HTC’s new VIVE ORIGINALS experience ventures into the realm of performance art and the metaverse

VIVE ORIGINALS, a content brand under HTC VIVE, will be debuting exclusively a VR experience version of the immersive metaverse theatre project “Light the Night: Redhat Killer” at the upcoming MWC Barcelona. This theatre project is made with volumetric capture, and combines puzzle games and concert elements, by wearing the latest HTC XR equipment VIVE XR Elite, players can follow the characters and explore the cyberpunk world of androids in 600 years. After MWC, VIVE ORIGINALS will consecutively release the PC version in March, allowing players worldwide to experience the metaverse project with their computers at hand.

In 2021, VIVE ORIGINALS introduced a music metaverse platform, BEATDAY, incorporating volumetric capture, and AAA-game-level production design, to create multiple immersive holographic concerts and to present unprecedented music experience. In 2022, it went international with its VR Holo-concerts, collaborating with Taiwanese popular rock band “Amazing Show,” which was selected by the iconic innovation expo South by Southwest’s “XR Experience” section, and won the favor of the jury members, setting a record with the debut. In the same year, VIVE ORIGINALS has expanded its position, using one-stop solution schemes with seasoned content production and platform construction, embodying high-level design aesthetics, volumetric capture, and blockchain, to explore multi-entertainment fields such as cinema, arts, music, and metaverse, pioneering the industry by creating the first immersive metaverse playground, and opening new business opportunities in the digital world.

Adapted from renowned Asian IP, “Light the Night: Redhat Killer” is the first theatrical project BEATDAY has released, collaborating with the trending artist Julia Wu to land in the world of the metaverse. The story of “Light the Night: Redhat Killer” is adapted from the sensational drama series “Light the Night,” which was set in the early 80s and became an exemplary Taiwanese series in recent years. “The Future Version” sets in a backdrop of a world where androids and humans cohabit 600 years later. Players will follow the characters and set foot on an adventurous journey to pick up the lost memories from the past. Notable singer-songwriter, Julia Wu, is followed by many devoted fans across different age ranges and nationalities among the Asian Mandarin and non-Mandarin communities. Her beauty and fearless style of music, entitled her “the goddess of the netizens” by the younger generation. She incarnates as the android singer JULIA in the theatre, enabling fans to closely interact with their beloved idol. VIVE ORIGINALS hopes to build allies with cross-nation entertaining IPs in the future, expanding the experiences in the entertainment IP platform into the metaverse, and allowing virtual shopping to integrate into the real world.

The President of HTC VIVE ORIGINALS, Liu Szu-ming suggested “BEATDAY” converges ten major processes including VR technology, 3D motion capture, concerts, cinematic CGI production, and so on, and is devoted to creating the first “metaverse theme park.” In addition to continuing to present innovative entertainment such as Holo-concerts, and metaverse theatre, BEATDAY will keep creating different metaverse entertainment models. Aside from creating new experience forms, the platform is also dedicated to elevating the metaverse entertaining consumer ecosystem, with which it has already collaborated with several cross-nation ad agencies, implanting advertisements and shopping guides simultaneously. Liu Szu-ming pinpointed that BEATDAY offers a one-stop metaverse entertainment solution, including platform constructions, content productions, virtual and physical cross-industry collaborations, and physical creative marketing, hoping to work with more artists, brands, and different industries to join the metaverse entertainment market.

https://beatday.com/en/

Leave a Reply

@ Magazine

Decoding XR: IL DUBBIO – EPISODIO 1, Matteo Lonardi

Recently selected for Venice VR Expanded and Raindance Immersive, IL DUBBIO is an animated immersive experience that reflects on (...)

“Not just an ideation phase, but a real development phase to build solid foundations to the selected projects” – Maïwenn Blunat (CPH:LAB)

Welcome back, CPH:LAB! After following closely the 2022-2023 edition, we couldn’t *not* talk again about the talent development programme of CPH:DOX, which “encourages creative risk taking, celebrates raw talent, facilitates collaboration across borders and business sectors and supports visionaries to

Frédéric Bussière, a French trajectory in the international making of digital creation

At a time when immersive industries are still seeking a balance between creation, distribution, and sustainable business models, some careers offer a clearer reading of the shifts underway. Frédéric Bussière’s is one of them. A French artist who has long

“In our VR documentary the audience needs to feel the presence of the characters in the right way” – Gary Yost (Inside COVID19)

Gary Yost is the co-director (with Adam Loften) of the 4-part documentary INSIDE COVID19 which just released this summer on Oculus TV. After 40 years of experience in computer imaging and filmmaking, Gary focused lately on immersive storytelling (he founded

Editorial⎪Crafting a Market for Independent XR – A Review

Recently, a major report studying what I refer to as the narrative XR arts sector has been published by Québec/Canada XR, and it’s as comprehensive and voluminous a report as one could ask for. Entitled “Crafting a Market for Independent

Exploring Expanded Narratives: A Conversation with Nancy Baker Cahill

I encountered Nancy Baker Cahill’s work through a seminar at CalArts, where she shared her expansive approach to AR sculpture, expanded cinema and analog relationships with land. What struck me was not just the scale of her projects but her