
26 segments available
Once upon a time, Robert Stromberg got a phone call from "Jim" Cameron (aka James Francis Cameron of Terminator and Titanic fame) about a little project called Avatar. Before he knew it, he was responsible for designing the organic world of Pandora, from bioluminescent plants to lush mountaintops. That was when Stromberg realized how much more technology could do, when ready, for creating more such virtual worlds. He'd actually been creating such worlds for ages, from drawing monsters in childhood to doing matte art, production design, art direction, and more for films. In this episode of the a16z Podcast, the two-time Academy Award winner (for production design on Avatar and Alice in Wonderland) and director of Maleficent shares his views on the evolution of filmmaking, narrative, and virtual reality. Stromberg directed the VR gaming experience based on The Martian (which received a Cannes Silver Lion award) and co-founded The Virtual Reality Company, which is re-imagining the film studio for the next generation of tech. What challenges do we face in an immersive medium, what will narratives look like, and what new (or even retro) techniques will we need? All this and more in this episode -- along with a16z partners Kyle Russell, Hanne Tidnam, and Sonal Chokshi -- continuing our series on new medium storytelling. image: Wikimedia Commons
In this segment, Sonal introduces the a16z Podcast episode featuring Robert Stromberg, a two-time Academy Award winner known for his work on Avatar and Alice in Wonderland. Stromberg shares his diverse career path, from being a matte artist to co-founding a virtual reality company, setting the stage for a discussion on the evolution of filmmaking and narrative.
"hi everyone welcome to the a 6nz podcast I am sonal today's episode is continuing our new medium storytelling series this episode in particular is focusing on virtual worlds and more broadly filmmakin..."
Robert Stromberg reflects on his childhood experiences watching his father create monster films, which ignited his passion for film and world creation. He discusses his transition from a matte artist to a visual effects supervisor, highlighting his collaboration with director Peter Weir on Master and Commander, which ultimately led to his first credit as a visual effects designer.
"we're really excited to have you and I think what's really special unique about your background is a the immense variety of things and the range of things that you've done but also because you bring s..."
Stromberg recounts the pivotal moment when he received a call from James Cameron, inviting him to work on a secretive science fiction project. He describes the excitement and inspiration that followed, leading him to create concept art for what would become the world of Pandora in Avatar, marking a significant turning point in his career.
"designed so much in the movie that he gave me the credit on the film as visual effects designer and it was really interesting because I hadn't really started off to be a production designer actually w..."
In this segment, Stromberg explains the extensive responsibilities of a production designer, detailing how he crafted every element of Pandora, from bioluminescent plants to the overall aesthetic. He reflects on the spiritual nature of creation and the collaborative process with James Cameron and Rick Carter in bringing the organic world to life.
"on a moon that's orbiting a big gas planet he said he said there's floating mountains floating mountains is on a moon and that yeah can you come see me tomorrow and I said okay yeah so so I had never ..."
Stromberg discusses his directorial work on Maleficent, emphasizing the importance of storytelling from the dark queen's perspective. He shares insights into how this unique viewpoint engaged audiences and transformed the traditional narrative of Sleeping Beauty, showcasing his evolution from production design to directing.
"design what did that entail roughly we're not familiar with the industry so production design includes everything from oh every plant every everything about the the world of Pandora creating that worl..."
During a panel discussion, Stromberg reflects on what defines an artist, emphasizing the importance of curiosity and observation in the creative process. He shares thoughts on the distinction between design and art, highlighting how artists ask questions that lead to deeper understanding and innovation in their work.
"shift in doing say production art and design to the directing I mean beyond like the scope of what you're doing is it's kind of interesting I was doing a panel in Oslo Norway and someone in the audien..."
Stromberg explores the groundbreaking aspects of creating Avatar, particularly the use of a virtual camera in a 360-degree world. He describes the innovative techniques employed during filming, including motion capture technology, and how these advancements laid the groundwork for future virtual reality experiences in cinema.
"when you think about the fact that you created entire worlds like from down to the plants in an avatar how does that sort of translate to VR where it seems it's almost like unmooring there's no place ..."
In this segment, Stromberg discusses his vision for the future of virtual reality and its potential to create immersive experiences. He recounts his visit to Oculus after Facebook's acquisition, expressing his eagerness to explore the possibilities of VR technology and its impact on storytelling in film.
"the ability to you know change that into any lens any scale of movements you could have a techno crane move or just a little bitty move all with the same cool the ability to to use any lens or any cam..."
After witnessing the capabilities of Oculus, Robert Stromberg decided to co-found The Virtual Reality Company (VRC). He describes the moment of inspiration that led to this decision and the significance of establishing a company focused on creating immersive virtual experiences. This segment captures the entrepreneurial spirit and vision for the future of storytelling in VR.
"I was during the middle of Maleficent and and read that Facebook had bought you know company called oculus as an investment of ours just a safe full disclosure so that very day I read it I got up and ..."
In this segment, Stromberg addresses the challenge of maintaining narrative integrity while leveraging advanced technology in filmmaking and VR. He discusses the potential pitfalls of becoming too focused on technology at the expense of storytelling, drawing comparisons to the Star Wars franchise. This highlights the ongoing dialogue about the relationship between creativity and technological innovation.
"right from the beginning well that tells you how long ago it was I have a question for you on the on the technology and the creatives or the balance because one of the things that I know a lot of peop..."
Stromberg reflects on the types of stories that could be better told through virtual reality, emphasizing the unique opportunities VR presents for narrative exploration. He discusses the importance of blending gaming and Hollywood storytelling to create immersive experiences that resonate with audiences. This segment delves into the future of storytelling in the VR medium.
"think very much like avatar I look at things not today but you know five years from now ideas will always be ideas that are catching up and the tech is catching up with they're constantly trying to sp..."
Stromberg highlights the success of The Martian's VR experience, which allowed users to embody the character of Matt Damon on Mars. He discusses the innovative use of technology to create a sense of presence and agency in the narrative. This segment showcases how VR can redefine audience engagement and storytelling dynamics.
"stories I do you know I was just on the phone this morning with somebody talking about this because you know in when I was doing didn't not directing but when I was doing visual effects I would work o..."
In this segment, the conversation shifts to the unique narrative challenges posed by VR, including the lack of traditional editing techniques. Stromberg discusses how VR allows for a more interactive storytelling experience, where the audience has input on the narrative progression. This segment explores the evolving landscape of storytelling in immersive environments.
"way if the virtual reality company is famous for anything today it's the first production that you did with Fox innovation labs which is the Martian basically letting you be Matt Damon stuck on Mars f..."
Stromberg elaborates on the technical challenges of creating immersive VR experiences, particularly in achieving realistic hand movements and interactions. He discusses the importance of attention to detail in crafting believable virtual environments. This segment emphasizes the intricate relationship between technology and user experience in VR.
"events happening in a specifically timed way but I got to spend time actually there and write what's a game like about is the fact that the story it's not controlled entirely by the filmmakers it's yo..."
Stromberg shares insights on developing narrative techniques for VR that differ from traditional filmmaking. He discusses the concept of 'box cutters'—floating windows that help guide the narrative while maintaining immersion. This segment highlights the creative experimentation necessary to define storytelling in virtual reality.
"because when you see wait why is that such a hard problem because there's just so much you know so much happening and and by the way you know this is taking the you know the vibe and an oculus and the..."
In the final segment, Stromberg explores the psychological aspects of storytelling in VR, comparing it to a Broadway play where the audience's perspective can change the experience. He discusses the importance of visual and audio cues in guiding the audience's engagement. This segment concludes with reflections on the future of narrative in immersive environments.
"and he was kind enough to let us work while he was in editorial still on making the actual film but he allowed us to take their footage and experiment with it so I came up with this this thing I calle..."
In this segment, Stromberg delves into the technical aspects of VR, discussing how motion affects user experience. He shares insights on maintaining a stable horizon and smooth camera movements to prevent discomfort, and suggests that future VR experiences may include ratings for motion sensitivity to enhance user comfort.
"edit by the way you just have to do it in clever ways I've done a lot of research in you know motion because obviously if you if you artificially give somebody a sense of motion they can not feel well..."
Stromberg reflects on the potential of VR to revolutionize storytelling, comparing it to the historical evolution of narrative techniques in literature and film. He discusses the need for compelling emotional experiences in VR and anticipates a future where audiences can choose their level of participation in stories.
"to those things or these would that's right if you're someone like me who gets seasick on a rowboat you make a motion that's a constant up-and-down motion where the horizon is changing if you're on a ..."
Stromberg envisions a future where VR storytelling becomes mainstream, driven by compelling narratives and emotional depth. He emphasizes the importance of collaboration between creatives and technical experts to unlock the full potential of VR as a storytelling medium, citing examples like the film Gravity as inspiration.
"front of you just take it in and let somebody tell you a story now I have the choice right now to go to a movie theater sit back in the dark and let somebody tell me a story or I could go home and tur..."
In this segment, Stromberg discusses the current state of VR as a medium, describing it as still in its infancy. He emphasizes the need for strong storytelling to drive the medium forward and the importance of creating emotionally resonant experiences that can captivate audiences.
"storytellers will get involved when I first saw the movie gravity for instance yeah oh man this make a great VR film you have these super long moves you're floating it's emotional eighty-five percent ..."
Stromberg highlights the critical relationship between technology and creativity in the evolution of VR. He discusses how collaboration between technical innovators and creative storytellers can lead to groundbreaking advancements in VR content, shaping the future of immersive storytelling.
"Globes you know I'm I go back far enough where I witnessed analog-to-digital right in the first place where computers were these things no one knew about and what was interesting is in the early days ..."
Stromberg explores potential business models for VR content, considering subscription services and pay-per-experience options. He discusses the challenges and opportunities in creating a sustainable library of VR content that can attract and retain audiences, drawing parallels to existing streaming services.
"there was going to have to be a symbiotic relationship between the technical and the creative and so from day one my intent was to be a pioneer in the content of VR and not an innovator in any new sor..."
Stromberg explores the concept of immersive VR experiences in theaters, envisioning motion-based seating and synchronized experiences for audiences. He discusses the potential for VR to enhance cinematic storytelling and the excitement surrounding the integration of VR into traditional movie-going experiences.
"great of adoptions of these VR headsets you know several hundred thousand units each for the rift and vibe let's say does the idea of having some other form of getting to people sound like are you int..."
Stromberg shares his excitement about developing branching narratives in VR, allowing users to choose their paths within a story. He reflects on the emotional impact of storytelling in VR and the challenges of integrating user choice into narrative structures, drawing parallels to traditional storytelling methods.
"we're at now I think this next year is very exciting because a lot of attention will focus on on better compelling content so what are some of the things just to wrap up that you are excited about and..."
In this segment, Stromberg discusses the idea of reintroducing intermissions in VR experiences, drawing from historical practices in film and theater. He emphasizes the importance of allowing viewers breaks during immersive experiences and how intermissions can serve as narrative tools to enhance storytelling.
"writing challenge around that to make it not like kind of thing choose one door well it is Alice in Wonderland but look at we can read a book and we can adapt that to a screenplay and we can do certai..."
Stromberg concludes by reflecting on the future of emotional storytelling in VR, emphasizing the need for compelling content that engages audiences. He discusses the potential for VR to create deeper connections through narrative and the evolving landscape of storytelling as technology advances.
"maybe if you're watching VR on a boat so bring back the intermission that's super exciting and interesting I also like the narrative tool that the intermission was you know what one particular divides..."