FuseFX has launched a spinoff venture to tackle projects in the rapidly expanding field of virtual reality.
Led by our digital environment experts
FuseVR will create visual effects assets for virtual reality projects, including 3D sets, digital environments and CG characters. The effort is led by Bud Myrick as VR Supervisor and John Heller as VR Creative Director. FuseFX President David Altenau said that the studio has the tools, talent, and expertise to enliven VR productions with Hollywood-caliber visuals. “Our workflow adapts readily to VR and we have a skilled team that is enthusiastic about taking on the challenge. There is a big need in VR production for digital assets and environments, and no one does that better than we do.”
FuseVR provided visual effects services for Buzz Aldrin: Cycling Pathways to Mars, a virtual reality production that recently debuted to wide acclaim at SXSW. The piece features the legendary astronaut of the Gemini 12 and Apollo 11 missions presenting his vision for sending humans to the Red Planet. FuseVR artists created a number of digital sets and environments for the project including Aldrin’s proposed spacecraft, a moon base used for “vapor mining” and a 360-degree view of the Milky Way.
FuseVR was contracted for the Buzz Aldrin project by VR production company 8i. The studio developed the lunar mining base from concepts suggested by Dr. Andrew Aldrin, Buzz Aldrin’s son. The Martian surface was created from photogrammetry data captured in Morocco, where NASA conducts Martian surface simulations.The most challenging effect, appearing at the climax of the piece, places the viewer in the center of a rapidly expanding Milky Way galaxy.
“The visuals were designed with VR in mind,” explained Myrick. “They include environments that can only be adequately experienced in virtual reality. It’s a moment of wonder.” “People are wowed by this piece,” Myrick added. “It’s an outstanding project, particularly for our first foray in VR.”
“Once we began to think seriously about it, it took on a life of its own and became part of our paradigm.”
VR Creative Director