EP.82: Creation, Expression and Connection in an Avatar based 3D Internet with Morgan Tucker - Head of Creator, Rec Room
Dec 6, 2023
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Morgan Tucker, Head of Creator at Rec Room, discusses the role of 3D avatars in building online connections. They talk about the evolution of virtual worlds, the power of avatars in the 3D internet, and the influence of 3D platforms on brands. Morgan shares insights from his career journey and the challenges and growth of Rec Room.
Avatars in the metaverse allow for authentic self-expression, exploration of identity, and emotional communication.
Brands on 3D social platforms like Rec Room should embrace remix culture and collaborate with the community for authentic brand experiences.
Deep dives
Rec Room: A Social Experiences Company
Rec Room, founded in 2016, is a social experiences company that allows users to build and play games together in 3D. It offers more than just gaming, providing users with a virtual social space for activities like virtual weddings, business meetings, and casual meetups. With 37 million users and over 12 million built rooms, Rec Room caters to both beginners and experienced players and creators. It focuses on creating a platform that embraces user-generated content and facilitates authentic and natural human connections. The platform's success lies in its ability to provide players with a delightful and human-scale environment, where gestures and voice chat contribute to a sense of connection and presence. Rec Room aims to empower creators of all skill levels by providing them with accessible tools and removing barriers to content creation. The platform's dedicated and diverse community of creators collaborates in real-time, building complex and exciting experiences. With a strong emphasis on social interaction and creativity, Rec Room is poised to continue growing and reshaping the future of social experiences in the metaverse.
The Metaverse and Spatialized Computing
In this podcast episode, Morgan Tucker, the Head of Creator at Rec Room, discusses the concept of the metaverse and spatialized computing. The metaverse is described as a social, three-dimensional space created by the community through user-generated content mechanisms. Tucker highlights that the metaverse represents a more humanistic approach to computing, allowing for natural movement and interactions in a three-dimensional space. With the evolution of games and the increasing mainstream popularity of gaming, the concept of the metaverse resonates with a broader audience. Tucker emphasizes that avatars play a crucial role in the metaverse, enabling individuals to express themselves and communicate in ways that surpass text-based or video interactions. Avatars provide a powerful tool for authentic self-expression, exploration of identity, and emotional communication within the metaverse.
Morgan Tucker's Journey in Virtual Experiences
Morgan Tucker, the Head of Creator at Rec Room, shares his personal journey and experiences in the field of virtual experiences and avatar-based communication. He highlights how his accidental career path led him to explore the power of avatars and virtual identity. Tucker witnessed the profound impact of avatars on people's lives, enabling them to express themselves authentically and form deep connections in virtual environments. He further delves into his work at platforms like Roblox, where avatars became a primary mode of communication for users, allowing them to convey nuance and emotion in ways that text or video-based interactions cannot. Tucker's journey ultimately led him to Rec Room, where the focus on social connections and authentic avatar-based communication aligns with his passion for human-centric experiences in virtual worlds.
The Future of Brands in 3D Social Platforms
Morgan Tucker discusses the role of brands in 3D social platforms like Rec Room. He emphasizes that brands need to be open to seeding control and working collaboratively with the community to maximize the potential of these platforms. Tucker stresses the importance of embracing remix culture and community-driven narratives to create authentic brand experiences. By participating actively and authentically in these platforms, brands can establish connections with users and leverage the creativity and storytelling capabilities of the community. Tucker highlights the power of avatars in brand expression and communication, providing a unique way to convey emotions and engage with audiences in a more visual and interactive manner. As brands continue to evolve their approaches on 3D platforms, Tucker anticipates exciting developments, sustainable business models, and a significant transformation in advertising and brand affinity within the metaverse.
This week Yon welcomes Morgan Tucker into the metaverse to talk about the role of 3D avatars to build online connections and how Rec Room is going about doing this.
Morgan is the Head of Creator at Rec Room, where he works to empower creators to make incredible interactive experiences, develop community, and achieve long-term success. Prior to Rec Room, Morgan led Product for Music, Brands and Education at Roblox, developing groundbreaking projects like Spatial Voice Chat, immersive virtual concerts, the Gucci Garden virtual exhibition, and more. An inventor by trade, musician and creator at heart, Morgan has had a fascinating and impactful career that gives him a well rounded vantage point on the future of the metaverse.
During their conversation, Yon and Morgan discuss Morgan’s career journey through many notable metaverse platforms, how brands can be authentic with their activations, what metaverse platforms can learn from the dominant social media platforms, growth and key challenges for Rec Room, and much more!