Where the VR market is heading to?

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Some of my own analysis of the VR market growth based on the feedback I gathered from the international clients I met.

I saw there is a lot of VR 360 video growing in the market. Especially in China. Almost everything on earth has been made into a 360 video. You will see this expansion growing very fast. Everyone will copy each other. Soon audience will get bore of it. How different can it be? (Unless it is meant for architecture visualization) Soon it will just look like another QT VR.

Base on my analysis, if you are doing VR. You should start looking at interactive VR that allows audience to navigate and interact. Allow multiple user. (That is what we are testing in house) The way you plan for the storyboard and the way you tell the story must also be different. I have seen many videos only have events happening in front. If you look around, there is nothing happen on the left, the right and behind. It defeats the purpose of having VR around.

I also see the potential platform for growth to be cheaper goggles working with smart phone. If it is expensive goggles with expensive machines and troublesome setup. I am not sure if that is going to take off.

The other thing I see it coming is light glasses that serve as goggles for both VR and AR to be paired with smart phone coming in. (wireless) I heard Apple is already working on something like this. This should be the future.

VR will create a whole new opportunity for the animation industry. Hope the thoughts help you to plan forward for your business.


Developing IP with Strong Commercial Values


Times Square Toy R Us

As mentioned in my earlier post, the TV licensing fees continue to drop as the kids are moving away from TV to mobile devices. Hence financing the animated series can no longer depend on broadcaster’s money alone.

For independent producer who is creating new IP.  Besides creating a IP with strong story. If the concept also has strong commercial value (meaning with toys, merchandise and computer games potential) you might have a better chance to seek toys manufacturers or computer games companies investment or as strategic partners.

Some references:

For Boys: Many Concepts revolve around e.g Robots, Monsters, Cars, Soldiers, Trucks, Guns, Weapons, Gadgets, Super Hero, Dragons, Sci Fi characters, Spaceships etc

For Girls: Many Concepts revolve around e.g Cute Animals (Younger girls), Princess themes, Fairies, Cooking Accessories  etc

Further examples:
Korean SAMG Vroomies – Integrating 2 of kids favorites (Animals and Cars) in their designs

Dreamworks DinoTrux – Integrating 2 of kids favorites (Dinosaurs and Trucks) in their designs

Watch this documentary to fully understand the importance of licensing and merchandising in our industry.