“We are glad to work with platforms that want to push forward narrative works” – Danielle Giroux (Atlas V)

French immersive production company Atlas V bought last year the creative studio Fauns (in Lyon), renamed since Albyon. With a strong desire to expand, it is also no surprise that they launched their own XR distribution service for online content and installations.

We met with Danielle Giroux, Head of Distribution and Publishing – during the Virtuality Experience trade show where she presented Atlas V’s upcoming projects and distribution strategy.

Setting up a distribution service

Danielle Giroux – We have a really exciting challenge ahead of us. Of course this has been a very particular year we’ve been through, but we are glad to work with creators and festivals – to find new ways to share their art. We pivoted a bit in our strategy to embrace online distribution alongside LBE and the festivals network. It is all about understanding how people connect and communicate as they start to have headsets at home. It’s a real opportunity here!

D. G. – We are now a team of three, including an intern, to work on distribution and installation – and to handle social media as well. One point is to be able to organize our release with every co-producer. XR is still a small community after all, we want to maximize this great energy. Of course we want to get back to physical events, but things happen online for now, and it’s great to see how the industry is going through this all situation.

What’s up, Atlas V?

D. G. – Of course we have online releases and installations (LBE). Even this year some festivals found a way to showcase immersive projects with a physical set-up. We have hope for the next months to see what’s going on, and be part of it. We’re waiting on Sundance, Tribeca, SXSW as everyone to see what 2021 will be made of. You can discover GLOOMY EYES, SPHERES, MISSING PICTURES and BATTLESCAR at BIFAN Beyond Reality now. For now we are focused on our streaming releases for the first quarter of 2021, trying to find new strategies here. It’s really exciting to work directly with all of these platforms, to pave the way for a new system of distribution between cinema and videogames. BATTLESCAR, no secret, will be online early 2021. It’s a lot of work to get it published, especially with international versions! I’m currently supervising the japanese version, i.e. And SPHERES just got a Quest update, which is a great next step for this project which had a real success in festivals.

D. G. – Of course, working with platforms, especially Oculus, you need to take care of a lot of technical things before publishing. It’s a long process but a necessary one to reach our audience. We are glad to work with people and platforms that want to push forward narrative works. And outside the big platforms – Oculus, Viveport, Steam – some indies are coming forward to open new doors, such as Sidequest. We are working to be available for everyone, and trying to get our projects on other hardware such as Pico. We need to consider all options in this XR distribution landscape!

D. G. – We see a network of festivals working together to support creators, and that’s great! 2020 has seen many of them putting ressources to find new audiences, and I think of Venice VR Expanded (their satellite events) or the London Film Festival. It’s important to support physical presentation of our works, as many of them are produced for a location-based installation. We have hope to be more visible in 2021 in the physical world to meet with the public. Festivals are not going anywhere, for sure! We are optimistic.

More infos about Atlas

Fortune! will be presented at Sundance New Frontier 2021

Leave a Reply

@ Magazine

Ride FX: from Omaha Beach to M. C. Escher, the immersive workshop in Brittany

Originally, Ride FX was supposed to produce films for amusement parks—hence the name, inspired by Futuroscope-style rides. Covid struck in the year the company was founded, major contracts fell through, and the studio had to reinvent itself at lightning speed.

“Through social networks, we measure the capacity of augmented reality to gather the general public” – Gabriel Picard (Atomic Digital Design)

Augmented reality has already been adopted: it governs social networks with its filters and interactive proposals by the platforms where it is distributed. However, we can find creative proposals, which do not demerit in the heart of an economic ecosystem

“OTO’S PLANET is an interactive work that reflects on the absurdity of our contemporary society” – Gwenael François, Julien Becker (Skill Lab)

If you haven’t heard of Luxembourg-based studio Skill Lab yet, memorize it. In addition to the world premiere of their experiment OTO’S PLANET at the Annecy Festival in Competition, Gwenael François and Julien Becker participated in the production of MAMIE

THE WORLD CAME FLOODING IN: Isobel Knowles & Van Sowerwine on Crafting Climate Memory in Immersive Storytelling

Between meetings at IFFR, the conversation with Isobel Knowles and Van Sowerwine quickly moved beyond the usual “how did you make it?” Because THE WORLD CAME FLOODING IN isn’t just another XR title on a festival slate. It’s a deliberate

“A modern contemporary audience needs to have agency and empowerment” – Felix Barrett, Maxine Doyle (Punchdrunk)

Looking at the history of the last 20 years, it seems obvious that the revolution of the theatre scene would come from one of the countries with the strongest artistic culture such as the United Kingdom. The Punchdrunk company has

“Social network users now want to turn their cameras to the real world” – Elisabeth Eon, David Letourneau (Atomic Digital Design)

The acceleration of immersive technologies over the past 10 years, along with the rise of social networking, has tended to divide virtual and augmented realities. On the one hand, a ubiquitous headset, and a slow take-up that still needs to