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Kane Lee, Baobab Studios | Sundance Film Festival


 

>> Hello, everyone. Welcome to the special CUBE conversation. I'm John Furrier, the co-founder of SiliconANGLE Media, co-host of theCUBE. We're here at Sundance Film Festival, the Intel Tech Lounge for a one on one conversation with Kane Lee, who's the head of content at Baobab Studios in California. Thanks for joining me here at the Intel Tech Lounge. >> Really excited to be here. >> You know we just had a panel on the new creative here, and Intel is showing some great technology. Things like volumetric, all kinds of really hardcore tech. Really powering some of the VR, AR, mixed reality, all the trends that are happening around user experience. But, a new creative artist is out there. A new storyteller. It could be a 12 year old to a 50 year old. You're in the middle of it. You're an award winning producer. So you're building the stories, you're building the content. What's the biggest thing happening here at Sundance? >> I think it's really interesting, because content has always been my passion. Good storytelling. And growing up, it was always books and films, and all these traditional mediums that inspired me to sort of dream, and right here in Sundance, we're in the middle of a great sea change going on, because technology and art are coming together in such a fast pace, to really usher in the new generation of storytelling, and we're all very fortunate to be in the middle of that. This is a very unique period in our history as humans, and our culture, to challenge what storytelling really means, because VR, for us at Baobab, is the next great medium. And Sundance recognizes that. Technology companies like Intel recognize that. So we're all coming together at the film festival, and working together to define what that will mean. >> Kane, you're an Emmy award winning producer. Baobab's doing some cutting edge work. Take a minute to talk about what Baobab is doing, and why is it so relevant? We know it's cool. We've interviewed the CEO and Founder before. Share with the audience, what is Baobab doing? Why is it so relevant? >> So, we formed a couple years ago, and at the time, VR was, and it still is, in its very nascent stage. One thing that we recognized, was an opportunity to try to create content that would appeal for people from the ages of five to 105. There was a lot of documentaries, there was a lot of experiential art house type of material. And there was a lot of gaming type of content for VR. For us, we're big lovers of animation and how that unites families, kids, grandparents, teenagers, and we saw an opportunity to try to create content that could appeal to all of these different types of people through animation. So that's sort of our mission, is to inspire your childlike sense of wonder, using two mediums that are so meant for each other, which are animation and VR. >> I'd like to talk about some of the work you got going on a little bit later, but I want to talk about that 12 year old in his room, or the 16 year old that's got a full rig, tricked out with the keyboard, they're laying down music, they're building music, they're gaming, they might be creating art. They are a living, breathing creative. And, they're self learning. They're jumping on Youtube. They're jumping into VR meetups and groups. They're self learning. >> Kane: Absolutely. >> How do you connect to them? What do they do? What's the playbook? How do these people go to the next level? What's the industry doing around this? >> I think, one example I'll give is, I was at Annecy Film Festival, and that's one of the biggest animation focused film festivals in the world, and I was showcasing our very first piece, it was called Invasion, starring Ethan Hawke, where you're actually in the body of a bunny rabbit, and you meet another bunny rabbit. You create a bond. And together you thwart an alien invasion on Earth. What was so interesting to me, was I had never seen that sort of, that demo, that teenage demo, where young boys and girls would actually bring their parents back to the experience, and say this is what I want to study in college. This is what I want to do in art school. So, I think that they, growing up with all this new technology, really sort of get the idea of being in realtime, and having storytelling in realtime. And seeing that level of interest from that age group was very sort of affirming to us that we're on the right track, in terms of the next generation of storytelling. >> Well you guys are definitely on the right track, I can say that. But I think what your point confirms, and connects the dots for people that might not be in the industry is that the old tech world was, the geeks did it, software was an art and you had to be in that CS club. The democratization is a big trend here, and what you're talking about is, people are humanizing, they can see real emotional, practical examples. So the young guns, the young kids, they don't have baggage. They look at it with a clean slate and going, I want that. I can see myself using this. I can self actualize with this. So really kind of tips the scales, and proves the point. >> Absolutely. We world premiered Asteroids, our second VR experience, starring Elizabeth Banks, and one of the biggest millennial stars, Ingrid Nilson, last year at Sundance. Even had the first red carpet VR premiere in Sundance history. And watching the younger generation, it was our first piece where we actually used the controllers that had just come out in that past year. And watching them go in with no preconceived notions on what using controllers could be, to be a character in the experience, it was just fascinating, because they picked it up faster than anyone, and learned the language of being a character, and having hand controllers as a robot, so you could play fetch with an alien dog, or you could mirror their actions, or they might mirror yours, and creating these bonds and these experiences. So, that sort of fresh perspective is really exciting. >> Talk about the role of these experiences, and how they connect people, because one of the big trends also online today, in today's, I would say, yeah the peg the evolution is, you're really getting into the immersive experience, I believe that. But, content creates bonds between people, and good experiences creates glue between relationships, and forges new ones, maybe enhances existing ones. This is a big part of the media. >> Absolutely. For us, emotional connection is the key to getting people to put on headsets, and to come back to our experiences. And that emotional connection for us, is what we've witnessed, in terms of people forming bonds with our characters. So, everyone knows that VR can bring you to brand new worlds, and exciting places, and immerse you in places that you can never go. But, the one thing that I think we learned in our experience with VR, is that if you can create a bond between the user and other characters in the experience that they believe is real, and we use psychology, technology, and storytelling to do that, then they want to come back again and again. So, one of the trickiest parts of VR is trying to get people to have repeat views. And the feedback we've gotten from a lot of the technology platforms is people come back time and time again, and it seems to be because they actually believe these characters are real, and that they're friends. >> So talk about your journey, because you're at the front end of this wave, and you're participating, you're creating art, you're creating work product. You're building technology with the Baobab Studios. What would you do if you were 16? If you were a sophomore in high school, knowing what you know, and you could go back in time, or you could be today what you know at 16, what would you do? >> When I was 16, I had no idea what I was going to do. When I graduated from college, I had no idea what I was going to do. But what I will say is, VR is really unique because it's so interdisciplinary. So, it actually invites people from all different fabrics of society, and different types of education. The most, I would encourage 16 year olds to just be who they are, and to play. And if I talked to my 16 year old self, I would have just encouraged myself to follow my interest and pursuits more, because many years later, actually VR has brought me back to a lot of my roots, and different things that I studied growing up, and was fascinated by. >> So it ignited your passion. >> Absolutely. >> Or things that you were really into, that you might have forgotten. Is that- >> Yeah, I studied something called symbolic systems at Stanford University, and I had no idea what I was doing. It combined computer science, psychology, linguistics, and philosophy. And the first thing I did after college was pursue potentially a career as a lawyer. But now it all makes sense. VR makes, brings everything together. >> What could have been, you know? >> Absolutely. >> Well, a lot of neural network, symbolic systems, this is the underpinnings of this complex fabric that is powering this content market. So I'd love to get your thoughts. Is there a success formula that you're seeing emerging, I know there's no silver bullet yet. A lot of experimentation. A lot of new things happening. But as this technology, and the scaffolding around it is being built, while also original content is being built, it's still evolving. What's the success formula, and what's the pitfall? What to stay away from? >> I think it's about, it's really about good storytelling. And I think it's a time to be courageous and brave, and put forward stories that wouldn't have otherwise been told in the more traditional mediums. Our latest project in production that I'm so personally excited about, is called Legend of Crow. It stars John Legend as a beautiful bird with the most beautiful feathers, and the most gorgeous voice, who during dark and cold times, must go on a heroes journey to bring light back to the world. Something I feel like in this day and age, a lot of people can relate to. But, on top of this story being based upon a beautiful Native American legend that hasn't really been exposed to the world, we've taken the opportunity to take the themes of diversity and self sacrifice, and self acceptance, to create an all star cast of minorities and women, and that's something I feel the younger generations can really relate to, because having worked a lot in Hollywood as a producer in traditional TV and film, things take a while, and there's a certain way of casting and doing things that follow an older model, and I think younger audiences are excited to have a character like Moth in our experience who speaks both Spanish and English, because that's the way the world is today. >> So I got to ask you a quick, you brought up diversity and inclusion kind of in your comment. I got to bring this up, because you guys do hit a nice demographic that I think is super relevant and important, the younger generation. So I talk to a lot of young people all the time. I say things like, you don't need to be a computer scientist to get into this game. You can be super smart. You don't need to learn how to code hardcore coding to get into this. And they respond to that. And that's one kind of, I would say, narrative that conventional wisdom might not be right. And the other one is the diversity. So my son, 16 year old, says, "Dad, your generation is so politically correct. All this nonsense." So, the younger generation is not living what we're living in, in these dark times, I would say, certainly with diversity, but how does VR really equalize? And will the storm pass? Diversity, inclusion, all that great stuff that are core issues, certainly are being worked on. But, do we see hope here? >> Absolutely. I think disruption in the form of a new technology and a new medium is, while scary to some people, is actually the most exciting and fertile time to equalize. Our CEO, Maureen Fan, who is a college classmate of mine, always wanted to work in animation. And she finally saw the right opportunity when VR came, and we put on headsets for the first time, and saw how there could be a new wave of exciting animators, through this disruptive technology. Because everyone else in more traditional animation is so focused on the old model, and the old ways of doing things, of getting things off the ground, of financing, of creating certain kinds of content that have been proven over time, in the old sort of studio model. >> What were some of those things that were instrumental in this breakout, to forge this new ground? >> I think a lot of it is the technology finally being ready. Our CTO, Larry Cutler, actually studied virtual reality at Stanford a decade before Maureen and I were there, and he had always been waiting for the right time to go into VR. >> Does he preach down, hey kids, I used to walk in the snow with bare feet to you guys, or has he, what's his role, how's he doing? >> He's amazing. He was the head of global character tech for all of Dreamworks animation, and like I said, I think one thing that distinguishes us from some of the other people in VR is that we're so focused on characters, so focused on them making eye contact with you, or with their facial features reacting in realtime, and being very believable, and forging that bond between you and that character. So, for us, that character technology, and having the top people in that space work with us, is the long term thing that is going to differentiate us from the crowd. >> I'd like to get your reaction to my comment about the computer science, and that's mainly, mostly a Silicon Valley thing, living in Palo Alto, so, but people are struggling when they go to college. What should I major in? And there's a narrative right now, oh you got to learn how to code, you got to be a computer science major. You don't. You don't have to be a CS major. Some of the most creative and technical brilliance can also come from other disciplines. What's your reaction to that, and what's your advice? >> I think people should just follow their effort. Because, if you follow what naturally comes to you, what you're good at, and that also has meaning and interest to you, and something that you can get feedback along the way, which is the great thing about being in a growing space, you are going to just spend your, you're going to spend a lot of late nights doing that stuff, and you can always bring it into your career path when that happens. And I think, we're in a very DIY time in VR. No one knows anything. We're constantly making mistakes, but then learning from them. And that's the most exciting process of being where we are. So, to people who are of college age, I would just tell them follow your effort. If you're interested in VR, it's an exciting time to just do it yourself. Learn from your mistakes. And then, and try to create something new. >> What does the new creative mean to you. When you hear that, new creative, what does that mean to you? >> You know, it's interesting being at these talks and panels, and at all these festivals, because I feel like a lot of people are looking for that new innovator who comes out of nowhere, and sort of just redefines the industry. And that could very well happen. But I actually think what's really exciting about right now is, it's more about having, understanding the bridge between all the different mediums and disciplines. I think new things are created when you combine areas that have not been traditionally aligned. So for example, Orson Welles arguably created one of the first great cinematic masterpieces in Citizen Kane, but he was able to do so by bringing values from theater, and from radio, and areas where he sort of learned the art of storytelling. And he was able to combine them in new and interesting ways that people hadn't seen before. So, for me it's less about looking for that silver bullet of a creative person who comes out of nowhere, but these younger generations who understand these different mediums, combining them and creating connections with them in an exciting way. >> Brooks Brown from Starbury Studios said on the panel, the next breakout star is going to be the kid in the basement that no one's ever heard of. >> Very possibly, but that kid in the basement, he needs to be passionate about a lot of different disciplines. So, what we've tried to emulate in doing so, is bringing the best people in gaming, bringing the best people from traditional film, bringing people who had interests in a lot of different areas, different art forms, and letting them kind of play together and learn from each other. Argue with each other, you know? And then come up with something that no one's seen before. >> We're going to have to come up with a camera, so that could be like an experiment. Like it's just a reality show in and of itself. All that talent, multi discipline together. >> Absolutely. >> John: It's like dynamite ready to explode. >> It's the challenge, it's the blessing, it's the curse and the blessing of our medium right now, because there's so much more to discover, but if people come in and have an open mind, and are willing ... If the people from Hollywood are willing to learn from the people who do gaming in Silicon Valley, who are open to learning from the people in New York who grew up on live theater, I feel those, finding that intersection, finding those beautiful intersections are where we're going to thrive. >> Well you guys highlight that multi disciplinary thing, but also highlights why diversity is so important. Diversity brings the most perspectives to the table, the most data, most contribution. It might be a little bit longer to work through the arguments, right? You got to be patient. >> Absolutely you have to be patient. We're really lucky to be working with John Legend on our VR piece. He had actually been looking for several years to find, wanting to play in this space, but not wanting to do it with the wrong partner at the wrong time. So, it's, there's an art to timing in everything that we do right now, and when we presented to him the story we're doing with the Legend of Crow, it felt like the perfect sort of match. >> Legend of Crow coming out. Head of Content, Kane Lee here, Baobab Studios. Thanks for spending the time here on the Cube Conversation. What's the timing of the release of the program? >> Probably late spring, but we're going to be announcing some news around that soon, and we have some more exciting updates about it that I can't wait to share. >> Alright, we are here at the Intel Tech Lounge as the Cube's Conversation at Sundance Film Festival, part of our coverage of Sundance 2018. I'm John Furrier, thanks for watching.

Published Date : Jan 21 2018

SUMMARY :

Thanks for joining me here at the Intel Tech Lounge. You're in the middle of it. and our culture, to challenge Take a minute to talk about what Baobab is doing, from the ages of five to 105. or the 16 year old that's got a full rig, and that's one of the biggest and connects the dots for people and one of the biggest millennial stars, Ingrid Nilson, This is a big part of the media. and it seems to be because they actually and you're participating, you're creating art, And if I talked to my 16 year old self, really into, that you might have forgotten. And the first thing I did after college So I'd love to get your thoughts. and that's something I feel the younger generations I got to bring this up, because you guys is actually the most exciting and fertile time to equalize. and he had always been waiting for the right time and forging that bond between you and that character. Some of the most creative and technical brilliance and interest to you, and something What does the new creative mean to you. and sort of just redefines the industry. the next breakout star is going to be the kid in the basement Very possibly, but that kid in the basement, We're going to have to come up with a camera, to learn from the people who do gaming in Silicon Valley, Diversity brings the most perspectives to the table, it felt like the perfect sort of match. Thanks for spending the time here on the Cube Conversation. and we have some more exciting updates about it as the Cube's Conversation at Sundance Film Festival,

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Larry Cutler | Samsung Developer Conference 2017


 

>> Narrator: From San Francisco, it's The Cube. Covering Samsung Developer Conference 2017, brought to you by Samsung. (upbeat music) >> Okay, welcome back, everyone. Live here, in San Francisco, for day two. We're winding down day two of two days of wall to wall coverage, The Cube's exclusive coverage of Samsung Developer Conference. I'm John Furrier the founder, co-founder of SiliconANGLE Media (mumbles) the Cube our next guest Larry Cutler, co-founder and CTO of Baobab Studios. >> You got it right. >> And you're co-founder and CEO Maureen Fan was at our Grace Hopper event. >> Larry: Yes. >> Well thanks for joining us. >> Thank you for having me. >> So you guys are doing great. Love the story-telling, gaming, tech culture coming together here at Samsung. >> Yep. >> And seeing the future. The future, if you connect the dots, is augmented reality voice-activated, headphones that can be hacked and programmed and customized. You guys are doing some interesting things, you've got some good awards. Take a minute to talk about your studios. What are you guys doing, what's the aha moment for you guys. What should people know? >> So we at Baobab Studios, we're reinventing animated storytelling using VR. And so what we've, our aha moment was feeling that you could completely immerse yourself in the world in VR. And when we started thinking about well what is so special about an animated film, it's really about transporting you to faraway worlds, and making those worlds so real that you could like reach out and touch them. And then if you think about VR, that's kind of the same thing, where VR's promise is being able to transport you to incredible places and to make you really feel like you're in those worlds and you're part of those worlds. >> And to relax and chill a little bit too. >> Well relax and chill as well. >> Or entertainment or to be thrilled. >> So in our case we wanted to take all the experience that we have telling stories at places like Pixar and Dreamworks and apply that into this new medium. And so we found that VR is an incredibly powerful medium, and it really is one that's unlike film and unlike games. So, you're talking about bringing together the expertise of people from films, and people from games. That's critical to what we're doing, and yet at the same time, the experience is something that's totally different. >> Yeah we were commenting with some of our guys in our office how Twitch was experimenting with using the comments to drive the game behavior. You start to see new kinds of game systems develop around the storytelling as more of a behavioral dynamic, not the boring game I figured out, or the multi-player game with my same friends, or whatever that's going on, you're seeing a whole new level of creativity going on, one. Two, the other question is how much does it cost to make these things, 'cause Dreamworks and these guys are spending a lot of dough to do animation. >> Larry: Yes. >> I mean it's not cheap, so how do you guys crack the code on keeping it low, not low-budget, but low-cost and also intelligent is that the secret sauce? >> Yes well that's certainly super important for us. You know we're a start-up company, so obviously we need to be able to have a pipeline that if we run efficiently and you know for us, I think what we've done is we've brought together some of the best people, you know. So we've hired our friends, we've hired people who are really experts in the field, and we're really creating a next-generation VR platform so that we can actually create these animated experiences, be able to experiment in this space. You know, sort of try out different techniques and storytelling methodologies and at the same time do it in a way that we can, you know, sort of experiment as much as possible. >> John: Talk about some of the awards you guys had, I mean, you guys done some things. Share some of the accolades you've gotten. >> Yes, so, I mean what's amazing is that we started with our first piece of content Invasion!, and we premiered it last year in April at Tribecca Film Festival, and it's really gone on to, first of all, from a consumer standpoint, it's one of the most popular downloaded pieces of content on all the VR platforms, and at the same time it's been shown at a number of different film festivals, and it recently won an Emmy, so we're very excited about that, and, you know, what we realize is that audiences just fell in love with this bunny character Chloe. So Invasion! is this story about two aliens that try to take over Earth, and they're thwarted not by humans with powerful weapons, but by cute little woodland creatures. In the first episode in Invasion! they're thwarted by this cute little bunny Chloe, and what happens is that at the very beginning of the piece, Chloe like hops up to you, and if you look down you're a little bunny in the scene, you've got bunny legs, you can hop around. And audiences, you know, the viewer just reacted in ways that you would never do in a film, like people are waving at Chloe, a lot of people reach out and try to pet Chloe, a lot of people mimic what Chloe's doing, and in short people are just treating Chloe as if she's real. And it made us realize that there's something really powerful here that is really worth kind of leaning in and digging deeper into. >> And what was the next step after that, so you went what you went, some development, was it the game, was it the character development? How do you double-down on them, I'm just kind of curious on thinking about how the, on the thinking behind it. >> It was really interesting because we, in Invasion! we were kind of the first to make you a character in the story, but at the time there really weren't hand controllers, or any of the devices so that you could actually really have sort of a more like increased role in the story. And so at the same time, people really felt that they were front and center, and they felt this sense of protecting Chloe from the aliens 'cause you're placed right in the center of the story. And so with Asteroids! when we started, we just wanted to dive deeper into that idea of you playing an active role in the story. And so in Asteroids! we focused on the two alien characters Mac and Cheez and their relationship, and you're a helper robot on the ship, so you have. >> So how do I get involved and get these stories, do I have to have a VR kit? So I don't have, I haven't bought anything yet VR-wise, so for me, how do I engage with you guys, what do I do? Do I buy Oculus Rift, or certain headsets? >> So our stuff is meant to be available for everyone. We really want to have as many people be able to see our content as possible. And so first of all, if you have a VR headset of any type, our, Invasion! is available on all those platforms, so that's the high-end headsets like the Rift and Vive, the PlayStation VR for Sony, as well as if you have a mobile phone like a Samsung phone, you can plug it into your VR. At the same time, we also have a Baobab Cardboard app, so you don't even need to have VR to see our product. So you just get an IOS or Android app, a Baobab app. >> So I'm in the market to buy a headset, I'm not price sensitive, what should I buy? What would you recommend? (Larry chuckling) >> Well there really are so many options, so you know obviously at the high >> John: What would you get? >> Well at the highest end, you know, getting a Rift or Vive really gives you the full VR experience because it's really tracking your position and orientation so you can actually walk around a space, the characters can react to you in believable ways, and it's all happening in real time. And on the other hand, the Sony PlayStation VR's are really affordable if you've got a Sony Playstation, you just buy the PSVR headset, you plug it right in and you're ready to go. I'm really excited looking forward to a world where you're not tethered to your computer, and so it's really exciting to see these stand-alone headsets that are going to come out that basically there's no tethering to a computer and yet you have that same inside-out tracking so that >> And this is the Samsung vision, right? The Samsung vision is to use their displays. >> Yes, exactly. See right now what you have, which is, which is already really exciting, is you take your Samsung phone, you plug it into a Gear VR, and the one thing that's missing is that you're not able to track both the position and orientation of where you are, and so the next generation headsets are going to have that. And the experiences will be much higher feeling. >> Alright cool, so then I, I'll actually download all of this stuff. So as the CTO of the venture, your job is to kind of look over the landscape. You have to have the 20 mile stare of the future, not screw it up, but you've got to win the present. >> Larry: Yes, we're all about being able to deliver in the present and look forward to the future. >> And that's the key, and you have that unique skill as an entrepreneur. What are you guys doing now technically and with the product, what are some of the key things that people should know about, because I mean I look at the CG and the animation world, and you see the Moore's law kind of coming that way, right, so you go wow, as someone with a live video, I would love to have a bunny and the cube set right here, right? So we see a future where I want to immerse myself with characters, not just stickers. >> We of course see that as well, so you know, obviously. >> John: Is expensive I mean it must be, 'cause in the old days what, you had the artists, monster storage, tons of compute, what's it like now? >> Well we're a really small start-up company, so we are not a, you know, 300 person organization that is producing a full animated film. We're a small team of artists and engineers working together in the same way that we had that same excitement in the early days. I started my career at Pixar in some of their earlier films, and it was that same >> John: Power work stations, you had that high-end gear. >> Yeah so it was that same excitement in those early days, like we just had to figure out like how are we going to actually create this shot, how are we going to like, you know, build this character, how are we going to like finish this on time. And we have that same exact excitement in the office. >> When were you at Pixar, were you there for the Toy Story kind of thing? >> Yeah, so I worked on the Toy Story films, and A Bug's Life and Monster's Inc., and then I went over to Dreamworks and headed up all of their character technologies on their various films. >> Okay so you guys do anything different than those guys, or are you guys more focused more simple? >> Yeah, I mean what's interesting is that this is really a new medium and it's a new skill set, because what's happened is that you are part of the world, and for us the thing that's most exciting is that by you being a character, first of all, the other characters are not just able to have, you know, sort of high-quality animation, but they're able to react to you, and so there's there A. a number of technical innovations that you need to overcome so that we can have that same high-quality character performance that I would expect from a Pixar or Dreamworks film happening, running in real time at 90 frames a second on my headset, and at the same time also be able to have those characters react to you and respond to what you're doing. And you know, so we've scratched the surface on that. So one of the things that's really interesting is how two people will actually have all these subconscious communication cues, you know, whether it's eye contact or whether it's two lovers sitting across the table and mirroring each other's behavior, that's the type of thing that we can add into our animation. And at the same time, we have stories where depending on what you do, whether you choose to participate or not, that actually affects the outcome, and affects the way that characters respond to you. And so having much smarter character performances is certainly one area that I think is really exciting. >> And that's going to be interesting for you guys because you have some structured ways to do that, and then some unstructured ways to do it with community data, machine learning, and then you can use bots in a way to help you get data, but you almost could have character developments be dynamic. >> You definitely could, and you know for us I think the thing that is always the biggest point that we come back to is story. And so on one hand we want to tell one story that's really told well, not ten different stories, and on another hand, because you're part of that story, depending on what you do, that's actually going to affect how the characters respond to you, and that could be in a really nuanced way, and so, you know, building up AI systems, and building up the smarts so that you can actually have that type of response, and yet still feel like these characters are alive and breathing. >> Well the Chloe example on Invasion! is great example, you'd love to have that automated, so when you see those magical moments, the story could evolve, you can kind of give it that programmable policy-based taping. (John laughing) >> Yeah exactly so you know, so this is the type of thing. >> We're geeking out here on the set, Larry, great to have you on, super informative content, and I love the world you're in, I think the world's changing, I think you're going to see some interesting dynamics coming, you certainly have the historical view, Pixar and Dreamworks, old school, if you call that old school. >> That's right. >> Now the new school's coming in, certainly AR looks good too. >> Yeah, we're really excited about AR as well. When we think about stories, you know, VR is about transporting you to a different world and having a story take place there. AR is about the characters being alive in your world, both are really exciting. >> Have you seen the Magic Leap demo? >> Larry: Yes, yeah. >> What's it like, can you tell us? >> I'm not allowed to tell. >> John: Is it good? >> Yes, yeah. >> So it's worth half of another half a billion, oh I can't wait. >> That I can't say, you know. I can't comment on their business, but. >> It's a freaking award chest. >> I think there's a lot of exciting things you know, AR. >> They must have a killer demo, I want to find out, I want to see this demo. Magic Leap, I want to to see your demo. All seriousness, great to have you on, and certainly come down to our Cube studios. I want to follow your story, I think you guys are on the cutting edge of a new user experience that's going to bring computer animation, computer graphics, into a new persona as a storytelling, so congratulations. Larry Cutler, how do you say the. >> Baobab. >> Baobab, B-A-O-B-A-B Studios in Redwood City, California. It's the Cube live coverage from Samsung Developer Conference, I'm John Furrier, more after this short break. (peppy music)

Published Date : Oct 20 2017

SUMMARY :

2017, brought to you by Samsung. I'm John Furrier the founder, co-founder And you're co-founder and CEO Maureen Fan was So you guys are doing great. What are you guys doing, what's the aha moment for you guys. to incredible places and to make you really feel like you're And so we found that VR is an incredibly powerful medium, and these guys are spending a lot of dough to do animation. that if we run efficiently and you know for us, John: Talk about some of the awards you guys had, And audiences, you know, the viewer just reacted in ways so you went what you went, some development, or any of the devices so that you could actually really And so first of all, if you have a VR headset of any type, the characters can react to you in believable ways, And this is the Samsung vision, right? and so the next generation headsets are going to have that. So as the CTO of the venture, your job is in the present and look forward to the future. And that's the key, and you have so we are not a, you know, 300 person organization how are we going to like, you know, build this character, and then I went over to Dreamworks and headed up all to have, you know, sort of high-quality animation, And that's going to be interesting for you guys and so, you know, building up AI systems, the story could evolve, you can kind of give it great to have you on, super informative Now the new school's coming in, When we think about stories, you know, So it's worth half of another That I can't say, you know. All seriousness, great to have you on, It's the Cube live coverage from

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