Becoming One of the Largest VR Content Creators

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Becoming One of the Largest VR Content Creators SPEAKER: Accenture Extended interesting about this content creator is Reality. This is field of view. there someone who they're not just NICK ROSA: Hello and making videos on YouTube, for welcome to Field of View. My name is example. There's someone who I, at Nick Rosa from Accenture. least from my point of view, you can see DANIEL COLAIANNI: And my genuinely cares about this industry and name is Daniel Colaianni from the genuinely cares about the actual Academy of International Extended ecosystem that evolves around it. Reality. They've got a wildly popular kind of podcast that focuses on the various NICK ROSA: And today, we different areas of our industry as well. have a guest for you that is a very Nick, who do we have on our famous content creator, is someone that Field of View today? has been working in the VR space since NICK ROSA: Our guest today is the the beginning, since the inception of the content creator that everybody knows in new Oculus era and someone that I’ve the VR space. We have Nathie with us been bumping into for many times on Field of View. Hi, Nathie, how you during industry events and other doing? gatherings of people that are interested NATHIE: Thanks for having me, about VR and XR. Daniel, would you guys. It's a pleasure. like to tell us a little bit more about our DANIEL COLAIANNI: So, guest today? Nathie, there's a few interesting things that we want to kind of dive into in this DANIEL COLAIANNI: Yeah, this episode because I think there's sure. And I think what's really important going to be a lot of people watching this is about Field of View is Field of View is and listening to this who are going to be about bringing together multiple different saying how did you get started in in XR? areas of our industry and the different I mean explain to us how did that things that make up this space. And as journey begin. most kind of viewers and listeners will NATHIE: Yeah, so I think it was know, we're all about the origin story, back in 2014, ’15, that one of my friends how people get into XR. And I guess who I know from film school introduced how that progresses through their very me to the Kickstarter from Oculus for the beginning to their end. And what's really DK1. And he was like this looks pretty rad, man, maybe you should invest massive amount of followers that are some money into it and give it a try. And every day and every episode watching because I was in film school, I was all your adventures in hardware, always already interested in making software, platforms. Can you tell us a videos, so it was a great combination to little bit more what do you see the find out how to capture AVR experience industry right now and look back at the with your face while reacting to it. early days when you started, What's So for me, this was the you know your feeling about the evolution of the golden combination from the start industry? Do you think that has been because while I was in film school, I something that has organically loved to play video games. So I often happened or there's been a sort of an recorded myself playing games with a explosion of technology and adoption face cam reacting to it. So, yeah, it was right now? pure like curiosity to be honest. NATHIE: Yeah, so if I look back DANIEL COLAIANNI: That must and see how the VR industry has have been quite a jump, I guess, into pushed itself forward, it's definitely by - that space considering back then, I sometimes like really big things like new mean this is this is a relatively unknown hardware that was blowing everyone device that people haven't heard of and away, but also, just the ecosystem on its have seen and, I guess, most people own, developers trying to figure out how looking at this would be like, hey, yeah, we move in VR or how we want to it's a fad or this can move on. And I experience certain genres in VR that guess you decided to actually you know had all to be created before it was create content from it. actually, let's say, mainstream. Now NATHIE: Yeah, true, true. And we're like, okay, this is how you play a there was nothing there yet. There was shooting game, this is how we like to no baseline for content yet, so it was all watch movie experiences, animations, still very new, very – well, I mean there things like that, but back then that wasn't was no blueprint for how to do that kind there. of stuff. I should, by the way, correct So you've seen some developers myself. I said 2014, 2015, but the really showing how to pull it off like, for kickstart already happened by then, so it example, Clouded games is a perfect was way earlier. It's just I don't even example. They were working on a game remember anymore. It's been a long before the consumers put their hands on time. I think it was like - was it not like them and they had to kind of create 2012 or ‘13 that Kickstarter launched? something from scratch. That's like DANIEL COLAIANNI: Yeah, amazing. 2012 was definitely that I think it NICK ROSA: And you lived all launched around that sort of time. I this evolution of the different kind of mean it's up to everyone. Nick, when did ways of locomotion and the different it launched? It was so long ago now. kind of ways of interacting with the NICK ROSA: Look at me digital content, but you also had to because I'm the older one. Yeah, I think create from scratch a way to that was around 2012, 2013, yes. communicate VR, the VR experience. DANIEL COLAIANNI: Yeah, And you studied filmmaking, right? that's awesome. NATHIE: Yeah. NICK ROSA: And, Nathie, you NICK ROSA: So Can you tell us created basically a sub-genre of content a little bit of a challenge about creators on YouTube and you have a communicating and showing other people how you feel and how you play your head because, obviously, the in an immersive environment? This is headset picks up every little nuanced something that is very important movement as well, right? because a lot of people are saying that NATHIE: Exactly, yeah. So that marketing something that you cannot you need to keep that in mind. It's like show on a 2D screen is extremely shooting a movie, so you're the camera difficult. And that's why, for example, the in the end and you're the one that shows Nintendo 3DS had so many problems particular scenes. So when I, for about making people understand that example, cover an animation or a game, the unique selling point. I play them up front to see where things NATHIE: Yeah, well, if you look are happening. So I can make sure that at my channel, most videos are just I look at it for long enough so people traditional video content because it's all, can take it in and then we move on to let's say, flat, right. It's just like you the next part and that way you really would watch someone play a pancake have to do that. If you just play game. You see the VR experience in the something in VR in a casual manner, middle and then in the left or right you're going to get people motion sick corner, you see the person actually because we usually look around like playing it. But because of that you have these crazy people because you want to the virtual world on one side and on the see everything, right. But for a video, it other side, you have the real world just doesn't work, you can't do that. showing this person wearing the NICK ROSA: And do you apply headset, so that clicks with people. If like, for example, image stabilization to you just show them the VR view, they the feed that you usually capture in have no idea what that is and how it order to make it a little bit more works. But if you see someone wearing comfortable. the headset and they do the same NATHIE: The thing is if you use movements as they do in VR, then you stabilization, it doesn't work with that. It get the point and that's where the magic does work with traditional video. So in already starts. the end, you are the stabilization. Your It's like wait, so someone is head is the stabilization. So that's why if wearing this weird thing on their head you watch my content, I usually stay on and inside something is happening and one spot. So I stay in view of the that's where you get hooked straight camera. Some people say, oh, but then away. And then if you do some you're not using the room skill commentary over it that describes capabilities. Well, I would love to, but perfectly what you see and also you then I'm just walking around behind the look around in a cinematic way to camera before you know it and then, properly show people what's going on, you're not seeing what I'm doing.
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