CLIENT: UNIVERSAL PICTURES INTERNATIONAL
Create a piece of engaging VR content to support the release of Ouija: Origin of Evil for Universal Pictures International.
The Ouija VR experience places the audience at the dining room table of the Zander family home in 1967. Participants are face to face with a Ouija board and find themselves in the midst of a séance which becomes a full blown haunting.
We built the environment to allow for both an interactive experience as well as a pre-rendered mobile VR version to run on the Samsung Gear and which could be shared across social media channels. We took care to design the space to be stylistically in line with the setting from the movie, while placing elements around the scene which we could use to create tension. We filmed our ‘Doris’ character in a green screen studio in London to create a human figure to place into the environment. The sound design was tailored to allow the tension to build before the jumps, timing the events to create the most impact and keeping viewers unsettled as much as possible.
The Ouija VR experience was translated into multiple languages for international markets and received over 17 million views on social media platforms within 7 days, making it one of the most viewed pieces of 360° content online. Events were run in the UK, Spain, Italy, France, Germany, Brazil, Mexico, Thailand, Russia, Turkey and Taiwan for influencers and members of the public. Participants were given the opportunity to experience the VR in settings complete with real Ouija board and set dressings designed to further unsettle audiences and create greater engagement.
CLIENT: SONY PICTURES
Promote Sony Pictures' film The Walk globally
We wanted to recreate the deciding moment of the film for viewers in the most visceral (and safest) way possible: using virtual reality. People should walk away from the experience thinking "I can't believe he really did that".
Just as Philippe Petit did in real life, in VR viewers step off the ledge of The World Trade Center onto a tightrope and begin to walk across. We wanted them to truly believe they are there in that moment, with all the fear and awe that would accompany such an amazing event. It was built exclusively using Sony hardware, using visual effects and audio elements taken directly from the film. A wind machine and wire on the ground give viewers tactile feedback for what they virtually see and touch, adding to the immersion.
CLIO Key Art Award 2015 (Silver) - Theatrical: Engagement/Experiential
Digital Hollywood VR Best of 2015 - Best in Overall VR Experience
The VR experience traveled to more than 17 flagship IMAX theaters around the world, from Dubai to Seoul, with a standee that allowed moviegoers to take photos in real life that mimicked the view in the VR headset.
• Thousands of people had a 1-on-1, captivating experience promoting the film
• Foreign box office was over 80% of total gross
• Press coverage continues 6 months after the initial release
No other medium has the same potential for direct emotional communication and visceral physical reaction. We want to create first-person memories that stay with people, to take away passive viewing and replace it with presence.
Building upon the 11-year foundation of Create Advertising Group, Create VR provides a marketing-based approach to creating VR experiences. Our goal is to build excitement around an entertainment property, put butts in seats and leave people breathless. We give viewers a taste of of the movie, game, or TV show that they can’t get through any other medium, and leave them wanting more.
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