Grosvenor Casinos – Lead the Pack
A unique and immersive Virtual Reality experience to promote their ‘Call of The Wild’ creative campaign for Christmas 2017.
Ghost in the shell – VR experience
REWIND produced a real-time a real-time virtual reality tie-in experience for the release of Rupert Sanders’ Ghost in the Shell. The project is a partnership between REWIND, Here Be Dragons, Oculus, Paramount, and Dreamworks, taking viewers into The Major’s (Scarlett Johansson) world and psyche.
The Boy and the Lemon in VR
Developed by Auckland-based M Theory, the virtual reality experience brings to life the charming James Hurman story of Jack, a boy whose house is crushed by a giant lemon from outer space. A tale of luck teaching life’s most magical lesson – how to be lucky – Jack’s adventures are brought to life in a fully immersive virtual reality environment combining audio narrative and hand-painted pop-up style illustrations. The piece was developed for showcasing at The Future of Storytelling, the world’s leading immersive storytelling event.
VMworld Keynote VR Experience
Helios created a custom performance for the opening keynote address at VMware’s Global user conference in Las Vegas. This larger than life experience played out on a 120 foot projection screen featuring a VR artist unveiling branded content in a mixed reality environment to a soundtrack performed by live musicians and consequently garnered an encore performance in Barcelona.
Horizon VR Tightrope Experience
Speciality-marketing agency, Cambridge BioMarketing partnered with Atticus to create a VR experience for their client, Horizon Pharma. Horizon wanted to raise awareness of urea cycle disorders, a rare disease affecting ammonia levels in the brain for the 2016 Annual Clinical Genetics Meeting in Florida.They wanted an app that could be used for events with a booth to enhance the experience of the game play while educating the user about urea cycle disorders.
Shell Hydrocarbon Hunt VR Game
Shell wanted an educational VR experience that could be used as a recruitment tool to engage American students aged 14 to 17. Atticus created a fun virtual reality game for Shell to be used on Google Cardboard. By gamifying the experience, students were able to explore a home and identify everyday items made with petrochemicals racing to complete the game in under 3 minutes.
Home – A VR Spacewalk
REWIND collaborated with the BBC Science, BBC Learning and BBC Digital Storytelling to create an epic 15-minute immersive virtual reality experience: Home – A VR Spacewalk. The immersive nature of the experience means that users will really get to feel what it’s like to be an astronaut floating 250 miles above earth with stunning and vast views of the spaceship, the space station and the universe.