{"id":238045,"date":"2017-08-24T05:28:01","date_gmt":"2017-08-24T09:28:01","guid":{"rendered":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/france-britain-lead-europes-foray-into-vr-content-creation-variety.php"},"modified":"2017-08-24T05:28:01","modified_gmt":"2017-08-24T09:28:01","slug":"france-britain-lead-europes-foray-into-vr-content-creation-variety","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/france-britain-lead-europes-foray-into-vr-content-creation-variety.php","title":{"rendered":"France, Britain Lead Europe&#8217;s Foray Into VR Content Creation &#8211; Variety"},"content":{"rendered":"<p><p>    Theyre already home to two of Europes most vibrant film    industries. Now France and Britain are leading the way in the    region in creating VR content.  <\/p>\n<p>    SEE MORE: From the August 22, 2017,    issue of Variety  <\/p>\n<p>    Between them, the two countries have eight of the 22 titles    competing in the upcoming Venice Film Festivals new    virtual-reality section  the worlds first competitive VR    strand at a film festival. Add in an entrant apiece from Italy    and Denmark, and the number of European titles in the    competition exceeds that of the U.S.  <\/p>\n<p>    The VR industry is booming in Europe, which is great for all    of us, said Sol Rogers, CEO and founder of Rewind, the British    creator of Ghost in the Shell VR, with U.S. banner Here Be    Dragons, and Home: A VR Spacewalk, which just picked up an    award at Cannes Lions.  <\/p>\n<p>    A report in August identified 487 virtual-reality companies    operating in Europe, up from the 300 recorded in February.  <\/p>\n<p>    But in contrast with the U.S., where virtual-reality creation    is mainly being funded by deep-pocketed corporations and    private investors, the VR industry in France and Britain is    being driven in large part by public broadcasters, TV channels,    government institutions, independent producers and tech    studios.  <\/p>\n<p>    In France, where the entertainment industry is highly    subsidized, the National Film Board has funneled more than 3.5    million ($4.1 million) into VR projects via two schemes: one    for writing, development and production and another for    technology expenses. The board backed 33 VR projects in 2016,    compared with just one in 2014.  <\/p>\n<p>    Okio, one of Frances top VR companies along with Agat Films    (Notes on Blindness) and Camera Lucida (The Enemy), has    raised about a third of its budget from subsidies. Most of the    money is allocated to development.  <\/p>\n<p>    The company premiered I, Philip at the Cannes Film Market and    will be attending Venice to pitch its upcoming VR experience    Lights. It is also developing a segment for an eight-part VR    series commissioned by Arte. The segments budget is 120,000,    two-thirds of which comes from Arte and the rest from    government subsidies.  <\/p>\n<p>    Antoine Cayrol, producer at Okio, said that steering the    subsidies into development is what makes the French    virtual-reality experience so original and ultimately popular    among festival programmers and platforms. Were able to hire    skilled creatives and crews [and] spend time on the graphic    bible, the script, said Cayrol. So when we start pitching    Arte, Amazon, Oculus or Hulu, we have a well-developed    proposition.  <\/p>\n<p>    I remember someone at Oculus who once told me, We get a lot    of people in the U.S. who send us three pages and ask for $3    million, and in France, producers send us treatments of 25    pages and ask for $25,000, Cayrol quipped.  <\/p>\n<p>    A handful of pure VR players, such as HTC and Oculus, are    starting to invest in content creation overseas and can help    finance bigger-budget, more ambitious projects. Facebook-owned    Oculus is developing projects with Agat Films and Okio. It also    pre-bought Okios latest experience, Alteration, and made up    30% of the projects budget, Cayrol said.  <\/p>\n<p>    Broadcasters such as the BBC, Arte, France Televisions and    Germanys ZDF are considered VR pioneers in Europe and have    been key in pushing for strong VR-native content. More channels    are following suit, including Frances TF1, which recently    launched an app dedicated to the technology and commissioned    its first VR experiment, Sergeant James.  <\/p>\n<p>    The channels see their investment as a way to nurture emerging    talent, attract younger audiences and boost their brands. It    also equips them to compete with Hollywood and Asia. If we    dont invest in VR today, in a few years the VR landscape will    be fully dominated by American or Asian content, said Gilles    Freissinier, Artes head of digital.  <\/p>\n<p>    In Britain, VR players can apply for funding from government    body Innovate U.K. and have access to a strong talent pool of    post-production experts, FX specialists and other creatives who    have flocked to London and the British entertainment industry.  <\/p>\n<p>    Theres brilliant stuff from institutions, and from the BBC    with Taster, but also a huge amount from the private sector as    people work out what VR is, what the business model is and how    we can make the experience different and superior to TV or    standard games, said John Cassy of VR studio Factory 42, which    is developing a hologram project with Sky, Londons Natural    History Museum and David Attenborough.  <\/p>\n<p>    The challenge is to make the VR industry scalable enough to    sustain it, said Tom Burton, head of interactive and VR at BBC    Studios. So far, there is no return on investment, he noted.    Its a medium thats barely a few years old.  <\/p>\n<p>    Alchemy VR is working with Londons publicly funded Science    Museum on Space Descent, which re-creates British astronaut    Tim Peakes journey back to Earth from the International Space    Station.  <\/p>\n<p>    There is no template or set business model for VR, said Emily    Smith, Alchemys director of marketing and business    development. Its a mixed economy. With Space Descent, the    Science Museum had the Soyuz capsule and commissioned us to    make a visceral VR experience. We also have pay-to-download    experiences on the PlayStation Store. There are    different models for different projects.  <\/p>\n<p>    While prospects for monetization remain limited in Europe, one    emerging revenue stream is location-based VR. MK2, one of    Frances biggest film companies, recently opened Europes    largest permanent virtual-reality facility in Paris.  <\/p>\n<p>    Location-based VR is crucial to give virtual-reality content a    commercial life, create a business model and a chain of    revenues for right holders, as well as initiate consumers to    the technology and have them embrace it before it hits the mass    market, said Elisha Karmitz, managing director at MK2.  <\/p>\n<p>    The company kicked off international sales of its VR content at    the Cannes Film Festival.    And one of its films is competing in the VR section at Venice:    Franois Vautiers aptly named I Saw the Future.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Continued here: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/variety.com\/2017\/biz\/news\/france-britain-vr-content-1202535892\/\" title=\"France, Britain Lead Europe's Foray Into VR Content Creation - Variety\">France, Britain Lead Europe's Foray Into VR Content Creation - Variety<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Theyre already home to two of Europes most vibrant film industries. Now France and Britain are leading the way in the region in creating VR content <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/france-britain-lead-europes-foray-into-vr-content-creation-variety.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431592],"tags":[],"class_list":["post-238045","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/238045"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=238045"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/238045\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=238045"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=238045"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=238045"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}