“Create an experience, not a film” – Jonathan Griffith (TOUCHING THE SKY)

Based in Chamonix, Jonathan Griffith is one of the most renowned photographers and filmmakers in the world of mountaineering. An experienced climber and regular contributor to Meta and Red Bull, he has been pushing the boundaries of immersive filmmaking for several years with films such as EVEREST VR, THE SOLOIST VR, and the recent TOUCHING […]

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“My job as a producer is above all about storytelling” – Jeremy Pouilloux (La Générale de Production)

Founder at la Générale de Production, Paris-based production company, Jérémy Pouilloux produced in 2019 the immersive documentary (...)

”I believe VR is a first-person medium” – Celine Tricart (THE SUN LADIES)

Celine Tricart is an acclaimed storyteller who has developed a unique and recognizable style.

CPH:Lab 2024: Tales of a Nomadic City, Fully Automated Contact Zone, Hermaphrogenesis (part 1)

The new edition of the CPH:Lab came to an end a few weeks ago and once again it has emerged as one of the most educational and motivating experiences offered to talents of the immersive scene today. As in the

BFI London Film Festival announces LFF Expanded 2022, including one special commissioned project

The BFI London Film Festival, in partnership with American Express, today announces the complete line-up for LFF Expanded, the Festival’s Immersive Art and Extended Realities strand, which runs from 5-16 October 2022. Programmed by Ulrich Schrauth, the BFI’s Immersive Art

FreeRoaming #04 – Touring IN PURSUIT OF REPETITIVE BEATS: the economic realities of LBE distribution

The immersive sector has spent a decade proving that XR can move people. What it has not proven—at least not consistently—is that XR can circulate with the reliability of live entertainment. IN PURSUIT OF REPETITIVE BEATS is one of the

“With Surround Sync, we combine immersive and cinematic viewing experiences to offer our audience the very best” – Briege Whitehead (White Spark Pictures)

“VR cinema”: an idea as old as the return of virtual reality content to the general public 10 years ago. It has naturally occurred with the increasing accessibility of headsets, their price and the software interfaces enabling them to be