When I opened the TD Meetup 21, I asked a simple question: "Why talk about virtual reality again?" A few years ago VR was everywhere - headsets, conferences, demos, hype - but it quietly faded into the background when projects stalled and the novelty wore off. At the same time, I’ve seen steady progress: VR now serves as a practical, cost-saving tool for architecture, design, visualisation and increasingly for our industry of VFX and animation.
I recall first meeting Dan Franke (Instagram) at the FMX 2025, where his VR artworks reignited my interest. His work in Quill VR showed that virtual reality can be more than a viewing device; it can be a creative environment. For previsualisation, VR allows directors and supervisors to plan set extensions and camera movement directly inside a 3D world. For artists, it allows sculpting and painting in a space that feels natural, intuitive, and immediate and for audiences, it redefines immersion, especially in doc...
Hello Stranger!
This article is exclusively for Digital Production Subscribers.
If you are already subscribed, please log in below,
if you aren't subscribed, What are you waiting for?
Subscribers get
exclusive access to many articles like the one you just wanted to read,
can directly contact the authors or the newsroom,
can download many cool things from the archives,
support one of the last independent platforms weithout an "Algorithm"
and are granted exclusive bragging rights for being a better person!
Get an overview on what's available here, and access everything on the site!
If you need another reason,
here is a picture of the editorial cat,
which you'll be supporting as well!