ATLANTIC PRODUCTIONS LAUNCHES ALCHEMY VR
London. 9 July 2014. The multiple BAFTA and Emmy-winning producer, Atlantic Productions, together with its award-winning visual effects studio, ZOO, are expanding into the virtual reality market with the launch of Alchemy VR. The new entity will bring the expertise and vision of Atlantic and ZOO to the fast emerging world of immersive content
In keeping with the factual roots of Atlantic, Alchemy will bring educational, non-fiction storytelling to VR platforms through a combination of live action 3D, 360 videos and fully immersive CGI worlds. Alchemy VR has already begun developing a number of projects with major VR manufacturers including Oculus Rift and Sony Morpheus.
The first of these projects, planned to arrive on VR platforms later this year, will bring the viewer face to face with the extraordinary creatures that first inhabited the planet with acclaimed naturalist David Attenborough.
Anthony Geffen, CEO of Alchemy VR, comments: “This venture is a natural progression for us, harnessing the unique and talented team we have built to create content for a revolutionary platform which finally becoming viable for a consumer audience. Atlantic Productions has a rich history of creating immersive narratives and pioneering new techniques – a legacy which we will be extending even further through Alchemy VR.”
Head of the Studio, James Prosser comments: “We are incredibly excited about our upcoming projects and the future of VR. For anyone who experienced VR in the 80’s and saw its potential it has been a very long wait to get to where we are now where we have the hardware platforms with capabilities to deliver these truly immersive experiences. We will look back at this time as being the dawn of a new era in how we view, experience and interact with content.”
Creative Director, Phil Harper adds: “It’s an incredibly exciting time – VR has all the potential to give audiences an experience they have never had before. There’s no grammar in place on how stories should be told in an immersive VR environment, so each new project that comes up presents its own unique challenge. It’s an amazing problem to try and crack creatively. We’ve already had a lot of input and support from the worldwide VR community, and we hope this collaborative environment will continue – its vital to create good VR at this critical early phase of development.”
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