive realism for next-generation immersive experiences, such as virtual, augmented and mixed reality (VR). Maze Theory Maze Theory is an independent virtual reality immersive entertainment studio formed by games industry veterans. HOLOGATE HOLOGATE is the world-leading creator and distributor of turn-key multiplayer virtual reality hardware and software solutions for the location-based entertainment market. Periscape VR Periscape VR is an immersive and interactive entertainment company focused on locationbased virtual reality experiences. Fable Studio Fable Studio spun out of Facebook’s Emmywinning in house VR movie studio Oculus Story Studio. Fable has recently relaunched as a virtual beings company with the goal of building the first virtual being.

Lume Lume is a revolutionary data exploration, communication and collaboration platform. Lume allows companies to create virtual rooms where their complex data and analytics exist.

Enduvo Enduvo is a powerfully simple AR/VR content authoring, sharing, & viewing software that removes the complexity/high cost associated with developing AR/VR content.

Atlas V The Atlas V team seeks to engage audiences by leveraging new technologies, unique visual aesthetics, and immersive design.


201 9 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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S U P P ORT E D BY


2 0 1 9 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, 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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SUP P ORT E D BY


Fundamental Surgery Make Real Make Real create state-of-the-art immersive digital products and experiences for use at work, at home and on the move.

AmazeVR AmazeVR is a cloud-based platform for high-quality VR content creation and mass distribution. AmazeVR builds its own custom VR cameras and develops proprietary cloud-based software.

Spinview Spinview are bringing businesses to life, futureproofing them from the ground up, seamlessly embedding technology into their infrastructure and enabling smarter decision-making.

Ballast Technologies Ballast Technologies creates aquatic virtual reality experiences. Ballast created the first VR system to work on waterslides (VRSlide) and the first commercial system to enable VR snorkeling experiences (DIVR).

Fundamental Surgery is a software platform that takes advantage of readily available virtual reality hardware combined with cutting edge haptics to create a simulation system that can be used on any modern PC set up.

BackLight BackLight creates innovative and immersive content, beginning first in 2008, producing animated movies & interactive content for the advertising industry.

Emblematic Group Emblematic Group is an XR company that creates proprietary tools and content to tell socially impactful stories. Emblematic have a history of producing high-quality VR/AR content through volumetric storytelling.

Avantis Systems Avantis Systems produce groundbreaking technology designed to help raise engagement and increase knowledge retention for students of all ages.


VRSlide Ralph Breaks VR

B A L L AST T EC HN O LO G I ES & WI EGA N D. M A EL Z ER

I LM X LA B & THE VOID

VRSlide was designed to be a high-throughput ride that is remarkably simple to operate and maintain, with hassle-free technology that accurately tracks riders as they move down water slides.

Inspired by Walt Disney Animation Studios’ Ralph Breaks the Internet, the experience pairs groups of four participants with the characters Wreck-It Ralph and Vanellope von Schweetz.

War Remains M W M IM M ERSIVE & FLIGH T S C H OOL ST U D IO

War Remains uses VR to transport audiences into the most extreme battlefield in history – the Western Front of The First World War.

Chained: A Victorian Nightmare M WM I M M ER S I V E

Chained: A Victorian Nightmare is the immersive theater VR adaptation of Charles Dickens’ classic tale.

FaBIOS Fantastic Fun Factory Curse of the Lost Pearl: A Magic Projector Adventure DREAM SCA PE IMME RS IVE

Curse of the Lost Pearl is an LBE experience that is part movie, part action game, and part escape room. Players are tasked with breaking an ancient curse and finding the lost pearl.

HO LO CA F E

In FaBIOS Fantastic Fun Factory, players compete against each other in a series of minigames that rely on dexterity, swiftness and quick understanding.

Arizona Sunshine LBVR Sol Raiders ZERO LATENCY

A PvP competitive VR game from Zero Latency, features team-based combat across 3 diverse maps, complete with unique objectives.

V ERT I G O GA M ES & JAY WA L K ER S I N T ER AC T IVE

Based on the critically acclaimed VR shooter, Arizona Sunshine - LB VR Edition transports players straight into the zombie apocalypse.

Beyond Medusa’s Gate Toyland: Crazy Monkey YM AG IS & BACKL IGH T ST U D IO

Toyland: Crazy Monkey invites six players to play as toys charged with freeing a children’s room from the evil Crazy Monkey.

UB I S O F T B LUE BY T E

Beyond Medusa’s Gate is a multiplayer roomscale escape room in virtual reality set in the world of Assassin’s Creed Odyssey.

Golem VR HUXLEY 2 – THE ADVENTURE BEGINS EX IT A DVENTU RE S

In Huxley 2 - The Adventure Begins, players travel to a 19th century world inspired by steampunk and Jules Verne.

DI V R

Golem VR is a 25-minute hyper-reality experience taking place in the Renaissance Prague and exploring a local legend about a mystical being: Golem.


2 01 9 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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2 0 1 9 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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2018 Winner “Given the breadth and passion of the industry, it’s hard to imagine any gathering of VR developers not making for an enthralling evening, but I found myself uniquely surprised and impressed by the crowd and presentation of the VR Awards. Coming from Los Angeles solo, I was unsure as to whom I might encounter at the event. But upon entering, I immediately found myself welcomed into conversations with a variety of creators, producers, and enthusiasts. After a bracing beverage and a scrumptious dinner, an already wonderful evening was culminated by an award. I can’t thank the judges, the organizers, and the community enough for the passion that has gone into this event.” ROB AUTEN MAGNOPUS


Porsche “Hall of Legends” VR Experience UDG LUDWI G S B UR G , N ER DI N DUST R I ES

Oasis Pocket Adventure: The Infrunite Slide BACKLIG HT, ORAN GIN A S U N TORY & MARC E L

The Infrunite Slide is a ride in 4D virtual reality, taking participants into the world of Oasis fruits.

Qualcomm Snapdragon Tech Summit 2018 Invitations QUA LCOM M TEC H N OLOGIE S

In an innovative marketing campaign, Qualcomm sent out a number of interactive and immersive VR invitations to the 2018 Tech Summit.

Ledvizor VR-Presentation Space

& PO R S C HE

The Hall of Legends is an exciting VR brand experience. It allows fans to witness iconic moments from the history of Porsche Motorsport.

S 1000 RR VR N UM EN A & B M W

The S 1000 RR VR application consists of two separate scenes. The main scene introduces the new bike through a series of reverse explosions of the motor and outer parts. The player then proceeds on a journey through the motor at 1:500 scale.

VR Experience for Santos de Cartier Launch L R ST UDI O & CA RT I ER

PROEKTM A RKETIN G + 1 & LE DVIZOR

The Ledvizor VR presentation space was created for a profile exhibition, it is a spacious VR-location, where a user can try out different products from the Ledvizor.

Lone Echo II: Trailer Experience R EA DY AT DAW N

Paris watchmaker Cartier, opened an exhibition in Shanghai from November 22 to 25 that allowed consumers to immerse themselves in the narrative behind the company’s Santos watch collection.

Ford ‘WheelSwap’ VR HA PPY F I N I S H, H+K ST R AT EG I ES & F O R D

The Lone Echo II: Trailer Experience allows players to experience a glimpse into the highly anticipated sequel to the groundbreaking zero-g adventure from Ready At Dawn and Oculus Studios.

WheelSwap is a ground-breaking VR experience that enables motorists and cyclists to see how their inconsiderate actions can be potentially fatal for their fellow road users.


the bOnd AX IS STU D IOS

The bOnd is a VR short about an ancient healer and her connection with all living things - good and evil.

Crow: The Legend B AO B A B ST UDI O S

Crow is a fully immersive journey about recognizing that once we have accepted ourselves, we are in a better position to accept others – even those who may be different than us.

Wolves in the Walls: It’s All Over FABLE STU D IO, T H IRD RAIL P ROJE C TS & OCU LU S STORY ST U D IO

Wolves in the Walls transports you into the magic of virtual reality cinema, where players work to help 8-year old Lucy discover what’s truly hiding inside her house.

The Great C S EC R ET LO CAT I O N

The Great C is a cinematic narrative set in the aftermath of an apocalyptic event developed from the ground up to push the boundaries of storytelling in VR.

Cycles WALT D ISNEY AN IMAT ION ST U D IOS

Cycles is Walt Disney Animation Studios’ first VR film that centers on the true meaning of creating a home and the life it holds inside its walls.

Traveling While Black F EL I X & PAUL ST UDI O S

Lucid BREA K ING FOU RT H LIMIT E D

Lucid is a scripted animated VR drama. Travel along with Astra into the subconscious of her comatose mother’s mind, as she seeks to find out the cause of her mother’s accident.

Traveling While Black is a cinematic VR experience that immerses the viewer in the long history of restriction of movement for black Americans and the creation of safe spaces in our communities.

Grenfell: Our Home ARIPI SIM PALS STU D IO

ARIPI is an exciting VR adventure about an astronaut forgotten in orbit and his dream that unexpectedly came true.

PA R A B L E, C HA N N EL 4 & 59 PR O DUC T I O N S

The film tells the story of life in the tower prior to the fire, and features 360 stereoscopic interviews with residents alongside animated sequences evoking life in Grenfell.


2 01 9 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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2017 Winner “Penrose Studios had an amazing time at the 2017 VR Awards. It was inspiring to spend the evening with incredibly innovative talent in the space, and to see the accomplishments of the year highlighted. We are humbled that “Allumette” won the “Interactive VR Media/ Film of the Year”. With the release of the experience on major VR platforms, we have been fortunate to enjoy positive reception. Penrose followed up “Allumette” with the fully immersive VR experience “Arden’s Wake”, a post-apocalyptic story about a young woman’s journey of personal independence.” JIMMY MAIDENS CO-FOUNDER, PENROSE STUDIOS


2 0 1 9 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


Vader Immortal: A Star Wars VR Series – Episode I I LM X LA B & OCU LU S ST U D IOS

Eleven Eleven N B C UN I V ER SA L & DI G I TA L DO M A I N

A three-part series that combines immersive cinematic storytelling with dramatic interactive play. Players explore the world of Darth Vader with Oculus Quest and Oculus Rift S.

Awake

Eleven Eleven is an original narrative experience designed from the ground up specifically for VR and AR.

Curfew: Join the Race R EWI N D & S KY V R

STA RT V R & A NIM AL LOGIC

In Awake, follow the story of of Harry; a man obsessed with solving a mysterious lucid dream.

Curfew - Join the Race is a VR experience that deeply meshes with the timeline, aesthetic, and themes of Curfew, an eight-part street race drama for Sky One.

The Scream VR Where Thoughts Go LU CAS RIZZOTTO

In Where Thoughts Go, discover the dreams, fears and secrets of other players - and leave your own for others to find.

C I N ÉT ÉV É EX PER I EN C E & A RT E F R A N C E

Based on the world-famous painting, this interactive and sensory virtual reality experience unfolds in three chapters, presenting a unique interpretation of the Expressionist masterpiece.


Quest

XTAL 5K HMD V R G I N EER S

OCU LU S

Oculus Quest is one of the first all-in-one gaming systems for virtual reality. No wires or PC, just a headset and controllers that transport you into another world.

The high-resolution VR Headset for professionals with best-in-class crystal clear image, uncompromising 5K image and true colors thanks to high-density OLED displays and clear custom-built lenses.

Vive Pro Eye HTC

The Vive Pro Eye is part of a new generation of VR headsets, adding eye tracking to the Vive Pro. The Pro Eye improves simulations, insights, and processing with precision eye-tracking technology.

Rift S

Teslasuit

Reverb VR Headset

V R ELECTRONICS

HP

Teslasuit is a full-body AR/VR suit and software suite that incorporates haptic feedback into the traditional VR experience, opening up a new world of possibilities.

The Reverb VR Headset from HP delivers immersive and transformative experiences with a 2160x2160 resolution panel per eye and 114-degree field of view.

O C ULUS

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


201 9 FIN ALISTS

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

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2 0 1 9 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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2018 Winner “Cloudhead Games was honoured to have been a part of the 2018 VR Awards as the winner of Game of the Year. This is our fifth year in VR content creation, and our winning experience, Heart of the Emberstone, is the second title in our fantasy adventure franchise built from the ground up for VR. We were humbled to be among the biggest names in virtual reality, and to be recognized among them for the depth of our experience and its refined VR designs. The 2018 VR Awards was a fun and sophisticated event that truly connected all facets of this burgeoning industry, and celebrated the range of talents within it.� JO DUNLOP CLOU D HEA D GA ME S


ASTRO BOT JAPA N STU D IO & AS OBI T E AM

ASTRO BOT: Rescue Mission is a 3D platform game where you take control of Astro Bot in an adventure to find his lost crew.

Shadow Point C OATS I N K

Shadow Point is a puzzle-adventure game set between a mountaintop observatory and an ever-changing fantasy world.

Blood & Truth S O N Y LO N DO N ST UDI O

Hellblade: Senua’s Sacrifice VR Edition NINJA THEORY

Set in the Viking age, a broken Celtic warrior embarks on a haunting vision quest into Viking Hell to fight for the soul of her dead lover.

In Blood & Truth, play as a former Special Forces soldier who is tasked with saving his family from a London crime boss.

Falcon Age O UT ER LO O P GA M ES

OWLCHEM Y LABS

In Falcon Age, learn to hunt, gather, and fight to reclaim Ara’s cultural legacy in the lost art of falcon hunting.

Visit the vibrant world of Vacation Island and make real memories of a simulated vacation in this hilarious simulator adventure.

Firewall Zero Hour

Vacation Simulator

F I R ST C O N TAC T EN T ERTA I N M EN T

Transpose

Firewall Zero Hour is the 4v4 team-based tactical shooter developed exclusively for PlayStation VR.

SECRET LOCATION

Transpose is a dreamlike VR puzzle game set in a universe where time and gravity are used as tools to manipulate the world.

CREED: Rise to Glory™ S URV I O S

CREED: Rise to Glory™ puts you in the gloves of underdog Adonis Creed. FREEDIVER: Triton Down ARCHIACT

Plunge into a capsizing research ship, the Triton, where survival means outmaneuvering the water’s lethal surge.

Angry Birds VR: Isle of Pigs R ES O LUT I O N GA M ES

Angry Birds VR: Isle of Pigs allows you to explore the remote Island of the Green Pigs and save the stolen eggs.

A Fisherman’s Tale I NNERSPACE V R & ART E FRAN C E

PROZE: Enlightenment

A mind-bending VR puzzle adventure game in which being turned upside down and inside out is not merely a play on words.

SIGNSINE

PROZE is a story of the people facing the Soviet Government and it’s echoes.


John Carmack “The things that motivate John are the things that put him on the edge of discovery”. There are very few people who represent the cutting edge of the entertainment landscape as John Carmack. Born out of a suburb in Kansas City, he was hooked on personal computers since their inception - his early days spent learning to program.

Not content with revolutionising gaming just once, Carmack was determined to make the gaming experience more immersive than ever, transporting the player inside the game. When the Oculus RIft was announced in 2012 to a mixed reception, Carmack saw an opportunity.

He achieved a top GPA, and got into University of Missouri. Carmack reluctantly attended only computer science classes, but quit within two semesters. He switched to freelance programming, and things looked promising when he got a steady job at Softdisk developing games.

Above the skepticism, Carmack placed himself as a firm believer in the technology, knowing it had the potential to finish the journey he started. He became instrumental in finishing in their kickstarter campaign, and within a year he became the CTO at Oculus VR, a position he still holds today.

It was at Softdisk that he would meet fellow computer fanatics, John Romero and Adrian Carmack. The group spent many late nights experimenting and pushing the limits of programming. It was during this time that they developed their first title “Commander Keen” (1990). Spurred on by its success, with their first royalty check in hand, they launched id Software together.

Carmack’s efforts have always revolved around reaching as many people as possible, and his work at Oculus is no different. Under his leadership, Oculus has released their first generation of products, including the newest Oculus Quest, often heralded as the most complete VR consumer experience to date.

Their first title “Wolfenstein 3D” was an overnight success, garnering numerous awards and termed the “grandfather of 3D shooters”. Carmack found ways to transform his ideas into a three-dimensional reality, and a new genre was created: the first person shooter. For the first time, players could feel like they were participating in the adventure themselves. id Software produced a slew of other first person shooters, such as “Doom” and “Quake”; each time launching with improving graphic fidelity that would allow the virtual world to feel more immersive.

John Carmack has recognised that immersion is the holy grail of entertainment. From the first three-dimensional video game world, to creating the first opportunity to step through the window into those worlds, Carmack has been on the cutting edge every step of the way. There is no one more perceptive, influential and optimistic than John Carmack. He is putting VR in the hands of you and I, and for that, we honour him with the first Accenture VR Lifetime Achievement Award.


IN T ROD U CIN G

The Accenture VR Lifetime Achievement Award “Accenture sees Extended Reality (XR) as a technology that can change the way we learn, access data and services, collaborate, play and connect with people. Our Accenture XR practice is honoured to be part of the VR Awards and to support leaders and innovators that are paving the way for this immersive future.� 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 2019 Judges A massive thank you to all of our 2019 judges.

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Alex Schwartz, Formerly Owlchemy Labs

Jan Korenko, Staffordshire University

Amber Osborne, Doghead Simulations

Jason Lovell, Capitvate XR

Andreas Juliusson, Fast Travel Games

Jennifer Magee-Cook, Dreamscape Immersive

Anton Christodoulou, Imagination

Joanna Popper, HP

Antony Vitillo, Freelance

Katie Goode, Triangular Pixels

Arfa Rehman, Virtue Health

Kevin Williams, KWP

Barry Downes, Suir Valley Ventures

Kiira Benzing, Double Eye Productions

Bobby Carlton, Ready Learner One LLC

Marcus Anzengruber, IPPD

Charlie Fink, Freelance

Martin Swant, Forbes

Chris Freeman, Sublime - Digital Realites

Mary Matheson, Macondo Films Ltd

Cy Wise, Founder

Megan Gaiser, Spiral Media

Daniel Corey, Image Comics

Michael Bergen, NVIDIA

David Swapp, UCL

Michael French, Games London

Douglas North Cook, Chatham University

Muki Kulhan, Muki International

Dr. Ana-Despina Tudor, UAL

Nicola Rosa, Accenture

Dr. Carlton Reeve, University of Bradford

Patrick O’Luanaigh, nDreams

Dr. Paul Chapman, Glasgow School of Art

Paul Jacobs, Exertis

Dr. Ruth Conroy Dalton, Northumbria University

Rob Scott, BBC Education

Dr. Wendy Powell, Tilburg University

Russell Harding, Maze Theory

Ed Greig, Deloitte Digital

Shen Ye, HTC

Eric Shamlin, MediaMonks

Stefano Petrullo, Renaissance PR

Eyad Hamouieh, BDO

Stephanie Llamas, Super Data Research

Greg Ivanov, Google

Steve Dann, Amplified Robot

Gunita Kulikovska, Vividly

Steven Bambury, Digital Inception Consulting

Hannah Blair, Deutche Bank

Tipatat Chennavasin, Virtual Reality Fund

Iain Dodgeon, Welcomm Trust

Tom Carter, Ultrahaptics

Ian Baverstock, Focal Point VR

Verity McIntosh, UWE Bristol

Jade Williams, Zappar

Vesna Brujic-Okretic, Kingston University

James Knight, AMD


LONDON’S MOST CENTRAL VENUE

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Described by English Heritage as ‘the grandest example of a Victorian ballroom in existence’. 8 Northumberland Avenue is where cutting edge technology meets classic Victorian architecture, creating the perfect venue to host events for up to 1000 guests.

“IT HAS BEEN A SINCERE PLEASURE WORKING WITH YOU OVER THE PAST COUPLE OF MONTHS. IT IS BY THE FAR THE LOVELIEST VENUE THAT I’VE EVER WORKED WITH, AND YOUR TEAM’S KINDNESS AND FLEXIBILITY MADE IT EXTRAORDINARY” - STARTUPBOOTCAMP W e w o u l d l i k e t o w i s h a h u g e c o n g r a t u l a t i o n s t o t h i s e v e n i n g ’s n o m i n e e s !


TI M E LI N E

Another Year in Virtual Reality

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N OV 2 0 1 8

OC T 20 1 8

The VR Awards 2018 The year kicked off with the second annual VR Awards, where all corners of the industry gathered together for a night to celebrate outstanding achievement in virtual reality. Cloudhead Games took home the coveted Game of the Year Award, while HTC won VR Hardware of the Year with the HTC Vive Pro.

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JA N 2 0 1 9

USAF Training Supplier Trialing VR Locomotion Sickness Solution

07 F EB 2 019

Cybershoes Kickstarter campaign fully funded in under 48 hours Cybershoes managed to raise their funding target ($30,000) within 48 hours. The project would go on to raise a total of $245,000 by the end of the campaign. Cybershoes is a strap-on shoe covering which features a barrel wheel underneath - the shoes aim to eliminate motion-sickness in VR experiences.

Pimax officially released their suite of superhigh resolution headsets, this included the Pimax 5k and the Pimax 8k. Famously, Pixmax raised $4.3m through kickstarter to create the Pimax 8k HMD, making it the highest funded VR project of all time on the platform, suprassing Oculus.

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DEC 2 018

VR Motion Corp and Land Rover trialed OtoTech, a prototype device which could solve VR locomotion induced sickness. OtoTech works by generating vibrations against the inner ear which floods the ear with white noise; this causes your brain to be more comfortable with stimulated movement.

Pimax 5k and 8k headsets released following record-breaking crowdfunding raise

VR cameras now on Space Stations to showcase spacewalks and missions

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TIME in collaboration with Felix & Paul Studios launched an innovative new project, involving VR cameras within the International Space Station.

JA N 2 0 1 9

4 Million headsets have been sold on PC alone according to NVIDIA At CES 2019, NVIDIA CEO Jensen Huang made a bold statement on the health of the VR Industry. NVIDIA gathered raw data from analytics firm ABI, and claimed that 4 million headsets have been sold for PCVR since consumer PC VR came to market in early 2016.

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F EB 2 0 1 9

Varjo VR-1 officially launches The Varjo VR-1 is designed exclusively for use in the enterprise sector with a price-point to match, at $5,995 per unit. The Varjo has an incredibly high FOV with ultra-high resolution fidelity and graphics.


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MAR 2 019

Beat Saber Surpasses 1 million copies sold In March, Beat Games, the creators of Beatsaber, announced that over 1 million copies of Beat Saber have been sold across all VR platforms.

A PR 2 0 1 9

MAR 20 1 9

Vive Focus Plus released

Oculus Rift S released

HTC released the Vive Focus Plus retailing at the price of $799. The Vive Focus Plus is a self-contained headset with fully tracked motion controllers, following on the heels of HTC’s Vive Focus, which launched with similar specs but more limited tracking options.

The Oculus Rift S, an iterative upgrade on its predecessor with improved ergonomics, visuals and the inclusion of 6 DOF motion tracking, was released for $399.

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J UN 2 0 1 9

MAY 20 1 9

First Ever VR showcase at E3 2019

Oculus Quest released In May, the Oculus Quest released, the world’s first all in one, untethered and stand-alone VR headset. The Quest is an accessible device priced competitively at $399.

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JU N 2 019

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Oculus sold $5M in Quest Content

Valve Index released

Oculus sold $5 million in Quest content in just 2 weeks after launch.

03

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In June, Upload VR hosted the first ever VR showcase at E3. The showcase featured 30 VR titles with announcements of upcoming games, DLCs, and content updates for existing titles.

J UL 2 0 1 9

JU N 20 1 9

In late June, the Valve Index was released for $999. The Valve Index is compatable with all Steam VR games and features a resolution of 1440x1600 per eye with 130 degrees FOV. The Valve Knuckles controllers come bundled in with the Index.

O CT 2 019

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HTC releases the VIVE Cosmos

N OV 2 0 1 9

With six camera sensors, accurate inside-out tracking via wide field of view (FOV) and six-degreeof-freedom (6DoF) support, the HTC VIVE Cosmos is primed for the present and the future.

The VR Awards 2019

Amazon pledges to expand Prime Video VR offering Amazon launches their Prime Video VR commiting to build up a VR video library allowing UK and US Amazon Prime members to stream the entire collection of Amazon Prime film and TV that can be watched on the Oculus Quest, Go and Gear VR for free.

The VR Awards 2019, presented by AIXR, return for a third year. The highly anticipated celebration of the best in the industry is set to be the most memorable yet, with the VR Awards fully sold out.

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The immersive industry in the spotlight 44 Being an organisation in XR isn’t easy. Battling with limited resources, racing to meet un-certain expectations and facing a need to raise finance from people who all too often don’t understand the potential of your project, or are skeptical of investing in XR. Frustrated, you throw more of your own money in, hoping to grow your XR organisation with new employees. You spend time and money looking for talent, only to realise that no one has the interdisciplinary skill set the role requires. You spend hours tackling HR, Legal and Marketing challenges with no time to focus on developing your projects or receiving valuable feedback from your customers. Through running the VR Awards, we’ve heard this same story far too often. We wanted to hear a different story, and that is where we, AIXR, the not-for-profit trade body for immersive industries, was born from.


45 Ask yourself; does being able to free up your time from challenges you shouldn’t be dealing with, to focus on increasing revenue, contribute to the overall success of your organisation? Would participating and speaking at leading industry events, across the world and distributing targeted, published content across social channels help you to increase your brand presence? And, if you had the opportunity to voice your opinion to other industry leaders while shaping initiatives designed to support you, would that improve your product or service? From individuals to multinational corporations, no matter your size, we’re with our members every step of the way, already acting on the above and tackling the challenges that they no longer have to face alone. If that sounds good to you, get in touch to see if you’re a good fit for AIXR Membership.


B E H I N D T HE SC ENES

Steering the industry forward “AIXR has shown that collaboration with like-minded experts is key to creating a diverse, sustainable and fruitful future.”

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by Vicki Dobbs Beck Executive in Charge, ILMxLAB & AIXR VR Steering Panel Chair

Following two successful and exciting VR Awards ceremonies in Central London with companies from around the globe flying in to celebrate the best in virtual reality, the team behind the VR Awards wanted to pave the way for ongoing innovation and continue to catalyse industry growth. With those goals, they founded AIXR (The Academy of International Extended Reality) and its Steering Panels that would guide AIXR and the VR Awards into the future.

honest assessments of the industry. Along with Colum Slevin, Head of Media, AR/VR Experiences at Facebook, who is the Vice Chair of the VR Steering Panel, I am proud to be a part of this group of thought leaders and pioneers in the VR industry.

I am the Chairperson for the VR Steering Panel. In our quarterly meetings, we discuss the latest developments in virtual reality; what we can do to publicize the successes of the broader VR community; and how the VR Awards can play a role in celebrating and encouraging further innovation.

The VR and AR Steering Panels frame questions and help set tasks for the various Advisory Panels now being launched. Whereas the Steering Panels have a particular focus such as VR or AR, each Advisory Panel has a sector focus and encompasses both VR and AR. The first of these, the XR Healthcare Advisory Panel, was launched in July, 2019. The XR Entertainment and Enterprise Advisory Panels will be rolled out after the VR Awards. Each panel is comprised of sector experts and members of the AIXR community.

The AIXR team reached out to me and to others in January, 2019, drawing upon our collective experience and knowledge in the immersive space. They invited us to share our opinions and our

Among the actions already taken at the recommendation of the VR Steering Panel was the introduction of a VR Enterprise Solution of the Year category at the VR Awards. This replaces 2018’s


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Real Estate and Architecture category, and was an effort to broaden the field of enterprise solutions that could be recognized. The panel members are also working with the AR Steering Panel and sector Advisory Panels on an XR state of the industry report to be released in 2020. VR is at a pivotal point in its evolution; 8 out of 10 people trying it are doing so for the first time. As we move away from the early-adopter phase, the trajectory of the VR industry must be discussed and, wherever possible, common practices established. AIXR is celebrating incredible achievements through the VR Awards and is inspiring the next generation of VR pioneers. AIXR has shown that collaboration with like-minded experts is a key to creating a diverse, sustainable and fruitful future. I look forward to working with my fellow panel members and AIXR on fostering growth in this exciting industry.

The Full AIXR VR Steering Panel: Vicki Dobbs Beck, VR Steering Panel Chair & Executive in Charge, ILMxLAB Colum Slevin, VR Steering Panel Deputy Chair & Head of Media, AR/VR Experiences, Facebook Joel Breton, President & EVP Product Development, Sixense Enterprises Inc. Joanna Popper, Head of Virtual Reality for LBE, HP Marcie Jastrow, SVP Immersive Media, Technicolor James Knight, Virtual Production Director, AMD Pearly Chen, VP Business Development & Partnerships, HTC Rick Champagne, Global Media & Entertainment Industry Management, NVIDIA Linda Wade, CEO, Spinview Eyad Hamouieh, Partner, BDO Samuel Huber, Founder, Admix Read more on aixr.org/about/advisory-panels/virtual-reality


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OUR SPO N 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

ACCENTURE Lifetime Achievement Award Sponsor

BDO LLP Innovative VR Company of the Year Award Sponsor

LO N DON CO L L E G E O F CO MMUNICATIO N, UAL

Rising VR Company of the Year Award Sponsor

DELOITTE DIGITAL Judging Locations

8 NORTHUMBERLAND AVENUE Venue Sponsor

BDO LLP

FRAGERS

Networking Party Sponsors

Demo Partner

VR FOCUS

UPLOADVR

Media Partner

Media Partner

TEA MAKERS OF LONDON

BADGE BASE

Gift Partner

Gift Partner

POPCORN KITCHEN

TEAPIGS

Gift Partner

Gift Partner

CARPO Gift Partner

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Special Thanks

The VR Awards 2019 would like to thank...

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ORGANISERS

CEREMONY HOST

AIXR

Foxdog Studios

AWARD SPONSORS

EVENT PARTNERS

BDO LLP

8 Northumberland Avenue

London College of Communication, UAL

Deloitte Digital

Accenture

Fragers

GIFT PARTNERS

MEDIA PARTNERS

The Tea Makers of London

Upload VR

Popcorn Kitchen

VR Focus

Carpo Teapigs Badge Base

The VR Award 2019 Judging Panel

NETWORKING PARTY SPONSORS BDO LLP

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


Credits Organised and produced by The Academy of International Extended Reality (AIXR)

Daniel Colaianni

Jamie Van Amstel

Kelly Wright

Executive Producer

Communications Director

Creative Director

Brandon Beedon

Matthew

Iona Wolff

Executive Assistant

Production Assistant

Alix

Caelin Toms

Strategic Partnerships & Community Engagement Manager

Carter Gibson

Marketing Assistant

Luke Roberge

Digital Content & Campaign Manager

Production Assistant

Sam

Production Assistant

Katriona

Production Assistant

Foxdog Studios

Raccoon London Photographer

Sara Lejon

Raccoon London Photographer

Gaudio Awards Award Trophies

Alchemy Live Catering

Ceremony Hosts

Fragers

Joseph Holmes

Demo Partner

Research Assistant

Steven Godfrey

Research Assistant

Ryza Media

VFX & Motion Graphics

BDO LLP

Gary Kirby

Minty Studios

After Party Coordinator

Creative Studio

Ben Annas

Rebecca Nash

Audio/Visual Coordinator

Networking Party Sponsor

VR Awards Voiceover

VR Awards 2019 Book of Achievement Š 2019 The Academy of International Extended Reality awards@aixr.org | +44 (0) 1206 598 016 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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Building the future of XR, together. From supporting startups to celebrating award-winning projects, AIXR is the independent not-for-profit body for immersive industries. aixr.org/become-a-member

AIXR proudly congratulates all 2019 nominees.

aixr.org

@AIXRorg


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