“With ASTÉRIX: MISSION POTIONS! we want to prove that content is the key element of our strategy” – Benoît Bouthinon (Virtual Room)

Just as the Annecy festival was discussing the importance of brands (or IPs in English) in immersive creation, the first Asterix experience was announced. Aimed at LBE VR, and exclusively for the Virtual Room network (which produces it in its entirety), this is a new chapter in the adventures of the highly interactive little Gaul… […]

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“I didn’t want to people to just enjoy the visuals. I wanted them to be more connected to the story” – Négar Motevalymeidanshah (LESS THAN 5 GRAMS OF SAFFRON)

LESS THAN 5 GRAMS OF SAFFRON is a beautifully animated 360 film that explores the immigrant experience and the memories that people carry with them – of the journey and of home. The piece, told through the eyes of a

“Stories that are important for me to tell are often stories that take me out of my comfort zone” – David Adler (END OF NIGHT x SHADOW)

When history reveals its human soul: a closer look at the content and meaning of END OF NIGHT and SHADOW, recently presented at CPH:DOX Inter:Active Did you study history when you were in high school? I remember it was one

“Developing a game in mixed reality requires working on the materiality of the gameplay” – Russ Harding (THE INFINITE INSIDE)

Last January, Saltwater Games announced the acquisition of Maze Theory Limited (including Nexus Labs and Quantum Interactive), a video game studio well known to the XR community for such titles as PEAKY BLINDERS: THE KING’S RANSOM and DOCTOR WHO: THE

A new study by Quebec/Canada XR takes a unique look at the current state of the XR creative ecosystem

After an unveiling at SODEC’s pavillon Québec créatif in the heart of the International Village of the Marché du Film of the Festival de Cannes last Sunday, the Québec/Canada XR study Crafting a Market for Independent XR was officially launched

“Motivating each choice narratively, keeping the world self-explanatory” – Jörg Tittel, Ryan Bousfield (THE LAST WORKER)

Presented as a demo at the 78. Venice Film Festival, The Last Worker is a VR experience at the intersection of gaming, storytelling and artistic production: a fun yet meaningful work that will see its full release in 2022. I

Focus: Barking Dogs, the independent way to immersive video games

Virtual reality found its first audience when the video game industry took interest in it. While the largest companies invest in it, we should not forget the independent studios that have long offered content suitable for immersive entertainment. Look at