A scene from Save Every Breath: The Dunkirk VR Experience
Academy Award-nominated director Christopher Nolan has referred to his film Dunkirk in IMAX as “virtual reality without the goggles,” so when it came time to build Save Every Breath: The Dunkirk VR Experience, the team at Practical Magic knew that the stakes were higher than usual.
And as Practical Magic’s Matt Lewis began working with Adobe’s Director of Immersive, Chris Bobotis, they realized that their task stretched past the challenge of creating a tie-in worthy of a supremely immersive Academy Award-nominated Best Picture, all the way into the future of user interfaces, the role of community in storytelling, and the new ways that young creators are driving technology.
When Practical Magic was brought on board to find a way to make Save Every Breath: The Dunkirk VR Experience happen, they had a number of unique challenges, including the need to use large-format cinema cameras for the VR experience. As the company’s co-founder, Matt is used to solving problems for studios after a long career putting out fires in technology situations.
To make the project possible, Practical Magic used Adobe Premiere and After Effects with support offered by Chris Bobotis and his team. This was in fact one of Chris’s first projects after Adobe acquired his company, Mettle, whose products including the Skybox Suite had become key players in solving some of VR’s stickiest workflow problems.
“Matt couldn’t disclose what he was on,” Chris told me, “but he reached out and put forth some challenges and asked if we could work closely and prioritize to accommodate this property. I didn’t even know what it was, but I got very excited.”
Matt described working with Nolan: “When I sat down with him in person, he said that he wanted to give everyone a breath — and never quite let them have a moment to exhale. So you get these moments of suspense in the sea, on land and in the air. You’re waiting for the enemy approaching, but it never quite gets there. I think that’s what we accomplished with Save Every Breath: the sense of impending danger.”
I recently got to speak with both Matt and Chris about building the VR experience, how Adobe’s extensible and democratized tools made Save Every Breath: The Dunkirk VR Experience possible, and how VR is a perfect medium for emerging talent.
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Source: CREATIVECOW.NET