WEBVTT - Can a Studio Make Movies for VR?

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<v Speaker 1>Welcome to another episode of Strictly Business, the podcast that

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<v Speaker 1>talks with some of the brightest minds working in media today.

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<v Speaker 1>I'm Andrew Wallenstein. St X Entertainment is best known as

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<v Speaker 1>the company behind recent movies like The Upside and Ugly Dolls,

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<v Speaker 1>but theaters aren't the only place for their films. They've

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<v Speaker 1>also got a division making them for virtual reality. We'll

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<v Speaker 1>talk about the future of entertainment in VR with Rick

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<v Speaker 1>Ray and Andy Vick of s t X Surreal, but

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<v Speaker 1>that's not all. Stick around till the end of this

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<v Speaker 1>podcast for a mystery bonus conversation about VR entertainment you

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<v Speaker 1>won't want to miss. Thanks for coming in. I think

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<v Speaker 1>we should start with describing what The Limit is because

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<v Speaker 1>it's a virtual reality production, but not quite similar to

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<v Speaker 1>a lot of what I've seen out there. The Limit

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<v Speaker 1>is a virtual reality movie. That's how we talk about it.

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<v Speaker 1>It is a cinematic experience. It is a lean back experience.

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<v Speaker 1>A lot of people when they think of VR, they

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<v Speaker 1>think of gaming, and there are certainly a lot of

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<v Speaker 1>fantastic games in VR. Um As the VR division within

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<v Speaker 1>a larger media company that's focused on creating premium scripted

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<v Speaker 1>and unscripted entertainment are slant on. This is very much

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<v Speaker 1>on the live action side, UM, and so our focus

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<v Speaker 1>is on cinematic content in VR. Got it, And you've

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<v Speaker 1>got quite a cast in this one. I mean, describe

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<v Speaker 1>the story and kind of what's different in terms of

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<v Speaker 1>the set up for this kind of production. Well, I

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<v Speaker 1>think it's you know, really, what we're doing is we're

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<v Speaker 1>putting people inside of an action movie. We're taking advantage

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<v Speaker 1>of the field of view and the technology and handing

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<v Speaker 1>those tools over to great filmmakers. And in this case,

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<v Speaker 1>Robert Rodriguez joined UM and a Aventually it's a tale

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<v Speaker 1>about a cooperative UM cyborg of course, right, because that's

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<v Speaker 1>what you do when you work with Robert Rodriguez UM

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<v Speaker 1>and you as the viewer, are basically a star in

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<v Speaker 1>the movie. Michelle Rodriguez plays another agent of the same

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<v Speaker 1>making and biology and technology, and she basically takes you

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<v Speaker 1>through a story. Uh. It's set piece after set piece

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<v Speaker 1>after set piece, high action, high octane UM basically revealing

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<v Speaker 1>who you are as you moved through the story. Talk

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<v Speaker 1>about your background because you were essentially a company that

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<v Speaker 1>got acquired by st X, So describe that before and

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<v Speaker 1>after sure. Um, so Rick and I have been working

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<v Speaker 1>together for quite a while. We met at a company

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<v Speaker 1>called Maker Studios. I was running creative development and Rick

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<v Speaker 1>was running the entertainment vertical. We developed and package a

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<v Speaker 1>lot of products there, RECU Piece, Rescu Piece, r I P.

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<v Speaker 1>Really that's another pat Yeah that's next week. Um. But

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<v Speaker 1>you know, so we met, we really hit it off.

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<v Speaker 1>It's been a great partnership. And and what we saw

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<v Speaker 1>coming was this new technology, right, and so the idea

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<v Speaker 1>these headsets were coming out there was hardware, Google, HTC, Facebook,

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<v Speaker 1>We're all really going headfirst into this and you know,

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<v Speaker 1>investing billions of dollars, and so we knew that there

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<v Speaker 1>was going to be a content issue, right and and

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<v Speaker 1>so the you know, the idea content issue, meaning there's

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<v Speaker 1>nothing to watch in these headsets. The only way for

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<v Speaker 1>people to want to buy these things is if there's

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<v Speaker 1>something fun to watch or interact with. And so we

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<v Speaker 1>took it upon ourselves just to figure out how do

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<v Speaker 1>we produce content. Obviously, we have more video production background

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<v Speaker 1>that we do interactive, so we really focused on non

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<v Speaker 1>interactive three sixty video. Um. This was just around the

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<v Speaker 1>time that Facebook and Google were launching through sixty video

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<v Speaker 1>products on their platforms, so they were really in need

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<v Speaker 1>of touting what this new video product was. So we

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<v Speaker 1>ended up working really closely with a bunch of a

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<v Speaker 1>bunch of entertainment companies, but also really closely with Google

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<v Speaker 1>and Facebook to help them develop their own content and

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<v Speaker 1>even work with them to help develop their own camera systems.

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<v Speaker 1>And we ended up producing over the course of you know,

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<v Speaker 1>two years, we produced over a hundred VR experiences, primarily

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<v Speaker 1>distributed on Facebook and YouTube, and you know, we built

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<v Speaker 1>a pretty substantial production services company. We're making what other

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<v Speaker 1>people wanted to make, right, We're really facilitating production UM.

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<v Speaker 1>It was always our intention to figure out how to

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<v Speaker 1>crack storytelling UM. And we were introduced to STX and

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<v Speaker 1>it seemed like, you know, their aspirations of being more

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<v Speaker 1>than just a movie studio were very clear from the

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<v Speaker 1>get go UM, and they liked the idea of bringing

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<v Speaker 1>in talent. Yes we're talking about a movie, but look

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<v Speaker 1>what all the other things that we're doing, and plugging

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<v Speaker 1>in these directors, actors, writers into other formats. And so

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<v Speaker 1>I think we helped build void for them and get

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<v Speaker 1>into a more innovative for thinking space. And now it's

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<v Speaker 1>been about two and a half years since we've been there.

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<v Speaker 1>I think what was really exciting for us was as

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<v Speaker 1>an independent VR production company, we were really limited in

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<v Speaker 1>the scope of what we could make and it was

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<v Speaker 1>essentially the bulk of what we were doing was work

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<v Speaker 1>for higher um and and so with st TX, it

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<v Speaker 1>was really having the resources, having better access to talent,

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<v Speaker 1>and and really just you know, having a seat at

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<v Speaker 1>the table when it came to the core pillars of

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<v Speaker 1>that media company. I think at other studios, the VR

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<v Speaker 1>division might be in the basement or something. It's it's

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<v Speaker 1>sort of like if it's even there, it's you know,

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<v Speaker 1>it's an experimental part of the company, where it's it's

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<v Speaker 1>really about the marketing assets that they could create versus

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<v Speaker 1>the original content opportunity. And also how can we actually

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<v Speaker 1>build a business around this new medium and utilize all

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<v Speaker 1>the best, you know, facets of of what we have

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<v Speaker 1>to offer as a studio. And so for us, that

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<v Speaker 1>was a really strong proposition. Well, on the other hand,

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<v Speaker 1>I can understand why other studios may treat this is

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<v Speaker 1>a more let's call it marginal pursuit as I see it,

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<v Speaker 1>and we could talk about it if you disagree, the

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<v Speaker 1>market for VR entertainment is not quite there, even by

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<v Speaker 1>the most i'd say charitable assessment. So any company like

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<v Speaker 1>STX that put serious investment in this, there's risk that

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<v Speaker 1>there's just not a market there for that content. Is

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<v Speaker 1>that assessment off base? I think it's a it's a

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<v Speaker 1>fair assessment. But you know, the level of investment that

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<v Speaker 1>we're making is actually very responsible. I think what we're

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<v Speaker 1>not doing is going out on day one and just

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<v Speaker 1>spending a ton of money and hoping we're going to

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<v Speaker 1>get our money back. We spend a lot of time

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<v Speaker 1>early on UM developing thoughtful strategies and a business plan

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<v Speaker 1>around this. We knew that we in in in pursuing

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<v Speaker 1>original content, original VR movies. It wasn't going to be

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<v Speaker 1>free content. We knew we had to monetize the content right,

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<v Speaker 1>and so we had to really look at how how

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<v Speaker 1>big is this market? How big is this market going

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<v Speaker 1>to be in twelve months, twenty four months? How can

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<v Speaker 1>we create a pipeline of content to sort of service

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<v Speaker 1>the need for premium VA entertainment with recognizable talent while

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<v Speaker 1>at the same time you know having UM, you know,

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<v Speaker 1>knowing the caliber of talent that we're working with, you know,

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<v Speaker 1>making it realistic for them to work with us. I mean,

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<v Speaker 1>the nice thing about our our content is that it

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<v Speaker 1>is short form, right, and so our shoot with Robert

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<v Speaker 1>in Austin for the Limit was a week, and so

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<v Speaker 1>the asks are smaller with talent, the overall timelines are shorter.

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<v Speaker 1>And because you've developed this new format, the post production

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<v Speaker 1>and some of the challenges and pitfalls and I think

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<v Speaker 1>other companies are are are hitting up against we sort

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<v Speaker 1>of found ways around that to help us save well.

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<v Speaker 1>As you guys look around the landscape, whether it's from

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<v Speaker 1>studios in the traditional sense or sort of a new

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<v Speaker 1>wave of uh studios specialized in this space, are you

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<v Speaker 1>seeing signs encouraging signs that the VR entertainment marketplace can

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<v Speaker 1>get somewhere. Absolutely. I think it's still early. Like any technology.

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<v Speaker 1>I think in the next few years we'll we'll see

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<v Speaker 1>a big boost in sales. And in fact, last year

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<v Speaker 1>on the fourth quarter of the holiday season, you know,

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<v Speaker 1>we're speaking with Oculus and they were feeling really good.

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<v Speaker 1>They overshot what they thought they were going to sell

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<v Speaker 1>in terms of units, and so I think, like a

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<v Speaker 1>lot of technology, it takes longer than people think, but

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<v Speaker 1>then when it arrives, it moves a lot faster. And

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<v Speaker 1>so I think we're still in that phase where people

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<v Speaker 1>are understanding what these things are there now all in

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<v Speaker 1>all the top like gift lists right for holidays and

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<v Speaker 1>purchases um, and so I think we're early, but it's

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<v Speaker 1>definitely gaining a lot of momentum. And I think right

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<v Speaker 1>now our approaches. You put on these headsets and you

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<v Speaker 1>don't really recognize anything. Right. There's a lot of independent

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<v Speaker 1>gaming companies, there's a lot of sort of experiential live

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<v Speaker 1>action docuseries, and I think those are all important facets

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<v Speaker 1>of this VR ecosystem. But the idea of a VR movie,

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<v Speaker 1>a blockbuster VR movie, You put on your headset and

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<v Speaker 1>you see Michelle Rodriguez's face, you see Norman Rita's face.

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<v Speaker 1>These are people that are super fans right of The

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<v Speaker 1>Walking Dead, or they love Avatar, they love Fast and Furious.

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<v Speaker 1>All of a sudden, there's a confidence that we're giving

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<v Speaker 1>these people that this is something that they should be

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<v Speaker 1>watching and for a micro transaction, it's it's worth opening

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<v Speaker 1>up the wild. They've always have already invested money and

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<v Speaker 1>time into this tech and so now they really want

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<v Speaker 1>to utilize it, and so they they mean the users

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<v Speaker 1>and so um. You know, I think what we're trying

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<v Speaker 1>to do is build a behavior, right, because we're building

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<v Speaker 1>the market as we go. And if we create this

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<v Speaker 1>behavior and be consistent with the output of content, all

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<v Speaker 1>of a sudden, if someone knows that every two or

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<v Speaker 1>three months a new VR film is going to come

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<v Speaker 1>out with directors and actors that they love, that's gonna

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<v Speaker 1>that's gonna start to snowball and turn into a real business. Well,

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<v Speaker 1>how big are your ambitions here or should I say

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<v Speaker 1>how being an upside do you think there is for

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<v Speaker 1>VR entertainment? Could we see it side by side one

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<v Speaker 1>day with film and television or do you have perhaps

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<v Speaker 1>you know, smaller expectations. Well, I think we look at

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<v Speaker 1>sort of the history of cinema, right, and we've sort

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<v Speaker 1>of done done this and looked at a timeline, and

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<v Speaker 1>it's really interesting when you see advancements that have really

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<v Speaker 1>created a more immersive experience for the audience, and so

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<v Speaker 1>you know, introduction of color, surround sound, computer graphics, three

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<v Speaker 1>d um large format. What we're doing, we see at

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<v Speaker 1>a high level is sort of an iteration on a

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<v Speaker 1>process that's that's been taking place for a really long time,

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<v Speaker 1>and so the potential for it is actually huge. And

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<v Speaker 1>we're also thinking there are we're actively exploring this now,

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<v Speaker 1>opportunities to bring these experiences inside of movie theaters. Right,

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<v Speaker 1>And so, you know, this screen is a screen and

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<v Speaker 1>a VR headset. For us, it is just another screen.

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<v Speaker 1>It happens to be a very big screen. But as

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<v Speaker 1>a premium content studio, how can we fill that screen

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<v Speaker 1>with the best quality content with the biggest and best

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<v Speaker 1>talent that we can find. And we think if we

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<v Speaker 1>if we can do that, and we can do it consistently,

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<v Speaker 1>and we're grabbing market share now, we're going to hold

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<v Speaker 1>onto that market share as we hit this um, you know,

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<v Speaker 1>inflection point when it comes to the adoption of this technology.

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<v Speaker 1>We think it has tremendous potential. Yeah, I mean it's

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<v Speaker 1>it's I think distribution is the key word, right. There's

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<v Speaker 1>there's people at home that have these headsets. More and

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<v Speaker 1>more will buy them over time as they get higher resolution,

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<v Speaker 1>they're lighter, they're smaller and more comfortable. Um. The other

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<v Speaker 1>piece of it is out of home location base. We're

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<v Speaker 1>talking before we started the podcast about Dreamscape. I think

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<v Speaker 1>location based VR entertainment is growing rapidly um and people

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<v Speaker 1>are realizing that while the home market grows, how do

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<v Speaker 1>we get headsets out into the real world. So people

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<v Speaker 1>understand that this technology exists and that's extremely powerful. So

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<v Speaker 1>the idea of you know, first window at movie theaters

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<v Speaker 1>where you go to a movie of traditional movie, you

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<v Speaker 1>walk out and you realize that there is a VR

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<v Speaker 1>movie theater now the screen next door to that, and

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<v Speaker 1>so building that out we're actually selling tickets. That is

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<v Speaker 1>a core part of our proposition because I think at

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<v Speaker 1>this moment, the home is the home, and now we

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<v Speaker 1>need to build this first window of location based distribution

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<v Speaker 1>because that will really help grow this thing. Well, it's

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<v Speaker 1>also kind of a chicken egg thing, isn't it, Where technology,

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<v Speaker 1>on the one hand has to be there for content

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<v Speaker 1>to flourish, but on the other hand, sometimes it's that

0:13:30.880 --> 0:13:34.760
<v Speaker 1>big piece of hid content that can get the technology

0:13:34.800 --> 0:13:37.640
<v Speaker 1>going and then get the audience go that house cards

0:13:37.640 --> 0:13:41.280
<v Speaker 1>a moment exactly, or I would say I Love Lucy

0:13:41.400 --> 0:13:44.160
<v Speaker 1>might be the better. Yeah, it's a really a new medium,

0:13:45.000 --> 0:13:47.679
<v Speaker 1>whereas I don't feel like Netflix is a different medium

0:13:47.679 --> 0:13:50.320
<v Speaker 1>than telligence, right, it lit up a platform. But you're right,

0:13:50.360 --> 0:13:52.720
<v Speaker 1>it's not. It's not a different iteration of a format.

0:13:53.040 --> 0:13:57.560
<v Speaker 1>I think, UM it is chicken or egg. I think

0:13:57.640 --> 0:14:00.640
<v Speaker 1>time and time again, it has proven that it's not

0:14:00.920 --> 0:14:04.200
<v Speaker 1>about the technology, it's about the utilization of the technology.

0:14:04.400 --> 0:14:06.960
<v Speaker 1>And I think in our minds, these VR movies are

0:14:08.360 --> 0:14:14.200
<v Speaker 1>a really strong first step into powerful narrative storytelling using

0:14:14.240 --> 0:14:17.000
<v Speaker 1>these different tools, and it's just about getting it out

0:14:17.000 --> 0:14:19.720
<v Speaker 1>there to the people. The great thing about VR movies

0:14:19.920 --> 0:14:23.120
<v Speaker 1>as an example of a type of content in VR is,

0:14:23.320 --> 0:14:28.280
<v Speaker 1>unlike gaming, we think that most people would be interested

0:14:28.400 --> 0:14:31.640
<v Speaker 1>in watching a VR movie. It doesn't require, you know,

0:14:31.680 --> 0:14:34.480
<v Speaker 1>expertise in gaming. It doesn't require having to sort of,

0:14:34.520 --> 0:14:36.800
<v Speaker 1>you know, use a controller that maybe you're not familiar with.

0:14:36.840 --> 0:14:40.120
<v Speaker 1>It's it's actually really accessible, and especially with our format,

0:14:40.160 --> 0:14:42.640
<v Speaker 1>which is very much a lean back format. Just like

0:14:42.720 --> 0:14:46.040
<v Speaker 1>you would sit on your couch and watch a TV show,

0:14:46.240 --> 0:14:48.520
<v Speaker 1>you could sit on your couch and put a headset

0:14:48.560 --> 0:14:50.720
<v Speaker 1>on and lean back and watch one of our movies.

0:14:51.000 --> 0:14:54.200
<v Speaker 1>So we think that from UH and an audience perspective,

0:14:54.240 --> 0:14:57.080
<v Speaker 1>it's really easy to jump to jump into these and

0:14:57.160 --> 0:15:00.440
<v Speaker 1>that's really going to help UM you know, our our

0:15:00.480 --> 0:15:02.840
<v Speaker 1>our our our hope and and sort of everything that

0:15:03.000 --> 0:15:06.000
<v Speaker 1>that we're working towards is that this this becomes a

0:15:06.280 --> 0:15:08.600
<v Speaker 1>habit and it becomes a category of content that people

0:15:08.600 --> 0:15:10.760
<v Speaker 1>associate with VR. Right now, that is not the case,

0:15:10.800 --> 0:15:12.920
<v Speaker 1>and so a lot of the work we're doing, I mean,

0:15:12.920 --> 0:15:15.720
<v Speaker 1>the reason we're here talking to you today is really

0:15:15.760 --> 0:15:18.720
<v Speaker 1>to help spread the word that this type of content exists,

0:15:19.160 --> 0:15:23.040
<v Speaker 1>and that from a discover ability standpoint, really helping the

0:15:23.160 --> 0:15:27.320
<v Speaker 1>limit and our future projects really stand out. Well. You know,

0:15:27.360 --> 0:15:30.440
<v Speaker 1>we talked about chicken and egg and how content potentially

0:15:30.520 --> 0:15:33.040
<v Speaker 1>lead the way. But on the other side of the equation,

0:15:33.080 --> 0:15:36.720
<v Speaker 1>the distribution, the technology side, the thing that you depend

0:15:36.760 --> 0:15:39.000
<v Speaker 1>on to get your content out there. Do you think

0:15:39.040 --> 0:15:41.600
<v Speaker 1>things need to happen on that front that will help

0:15:41.680 --> 0:15:45.240
<v Speaker 1>the content things. You're looking out into the marketplace's future

0:15:45.240 --> 0:15:47.800
<v Speaker 1>and saying this needs to happen, and then content is

0:15:47.800 --> 0:15:50.720
<v Speaker 1>really going to start to catch fire for sure. I

0:15:50.760 --> 0:15:54.760
<v Speaker 1>think in a perfect world, every major VR marketplace would

0:15:54.800 --> 0:16:00.880
<v Speaker 1>have the capabilities to to to take our our VR

0:16:01.000 --> 0:16:04.160
<v Speaker 1>movies and sort of display them to the viewer without

0:16:05.000 --> 0:16:08.240
<v Speaker 1>them having to install a standalone app, right just like

0:16:08.560 --> 0:16:10.520
<v Speaker 1>you know, Apple has iTunes built in. It's sort of

0:16:10.520 --> 0:16:13.520
<v Speaker 1>it's built into the platform, and you're just they're presented

0:16:13.560 --> 0:16:16.840
<v Speaker 1>with all of these options and you can purchase the rent, etcetera.

0:16:17.080 --> 0:16:19.760
<v Speaker 1>What's next? What else are you guys doing? Is there

0:16:19.840 --> 0:16:25.080
<v Speaker 1>a whole development slate? Uh, walk me through it. This

0:16:25.160 --> 0:16:28.600
<v Speaker 1>is Rick. Yes, we are. We've been spending the last

0:16:28.720 --> 0:16:32.120
<v Speaker 1>eighteen months actively developing projects. We have a slate right

0:16:32.120 --> 0:16:37.080
<v Speaker 1>now of over fifteen VR movies in different stages. We're

0:16:37.160 --> 0:16:42.680
<v Speaker 1>focusing on different genres, so certainly horror, thriller, action, sci fi,

0:16:42.720 --> 0:16:47.080
<v Speaker 1>even comedy. Um, we're working with incredible filmmakers. Were really

0:16:47.080 --> 0:16:52.520
<v Speaker 1>excited to soon announce more details about that slate. But

0:16:52.920 --> 0:16:55.360
<v Speaker 1>we have been heads down working on this for a

0:16:55.400 --> 0:16:58.720
<v Speaker 1>long time and we are very much excited to start

0:16:58.720 --> 0:17:01.800
<v Speaker 1>bringing more of these things to life. In terms of

0:17:02.040 --> 0:17:04.280
<v Speaker 1>the scale of production, and I know that we're talking

0:17:04.480 --> 0:17:08.600
<v Speaker 1>short form, I'm just curious, budget wise, can you ballpark

0:17:08.680 --> 0:17:12.840
<v Speaker 1>this is VR something that's you know, exponentially more expensive

0:17:12.880 --> 0:17:16.359
<v Speaker 1>than a typical shoot, or maybe equipment prices are reasonable.

0:17:16.640 --> 0:17:20.760
<v Speaker 1>Just curious to get a sense of that reality. It's

0:17:20.840 --> 0:17:24.360
<v Speaker 1>not a hold on, let me let me start over.

0:17:24.800 --> 0:17:29.840
<v Speaker 1>Um without getting into the specifics around our budgets. We

0:17:29.920 --> 0:17:34.560
<v Speaker 1>are very responsible and how we're putting these together. I

0:17:34.560 --> 0:17:39.000
<v Speaker 1>would say, you know, it's closer to the indie film world.

0:17:40.000 --> 0:17:43.679
<v Speaker 1>And remember these are twenty minute movies, and so you know,

0:17:43.760 --> 0:17:47.199
<v Speaker 1>for us, this is in our conversations with filmmakers early on,

0:17:47.280 --> 0:17:49.119
<v Speaker 1>I think we really try and set the stage for

0:17:49.200 --> 0:17:51.600
<v Speaker 1>what this is like. You know, we have to be

0:17:51.680 --> 0:17:54.320
<v Speaker 1>real about where the market is today and where it's going.

0:17:54.600 --> 0:17:59.160
<v Speaker 1>And this is very much a creative outlet, right. This

0:17:59.200 --> 0:18:02.880
<v Speaker 1>is very much a ace too to create something that's

0:18:03.040 --> 0:18:05.680
<v Speaker 1>very different from everything else that you're working on. That's

0:18:05.760 --> 0:18:09.240
<v Speaker 1>sort of core to our our proposition to filmmakers. And

0:18:09.320 --> 0:18:11.879
<v Speaker 1>I think what we find is that in pitching directors,

0:18:12.480 --> 0:18:15.840
<v Speaker 1>um and and and talent across the board, there are

0:18:16.119 --> 0:18:20.720
<v Speaker 1>definitely individuals out there that that pitch resonates right where

0:18:20.720 --> 0:18:24.200
<v Speaker 1>it's it's it's they they want to get their hands

0:18:24.200 --> 0:18:27.720
<v Speaker 1>into something new and innovate in a space where that

0:18:27.800 --> 0:18:30.880
<v Speaker 1>hasn't been done before. I mean that was Robert Rodriguez

0:18:30.880 --> 0:18:34.600
<v Speaker 1>a hundred percent. As soon as he learned that, you know,

0:18:34.640 --> 0:18:37.320
<v Speaker 1>we have the ability to do this, he was all in.

0:18:37.640 --> 0:18:40.560
<v Speaker 1>And so I think luckily we we've had the opportunity

0:18:40.680 --> 0:18:44.960
<v Speaker 1>to meet with many creators that have that that share

0:18:45.000 --> 0:18:49.720
<v Speaker 1>that same mentality. And I'm also curious, how do you

0:18:49.760 --> 0:18:52.800
<v Speaker 1>get a director the caliber of Robert Rodriguez to do

0:18:52.880 --> 0:18:55.520
<v Speaker 1>something like this. Did he come to you saying, hey,

0:18:55.560 --> 0:18:57.320
<v Speaker 1>I want to do VR or do you come to

0:18:57.400 --> 0:19:00.320
<v Speaker 1>him just curious to get a sense of the genesis. Sure,

0:19:00.359 --> 0:19:02.159
<v Speaker 1>I think it speaks to what Rick saying. You know,

0:19:02.320 --> 0:19:05.120
<v Speaker 1>we've met a lot of film directors. I'd say there

0:19:05.280 --> 0:19:09.320
<v Speaker 1>is a fraction, not a small fraction. I'd say twenty.

0:19:10.119 --> 0:19:13.560
<v Speaker 1>Those of those talent need to be doing something innovative.

0:19:13.680 --> 0:19:15.960
<v Speaker 1>You know, Yes, they do their big studio movies, but

0:19:16.080 --> 0:19:19.880
<v Speaker 1>in between time, they want to be pushing technology forward.

0:19:19.880 --> 0:19:22.440
<v Speaker 1>They want to be pushing storytelling forward. So we flew

0:19:22.480 --> 0:19:25.480
<v Speaker 1>down to Austin Um. It was while he was shooting

0:19:25.520 --> 0:19:28.920
<v Speaker 1>shooting Alida, I think um And so we walked around

0:19:28.920 --> 0:19:31.679
<v Speaker 1>the Alita set with him, We talked about VR. He

0:19:31.800 --> 0:19:35.359
<v Speaker 1>brought up his son, Racer Max, who co wrote the

0:19:35.359 --> 0:19:38.399
<v Speaker 1>script with him, who's really big into VR. And I

0:19:38.440 --> 0:19:42.720
<v Speaker 1>think he saw this as an opportunity to yes, develop

0:19:42.840 --> 0:19:45.560
<v Speaker 1>new storytelling techniques with new technology, but also speak to

0:19:45.600 --> 0:19:50.679
<v Speaker 1>a younger audience. That you know is into this new stuff, right,

0:19:50.640 --> 0:19:52.760
<v Speaker 1>and so I think, as as a storyteller, you want

0:19:52.760 --> 0:19:55.240
<v Speaker 1>to stay relevant to all audiences, are as many people

0:19:55.280 --> 0:19:58.879
<v Speaker 1>as possible. And so we were down there, he really

0:19:59.000 --> 0:20:00.960
<v Speaker 1>understood what we were wanted to do pretty quickly. He

0:20:01.040 --> 0:20:06.080
<v Speaker 1>understood the advantage of what our format was giving against

0:20:06.080 --> 0:20:09.359
<v Speaker 1>a full three sixty video experience, and so he really

0:20:09.359 --> 0:20:13.159
<v Speaker 1>blamed onto that. We said, you know, we want to

0:20:13.160 --> 0:20:16.080
<v Speaker 1>make a twenty minute film. We really need stars in

0:20:16.119 --> 0:20:18.280
<v Speaker 1>this because that's one of that's one of the promises

0:20:18.280 --> 0:20:20.560
<v Speaker 1>to our audiences that we want to start, right, is like,

0:20:20.640 --> 0:20:24.239
<v Speaker 1>let's get recognizable talent in signature roles um. And so

0:20:24.400 --> 0:20:26.000
<v Speaker 1>you know, he shook his head and was like, okay,

0:20:26.000 --> 0:20:27.280
<v Speaker 1>I get it. And so we got on a plane

0:20:27.280 --> 0:20:30.040
<v Speaker 1>and we came back to l a UM and within

0:20:30.080 --> 0:20:33.960
<v Speaker 1>a couple of weeks we had a script and UM,

0:20:34.160 --> 0:20:37.240
<v Speaker 1>Michelle Rodriguez wanted to be in it. And so obviously

0:20:37.240 --> 0:20:40.000
<v Speaker 1>that came through Robert and he has his close collaborators

0:20:40.000 --> 0:20:42.240
<v Speaker 1>that are in his orbit on a regular basis and

0:20:42.680 --> 0:20:44.439
<v Speaker 1>he can go to them and trust them, and a

0:20:44.440 --> 0:20:46.359
<v Speaker 1>lot of those people just like him, they want to

0:20:46.359 --> 0:20:49.920
<v Speaker 1>be doing cool new stuff. UM and from there, we

0:20:50.320 --> 0:20:52.480
<v Speaker 1>you know, from there, we just it went forward. We

0:20:52.600 --> 0:20:54.320
<v Speaker 1>ended up doing a test shoot to make sure that

0:20:54.359 --> 0:20:56.480
<v Speaker 1>we could Robert could get all those shots that he

0:20:56.520 --> 0:20:58.879
<v Speaker 1>wanted to and start to develop this film language with

0:20:58.880 --> 0:21:01.679
<v Speaker 1>our camera system, and then we shot at at the

0:21:01.720 --> 0:21:06.320
<v Speaker 1>top of two. One last question. You guys were embedded

0:21:06.359 --> 0:21:10.680
<v Speaker 1>at a so called traditional Hollywood company at st X.

0:21:11.240 --> 0:21:13.879
<v Speaker 1>When you look out at the future of VR, do

0:21:13.960 --> 0:21:17.199
<v Speaker 1>you see Hollywood position to continue the track record it

0:21:17.280 --> 0:21:20.399
<v Speaker 1>has built up in film and television or do you

0:21:20.600 --> 0:21:23.400
<v Speaker 1>think maybe it's not an either or that we're going

0:21:23.480 --> 0:21:26.760
<v Speaker 1>to see sort of a new Hollywood emerge in terms

0:21:26.800 --> 0:21:30.760
<v Speaker 1>of VR production. Well, I think I think it's gonna

0:21:30.800 --> 0:21:32.200
<v Speaker 1>live next to it. Right. It's just like when we

0:21:32.280 --> 0:21:34.200
<v Speaker 1>were at Maker Studios. I think a lot of people

0:21:34.200 --> 0:21:36.680
<v Speaker 1>when digital was coming up and short form was really

0:21:36.680 --> 0:21:38.439
<v Speaker 1>big and there was a lot of funding going into it,

0:21:38.480 --> 0:21:41.119
<v Speaker 1>people were staying our TV's dad, look at the you know,

0:21:41.119 --> 0:21:43.440
<v Speaker 1>look at the ratings that are plummeting. Digital is gonna

0:21:43.480 --> 0:21:45.680
<v Speaker 1>take over short form and that was never going to

0:21:45.720 --> 0:21:48.040
<v Speaker 1>be the case, right, I think short forms sitting next

0:21:48.119 --> 0:21:51.119
<v Speaker 1>to sits next to TV, which sits next to film

0:21:51.240 --> 0:21:53.600
<v Speaker 1>six to six, next to theater and so I think

0:21:53.680 --> 0:21:56.719
<v Speaker 1>VR is just another iteration of telling stories. I think

0:21:56.760 --> 0:22:00.440
<v Speaker 1>it will be complementary. I think, you know, now, we're

0:22:00.440 --> 0:22:03.880
<v Speaker 1>working with established directors that have a voice. I think

0:22:03.880 --> 0:22:07.480
<v Speaker 1>the Kubricks and the Spielberg's of VR are probably twelve

0:22:07.520 --> 0:22:11.600
<v Speaker 1>years old, and they're growing up watching VR and playing VR,

0:22:11.720 --> 0:22:14.520
<v Speaker 1>and they're gonna have They're gonna have a take that

0:22:14.800 --> 0:22:17.600
<v Speaker 1>is completely different and doesn't even exist today. So I

0:22:17.640 --> 0:22:21.919
<v Speaker 1>think while we're waiting for those for those superstars to

0:22:21.960 --> 0:22:25.000
<v Speaker 1>go to college and study UM or not go to

0:22:25.040 --> 0:22:27.399
<v Speaker 1>college and start making these things out of high school,

0:22:27.600 --> 0:22:31.600
<v Speaker 1>I think we're leaning on the people who can evoke

0:22:31.680 --> 0:22:34.480
<v Speaker 1>the most emotion and tell the best stories, and I

0:22:34.520 --> 0:22:37.040
<v Speaker 1>think it will just be a balance moving forward. Well,

0:22:37.080 --> 0:22:39.800
<v Speaker 1>I'm looking forward to seeing how that future unfolds, and

0:22:39.800 --> 0:22:41.359
<v Speaker 1>I'm sure you guys will be in the thick of it.

0:22:41.600 --> 0:22:43.960
<v Speaker 1>Best of luck and thanks for coming in, Thanks for

0:22:44.000 --> 0:22:49.119
<v Speaker 1>having us, Thank you, and now a special bonus segment

0:22:49.200 --> 0:22:52.640
<v Speaker 1>to this podcast episode. A recurring theme in my interview

0:22:52.640 --> 0:22:55.239
<v Speaker 1>with the STX Surreal guys was how VR is a

0:22:55.280 --> 0:22:57.879
<v Speaker 1>medium that will come of age with a younger generation.

0:22:58.600 --> 0:23:01.040
<v Speaker 1>So I thought better did check in with their own

0:23:01.080 --> 0:23:04.080
<v Speaker 1>sense of the VR marketplace. Then my own eleven year

0:23:04.119 --> 0:23:07.359
<v Speaker 1>old son, Max Wallenstein, is a fifth grader here in

0:23:07.520 --> 0:23:10.560
<v Speaker 1>l a author of his own graphic novel, an accomplished

0:23:10.560 --> 0:23:13.720
<v Speaker 1>Buku lele player, and champion of the school spelling be

0:23:14.600 --> 0:23:19.439
<v Speaker 1>Thanks for fitting me into your busy schedule, Max, Thank you. Andy. Okay,

0:23:19.560 --> 0:23:22.679
<v Speaker 1>just this once, for now, I'll let you call me Andy.

0:23:22.840 --> 0:23:26.840
<v Speaker 1>We'll do without the daddy part. So you watch a

0:23:26.880 --> 0:23:28.680
<v Speaker 1>lot of VR. We've done a lot of that. We've

0:23:28.720 --> 0:23:32.000
<v Speaker 1>got an Oculus go and hone and go to some

0:23:32.080 --> 0:23:35.240
<v Speaker 1>of the location based VR stuff out there. But let's

0:23:35.280 --> 0:23:37.359
<v Speaker 1>start with the limit, which I just talked about in

0:23:37.400 --> 0:23:41.119
<v Speaker 1>this interview. What did you think of that? Um, it

0:23:41.200 --> 0:23:43.800
<v Speaker 1>was really cool. It's nothing like I've really ever seen.

0:23:43.840 --> 0:23:46.920
<v Speaker 1>It's not like you're watching a movie. Um, it's kind

0:23:46.920 --> 0:23:49.080
<v Speaker 1>of like you're in the movie. It's yeah, you're part

0:23:49.119 --> 0:23:51.439
<v Speaker 1>of it. You're a character in it, you're sort of

0:23:51.760 --> 0:23:53.960
<v Speaker 1>the main character. And so you thought that was interesting.

0:23:55.160 --> 0:23:59.760
<v Speaker 1>And do you think that movies have a place in

0:24:00.000 --> 0:24:06.640
<v Speaker 1>a true reality? Do I think movies have a place? Um? Yeah, movies,

0:24:07.560 --> 0:24:11.040
<v Speaker 1>they'd be great, and virtual reality I think that it

0:24:11.080 --> 0:24:13.960
<v Speaker 1>would be It's really cool. Because like you'll usually see

0:24:14.000 --> 0:24:17.080
<v Speaker 1>movies like that, you've never seen that. It's, um it's

0:24:17.119 --> 0:24:19.159
<v Speaker 1>like a big step from what it usually is. So

0:24:19.240 --> 0:24:23.000
<v Speaker 1>that's that's cool. Okay. Well, like I said, we've got

0:24:23.040 --> 0:24:26.120
<v Speaker 1>a device at home, how often would you say you

0:24:26.240 --> 0:24:29.000
<v Speaker 1>use VR? UM? Well, I used to use it a

0:24:29.000 --> 0:24:31.080
<v Speaker 1>lot when I got it, I was like, oh my god,

0:24:31.119 --> 0:24:33.760
<v Speaker 1>this is amazing. But now I've done it seven million times,

0:24:33.800 --> 0:24:35.639
<v Speaker 1>so I use it once in a blue moon. So

0:24:35.640 --> 0:24:38.800
<v Speaker 1>it's like the novelty is worn off. Yeah, yeah, I see.

0:24:38.840 --> 0:24:42.120
<v Speaker 1>My theory is is that just isn't enough good content

0:24:42.240 --> 0:24:44.359
<v Speaker 1>out there. Do you think if there was more you

0:24:44.400 --> 0:24:49.120
<v Speaker 1>would probably use VR more often? Yeah? So the oculus

0:24:49.800 --> 0:24:53.359
<v Speaker 1>UM we have is not the best. Um it doesn't

0:24:53.480 --> 0:24:55.760
<v Speaker 1>have a lot of things, doesn't have a lot of

0:24:55.800 --> 0:24:58.920
<v Speaker 1>like things you can down the things that I use

0:24:59.000 --> 0:25:02.479
<v Speaker 1>and watch. Um. So yeah, I think that in the

0:25:02.520 --> 0:25:05.200
<v Speaker 1>future will have more stuff that I can use and

0:25:05.240 --> 0:25:08.600
<v Speaker 1>will be better. Well what did you like? You said

0:25:08.640 --> 0:25:10.919
<v Speaker 1>you like the limit? What else out there in VR

0:25:11.040 --> 0:25:14.080
<v Speaker 1>do you enjoy? So I like that there's um Netflix

0:25:14.119 --> 0:25:18.119
<v Speaker 1>because that's something I like and I watched, So so

0:25:18.240 --> 0:25:22.160
<v Speaker 1>we should know that Netflix VR. You're not Netflix doesn't

0:25:22.200 --> 0:25:25.440
<v Speaker 1>have VR content. You're able to just watch the usual

0:25:25.520 --> 0:25:29.600
<v Speaker 1>Netflix but in a VR environment. So that's cool, but

0:25:29.680 --> 0:25:32.320
<v Speaker 1>that's not really what VR helmets are for. Yes, it's

0:25:32.359 --> 0:25:36.040
<v Speaker 1>not like you're in the right the setting. It's not

0:25:36.119 --> 0:25:38.840
<v Speaker 1>like The Limit. Now you've also done what's known as

0:25:38.920 --> 0:25:42.240
<v Speaker 1>location based VR, which is you don't just watch VR

0:25:42.240 --> 0:25:43.959
<v Speaker 1>and the helmet at home, you go to like a

0:25:44.000 --> 0:25:48.760
<v Speaker 1>special place. What have you done on that front? Um,

0:25:48.880 --> 0:25:55.359
<v Speaker 1>So I gotta um dream escape, um explain what that is. Yeah,

0:25:55.480 --> 0:25:58.880
<v Speaker 1>so it's like it's VR, but it's like it's like

0:25:58.960 --> 0:26:01.679
<v Speaker 1>in a building as or and um, you can be

0:26:01.840 --> 0:26:05.679
<v Speaker 1>in like different movies, like kind of like The Limit,

0:26:06.240 --> 0:26:09.320
<v Speaker 1>and you can be with like, uh five other people

0:26:09.960 --> 0:26:12.680
<v Speaker 1>and you're like sort of all at a mission movie

0:26:13.280 --> 0:26:16.080
<v Speaker 1>and like one room, and it's not like a nauseous

0:26:16.119 --> 0:26:20.720
<v Speaker 1>experiment that like like that your own one at home

0:26:20.840 --> 0:26:24.680
<v Speaker 1>might be. It's like you're not like really seeing it.

0:26:24.680 --> 0:26:27.359
<v Speaker 1>It's not like you're standing in the actual place. So

0:26:27.400 --> 0:26:30.040
<v Speaker 1>it's not it's like regularly standing. It's not. It's really

0:26:30.200 --> 0:26:32.760
<v Speaker 1>I think it's better. Yeah, I I did it with you,

0:26:32.800 --> 0:26:34.880
<v Speaker 1>and I know you've done it a number of times

0:26:34.880 --> 0:26:38.120
<v Speaker 1>since then. Do you think that that kind of VR

0:26:38.240 --> 0:26:42.440
<v Speaker 1>has more potential than the helmet stuff at home. UM.

0:26:42.480 --> 0:26:44.639
<v Speaker 1>I think they both have a lot of potential. I

0:26:44.680 --> 0:26:48.640
<v Speaker 1>think the helmet that you can use at home UM

0:26:49.040 --> 0:26:52.800
<v Speaker 1>can always be updated and made better and have more

0:26:52.840 --> 0:26:57.320
<v Speaker 1>options and more updates UM. And yeah, I think location

0:26:57.400 --> 0:27:02.679
<v Speaker 1>based it will also improve too over years. So do

0:27:02.720 --> 0:27:05.120
<v Speaker 1>you think when you think, like five ten years out

0:27:05.240 --> 0:27:08.240
<v Speaker 1>and you get older, that you will be watching say

0:27:08.280 --> 0:27:11.439
<v Speaker 1>as much virtual reality as you do like movies or

0:27:11.480 --> 0:27:15.800
<v Speaker 1>YouTube or Netflix UM as I do now? Yeah? Well no, no,

0:27:15.920 --> 0:27:17.920
<v Speaker 1>I mean, do you do you think you'll do much

0:27:17.960 --> 0:27:19.880
<v Speaker 1>more than you do now, because as you made clear,

0:27:20.000 --> 0:27:22.199
<v Speaker 1>you don't watch much now because there's not much content

0:27:22.240 --> 0:27:26.920
<v Speaker 1>to watch. I think I'll probably do more because it's

0:27:26.920 --> 0:27:29.840
<v Speaker 1>going to be more updated and more improved and you

0:27:29.880 --> 0:27:33.080
<v Speaker 1>can do more things, and it's probably gonna be like,

0:27:33.480 --> 0:27:35.639
<v Speaker 1>you know, like everyone's gonna be into it. It's going

0:27:35.720 --> 0:27:39.000
<v Speaker 1>to be like right now, VR is like the biggest

0:27:39.000 --> 0:27:42.080
<v Speaker 1>thing and it has to grow and more people use it.

0:27:42.160 --> 0:27:44.600
<v Speaker 1>So yeah, the thing I think is going to help

0:27:44.880 --> 0:27:48.440
<v Speaker 1>is if they make the helmets to the point where

0:27:48.440 --> 0:27:51.560
<v Speaker 1>they're as light as glasses or not even helmets at all.

0:27:51.720 --> 0:27:53.600
<v Speaker 1>That I think could be the big deal. What do

0:27:53.920 --> 0:27:56.760
<v Speaker 1>you think when you do you think that's possible? Yeah,

0:27:56.800 --> 0:27:58.800
<v Speaker 1>I don't really. I don't really sort of care in

0:27:58.840 --> 0:28:02.640
<v Speaker 1>that department of way size, right, Although you mentioned nausea

0:28:02.920 --> 0:28:05.720
<v Speaker 1>sometimes a problem because I sometimes feel that good time.

0:28:05.800 --> 0:28:10.040
<v Speaker 1>I don't feel naucha, but it's a problem for many people. So, um,

0:28:10.240 --> 0:28:12.800
<v Speaker 1>I mean would you think that lighter, um how much

0:28:12.840 --> 0:28:15.080
<v Speaker 1>would help? Well? I don't think with nausea, but I

0:28:15.119 --> 0:28:18.679
<v Speaker 1>think in general people don't necessarily like bulky equipment and

0:28:18.680 --> 0:28:21.920
<v Speaker 1>that less of that, I think it becomes something that

0:28:21.960 --> 0:28:26.359
<v Speaker 1>more people might be interested. Like thinking about three D glasses.

0:28:26.400 --> 0:28:29.439
<v Speaker 1>Remember like that was hot for like two minutes for

0:28:29.480 --> 0:28:32.520
<v Speaker 1>people for watching televisions, and you and I tried that

0:28:32.640 --> 0:28:35.280
<v Speaker 1>and that market completely went away because people don't want

0:28:35.280 --> 0:28:38.520
<v Speaker 1>to put three D glasses on in their house. Yeah

0:28:38.800 --> 0:28:42.400
<v Speaker 1>that was Yeah, that wasn't that amazing? Um that sort

0:28:42.400 --> 0:28:45.600
<v Speaker 1>of wear it off? Yea. Hopefully VR will not end

0:28:45.680 --> 0:28:48.680
<v Speaker 1>up where three DTV was. Well, Max, I thank you

0:28:48.760 --> 0:28:52.840
<v Speaker 1>for sharing your insights. Uh, come back to the podcast anytime.

0:28:53.040 --> 0:28:58.640
<v Speaker 1>Thank you. This has been another episode of Strictly Business.

0:28:58.800 --> 0:29:01.400
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0:29:01.400 --> 0:29:04.800
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0:29:04.880 --> 0:29:08.920
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