Building a team to explore the future of entertainment
Viacom NEXT was Viacom‘s emerging technology content studio focused on building immersive experiences, interactive music videos, narrative worlds, and video games. In a little under 3 years, it created over 20 projects which was exhibited at over 23 different festivals; launched over 6 pieces of content on Steam, the Oculus Store, the Apple App Store; and clinched major awards including the prestigious Cannes Lions Grand Prix in Digital Craft.
Based in New York, the studio was one of the first innovation groups in a media company to double-down on real-time game engine VR/AR production, employing and incubating developers, creators and artists with expertise in 3D modeling and animation, storytelling, and experience design.
Viacom NEXT’s explorations ended in early 2018 after a company-wide restructuring at Viacom.
The beginning
In early 2015, I joined Viacom Lab, Viacom’s centralized innovation lab, to help GM Chaki Ng as the resident ‘play designer’, a role that bridges game design and experience design across mediums, with a focus on intrinsically motivated delight.
By mid-2015, it became clear that a dedicated prototyping/exploration group around VR became necessary for Viacom’s continued R&D efforts in novel and emerging media.
Viacom NEXT was spun off from Viacom Lab by late 2015. A newly formed, independent entity from Viacom Lab, we reported directly to the Chief Technology Officer.
Supervised by Chaki and managed by Rob Ruffler and myself, we began as a team of 3 but by late 2016 grew to a team of 12, as our projects, work, and accolades developed traction in the industry.
Our Core Missions
1. To educate, evangelize and assist Viacom’s business units needs in all things spatial computing.
2. To build, grow, and nurture an internal team to prototype use cases for spatial computing.
3. To expand and develop spatial computing literacy via collaborations with external partners and developers, and in some cases taking on the role of a publisher.
Which translated to...
1. Over 7 projects with MTV, Paramount Pictures, and many more pitches and concepts with BET, Comedy Central, and many other Viacom business units.
2. a 12-person internal team capable of taking on two prototyping projects in one cycle.
3. A series of Viacom NEXT VR Fellowships, in tandem with the NYC Media Lab, as well as collaborations with partners such as Titmouse Animation, Tyler Hurd, Cabbibo, Isobar and Billy Corgan.
SELECTED VIACOM NEXT PROJECTS
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Chocolate
Case Study Available
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Aeronaut
Case Study Available
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Smash Party
Case Study Available
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Withdrawal
A VR music video bringing fans face-to-face with photorealistic holographs of Frost, who sings and plays multiple instruments simultaneously in an immersive, underwater environment. Shot and produced using Microsoft's Mixed Reality Capture Studio technology, this one-of-a-kind experience premiered at Microsoft Build in 2017. A full case study is coming soon!
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The Melody of Dust
A door to an abandoned temple. A whispering column of wind. Are objects really singing as they move through the air, or is it just your weary mind manifesting a melody from idle pieces of luxury littered around your bedroom? From Viacom NEXT and musician Hot Sugar comes a Virtual Reality experience where you move between worlds to layer melodies in a hungry tornado; seeking to unlock a song that has been eluding you your whole life. Full Case Study coming soon.
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Transformers: Cade's Junkyard
Use augmented reality to play with Bumblebee the Transformer inside your home. Transform into a car, draw a path to drive, build up your own junkyard, then destroy it all! This physics sandbox was Paramount Pictures' first foray into ARkit experiences. A full case study is coming soon.
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ARQUA!
From the creator of 'BLARP!', 'ENOUGH', and 'L U N E', and the producers of 'Chocolate' and 'Smash Party VR', comes a new playful toy for augmented reality! ARQUA! is a tool for bringing fantasy to life. Users can create their very own rainbow aquarium by painting kelp, creating fish, drawing coral, and much much more. Once their aquarium is made, they can play with their new creation by pushing objects around, interacting with fish, and seeing how different parts of the enviornment react to each other As with all of Cabbibo's creations, 'ARQUA!' is a visceral and joyful delight to behold. It promotes creative agency, as well as emotional and even spiritual wonder. A full case study is coming soon.
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VMAs SparkAR Filter
The Facebook Camera Effects Platform turns smartphone cameras into the first AR platform, providing an opportunity for artists and developers to create effects for the Facebook Camera. The 2017 “VMAs” will be one of the first awards show to use this recently launched experience featuring an iconic “Moon Person” themed effect. With a VMA countdown clock at the top and a “brace for impact” audio message, people can adorn an astronaut helmet and share the short video easily with friends. Case Study coming soon.
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MTV Open Your Eyes
Case Study Available
- View from our Window
- Cardboard Logos with Original Logo
- Viacom NEXT - Final Logo
- Alex Kipman, creator of the Hololens viewing a Viacom NEXT experience at Microsoft Build 2017
- Aeronaut @ Business Insider's Ignition Event
- The State of The Art, NYCML
- Viacom NEXT's 2017 Holiday VR Event
- Viacom NEXT at The White House
- Viacom NEXT + NYC Media Lab 2017 Fellowship Demo Day
- Plans for a new space.
- Team Photo 2016
- Viacom NEXT at Times Square
A Matrixed Organization Designed for R&D
In creating our organizational structure, we had to borrow from two other known business structures: that of the video game publisher, and that of a lean game jam team.
Acting in a similar capacity to A&R folks and talent scouts, Rob Ruffler and I sought and took meetings with independent creators from across real-time animation and independent games as we matched their talents with our strategic needs internally to experiment with different aspects of spatial content.
In growing our internal team, I took a cue from lean game development teams and built project teams that consist of at least one designer, one software developer, one artist, and one producer. In time, we scaled up the team such that we could do up to 2 projects in one 3-month cycle. As our projects were all meant to be prototypes and experiments, Rob and I managed taking all projects to market. As we developed more mature products that required a full product life-cycle, we had planned to add product managers to scale.
Following our mission to bring in a diverse group of collaborators, and to invite external voices and perspectives from beyond our circle of technologists, game designers, and linear content creators; we also partnered with our friends at the NYC Media Lab to operate an annual Viacom NEXT VR Fellowship – a program where we paired talented creators from any of the university programs around New York City with mentors from throughout the Viacom organization. This program also had the bonus effect of discovering talented creators that we would eventually hire as full-time employees.
Supervising us all was our leader Chaki Ng, who managed our internal stakeholders, presented our work and findings to senior leadership, and helped us fight the constant battle of getting more resources to do even better work every new financial year.
Team Members
Senior Vice President / Founder
Chaki Ng
Vice President / Co-Founder
Rob Ruffler
Creative Director / Co-Founder
David Liu
Producers
Matt Hanson
Mac Lotze
Designers
Bryan Collinsworth
Ross Houston
David Palumbo
Software Engineers
Sarah Chen
Hill Lo
Justin Ouyang
Karen Singer
Artists
Olivia Bae
Tina Liao
Maya Mahalingam
Tomonari Michigami
Production Support
Mariela Cherry
Andrew Kennedy
Carson Ward