
Voices of VR
Designing for Virtual Reality. Oral history podcast featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. Learn about the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR.
Latest episodes

May 7, 2025 • 1h 4min
#1561: PHI and Agog Collaborate on Immersive Residency on XR for Impact, Artist Retrospective, and Application Details
NOTE: This sponsored episode was produced by Kent Bye in partnership with PHI and participation from Agog: Immersive Media Institute and immersive artist Peter Burr.
PHI and Agog: Immersive Media Institute are collaborating on the PHI Immersive: XR for Impact residency program that will be running for four weeks from March 2 to 27, 2026 in Montreal, Canada. It was first announced on March 6th, and it's open to "artists, groups, or collectives residing in North America (including Canada, the United States, Mexico, Greenland, Saint-Pierre and Miquelon, and Bermuda)." The submission deadline is June 24th, 2025 (11:59 EDT), and there are a couple of information sessions coming up next week on Tuesday, May 13th (French) and Thursday, May 15th (English), and you can find the Zoom links on the application page (or video recordings if it's after May 15th).
I think this is a very unique opportunity that will be of interest to the Voices of VR podcast audience since the selected artist(s) will be invited to spend a month collaborating with PHI Studio over four weeks towards developing an initial prototype. Here's how they describe it:
Focusing specifically on the development phase of a project over the course of four weeks, the selected artist(s), group, or collective will collaborate with PHI Studio experts to conceptualize, plan, and prototype an immersive artwork. The program provides the selected project with personalized support, workspace, the possibility to connect with a community partner and targeted resources to refine the concept, create prototypes, and prepare for potential production.
I had a chance to catch up with Myriam Archard, Chief New Media Partnership and PR at PHI, Amy Seidenwurm, Chief of Programs and Strategy at Agog, as well as Peter Burr, who was the immersive artist selected for the 2025 edition of the PHI Immersive residency. We talk about the collaboration between PHI and Agog, which is bringing a specific impact focus on "transforming narratives through activism, contemporary challenges, and social good." We elaborate a bit more about what it means to use XR technologies and immersive storytelling to empower changemakers. We also talk about best practices and things to avoid in a pitch (be sure to read closely what the submission guidelines are), and a lot of general advice for aspiring immersive artists navigating how to inspire change and provide opportunities to make a positive difference on the many different challenges facing us today. We also cover a lot of other logistics of the PHI Immersive: XR for Impact residency, including Burr's personal reflections on what the experience was like. Agog also is interested in supporting other immersive residencies, and perhaps starting some of their own residency programs, and so this collaboration with PHI may be an indication for the types of future work that they are looking to support.
Again, the deadline is June 24th, 2025 (11:59p EDT), and be sure to check out the information session on May 13th at 11am EDT for French speakers, and May 15th at 11am EDT for English speakers. You can tune in to the podcast or check out the transcript down below for more details.

May 2, 2025 • 1h 11min
#1560: Walkabout Mini Golf’s Incredible Fusion of Worldbuilding, Gameplay, Social Dynamics, & DLC Experimentation
Walkabout Mini Golf is really an incredible accomplishment of VR design with its fusion of worldbuilding, compelling physics-based gameplay, the unique social dynamics and community it's able to cultivate, and over 4 1/2 years of consistent DLC courses every 8 weeks or so. They have launched 33 total courses, and just recently announced that they're bumping the price by $10 and adding 6 DLC courses into the base game so that is now 14 courses for $24.99. It's still an incredible deal, especially considering that there are still 19 DLC courses available, which has helped earn the #20 spot on Meta's best-selling Quest apps of all time.
During my trip to SXSW, I had a chance to speak with the original solo developer of Walkabout Mini Golf, Lucas Martell, who has since grown the Mighty Coconut Studio team to 35 people. We talk about how their design process for courses starts with worldbuilding, but also how his script-writing background has helped to inform how they tell the story of each of these worlds through the evolution of game mechanics and shape language that each course is exploring. After I had a chance to interview Martell, I was given access to all 33 of the courses, which I have played through over the past week in order to provide a bit more context on what they've been able to accomplish with Walkabout Mini Golf. It's certainly an achievement within VR design that combines the best part of immersive worldbuilding, convincing gameplay, and compelling social dynamics that keeps players coming back again and again.Be sure to check out the table below which lists the timeline of the release of the 33 different courses that are now available.
OrderCourse NameRelease DateCategory1.1Tourist TrapSep 24, 2020Classic1.1Cherry BlossomSep 24, 2020Classic1.1Seagull stacksSep 24, 2020Classic1.1Arizona ModernSep 24, 2020Classic5Original GothicNov 8, 2020Classic6Tethys StationMar 3, 2021Classic7Bogey's BonanzaJun 10, 2021Classic8Quixote ValleyOct 7, 2021Classic9Gardens of BabylonNov 18, 2021Lost Cities10Shangri-La (Added to Base Game)Dec 16, 2021Lost Cities11Sweetopia (Added to Base Game)Feb 17, 2022DLC12El DoradoJun 2, 2022Lost Cities13LabyrinthJul 28, 2022Licensed IP1420,000 Leagues Under the Sea (Added to Base Game)Sep 29, 2022Jules Verne15MystNov 15, 2022Licensed IP16AtlantisJan 26, 2023Lost Cities17Upside Town (Added to Base Game)Mar 9, 2023DLC18Temple at ZerzuraApr 20, 2023Lost Cities19Journey to the Center of the EarthJun 8, 2023Jules Verne20Laser Lair (Added to Base Game)Jul 20, 2023Evil Lair21Alfheim (Added to Base Game)Sep 7, 2023DLC22Widow’s WalkaboutOct 19, 2023DLC23Meow WolfDec 7, 2023Licensed IP24Around the World in 80 DaysJan 18, 2024Jules Verne25Ice LairMar 7, 2024Evil Lair26VeniceApril 25, 2024DLC27Wallace & GromitJul 25, 2024Licensed IP28Mars GardensSep 10, 2024Original IP298-Bit LairOct 24, 2024Evil Lair30Holiday HideawayDec 5, 2024DLC31Viva Las ElvisJan 16, 2025Licensed IP32Mount OlympusMar 6, 2025DLC33Raptor CliffsMay 1, 2025DLC
This is a listener-supported podcast through the Voices of VR Patreon.
Music: Fatality

Apr 26, 2025 • 1h 43min
#1559: Expanding Social Dramaturgy of Theater with Video Games in 7-Hour “asses.masses” Binge-Watching Marathon
asses.masses is a unique, 7-hour, live performance that uses video game logic to expand the narrative possibilities and social dramaturgy of experimental theater. With a single video game controller at the front of a movie theater with lights up so everyone can see each other, the audience must negotiate amongst themselves who will step up to play the next section of a narrative game that spans a wide range of different genres from 8-bit pixel art RPG representing the hyperreal to high-res, 3D open world walking simulators representing a fantasy idealized realm. The audience also has to negotiate how to make hundreds of collective decisions that come up in the game from dialogue tree options to which direction to to go to deciding which set of metaphoric political platform issues that should be prioritized for the ensemble cast of socialist Marxist donkeys. They lean upon the binge-watching culture to split the 7 to 8-hour run time into 10 total episodes split into 2-episode chunks that are broken up by 4 different intermissions where snacks and dinner are provided.
Here's a description of the story that's told in this long-form format:
The unemployed donkeys have one demand: the humans must surrender their machines and give all donkeys their jobs back. But revolution is never easy!
asses.masses is a custom-made video game about labour, technophobia, and sharing the load of revolution, designed to be played from beginning to end in a live theatre. This is gaming as performance, an immersive, cheeky, and highly original work. Brave spectators take turns at the controller to lead the herd through a post-Industrial society, where asses are valued more for their hides than their potential.
Confronting automation-driven job loss, nostalgia as a barrier to progress, and the role of technology in adaptation, we are encouraged to find space between the work that defines us and the play that frees us.
asses.masses is Animal Farm meets Pokémon meets Final Fantasy, as exciting in form as it is in content. No previous gaming (or donkey) experience required.
asses.masses is one of the more unique immersive experiences that I've had a chance to have, especially when it comes to mashing up social behaviors that stem from video game culture, but set within a live theatrical context. I saw asses.masses at PAM CUT (Portland Art Museum's Center for an Untold Tomorrow) here in Portland, OR on March 29th, and I had a chance to remotely catch up with the co-creators Patrick Blenkarn and Milton Lim to unpack their journey of blending video games into how stories are told in a live theatrical performance. We also explore how they're exploring new modes of social dramaturgy that leverage insights from couch co-op, live Twitch streams, and video game logic where part of the performance is automated through the video game itself, but it's augmented by the emergent social dynamics of the audience that end up reflecting main narrative themes of managing flows of power, community-building, collective decision-making, and in the case of our screening some actual revolt against an theater nerd/gamer audience member turned heel.
Overall, the experience allowed the audience to exercise some muscles of social imagination beyond the Capitalist Realism baseline as elaborated by Mark Fisher's work, and there was a turn-taking between the more cathartic mode of Aristotelian drama and breaking the fourth wall of Brecht's distancing effect / alienation effect. The narrative was initially developed to serve a wide range of game-play mechanics in a live theater context, but the spaciousness of the extended run-time allowed them to explore many deeper philosophical, political, and economic topics that most stories do not have the time to get into. The ensemble cast of archetypal characters each have their own arc, and I found that the ending and epilogue really landed and stuck with me. If you have an opportunity to catch an upcoming scre...

Apr 18, 2025 • 60min
#1558: Series Director of “Adventure” Series on Apple Immersive Video and Grammar of 180 Video
Charlotte Mikkelborg is the series director of the Adventure series on Apple TV, which is shot on Apple Immersive Video and co-produced by Atlantic Studios (formerly Atlantic Productions) and Apple. I think it has the strongest storytelling released by Apple so far, and it also has some of the most innovative and cutting edge shots that really show the power of the 180-degree format of Apple Immersive Video.
In this conversation, we cover Mikkelborg's 10-year journey into working with immersive formats starting with 360-degree video, multi-sensory VR, and most recently 180-degree video. We also talk about the emerging grammar of 180-degree filmmaking, and the introduction of close ups, which I feel like work sometimes and other times feels almost too close or can feel a bit uncanny or jarring when changing scales or results in warping or other distortions. We also talk about some of the behind-the-scenes insights about the Adventure series.
One concerning thing that I noticed after watching all of the Apple Immersive Videos released so far is that many of these videos do not contain any credits for who worked on these projects. I did an audit of all 22 of the published Apple Immersive Videos, and I found that 14 of the 22 don't have any credits at all,. Most of these are by Apple Sentity LLC productions, which is presumably Apple's in-house production team. I found that 5 out of the 22 have partial credits, including the four episodes of the Adventure series as well as Man vs. Beast, which features DGA director Ryan Booth. And there are 3 out of the 22 Apple Immersive Videos that have full and complete credits including Submerged that features DGA director Edward Berger, and the Prehistoric Planet Immersive series, which is a co-production with Fairview Portals. See the table below for more information:
It is deeply concerning to me that only 3 out of the 22 Apple Immersive Videos seemingly have full and complete credits. Apple did not provide any comment about why this is or why some of these pieces have no credits, why some have partial credits, and why some have full credits.
It is nice to see at least some credits on the Adventure series, which is a co-production between Apple and Atlantic Studios (formerly Atlantic Productions), but they're only listing the director, executive producer, and key talent while all of the other key creative talent are not being credited. Atlantic Productions did not provide any official comment about why there are only partial credits, while a few other productions have full credits and many other productions have no credits. You can see find a partial a list of some of the Adventure series creative talent on IMDB, and episode 3 protagonist Ant Williams posted a partial list of credits on his Instagram announcement post.
I was able to get some additional context from Mikkelborg about the credits situation, and it does sounds like the co-productions likely have a bit more leeway in dictating what types of credits are shown. While the Prehistoric Planet Immersive series co-produced by Fairview Portals series has full and complete credits, and the Adventure series by Atlantic Studios only has partial credits.
The two Apple Sentity LLC productions that do have credits also happen to be directed by directors who are a part of the Director's Guild of America (DGA). The DGA has specific credits requirements, "For feature films, the Director’s screen credit must be accorded on a separate card, which shall be the last title card appearing prior to principal photography. This credit shall be no less than 50% of the size of the displayed title of the motion picture, or of the largest size in which credit is accorded to any other person, whichever is greater." The rules may be different for immersive productions or emerging media projects, but the director credits for Submerged and Man vs Beast seem to both meet DGA's credits requirements for film.

Apr 8, 2025 • 54min
#1557: Apple Immersive Video Behind-the-Scenes & Overcoming Fears with “Adventure” Series Athlete
Ant Williams, a freediving athlete and sports psychologist, shares his thrilling journey in the Apple Adventure Series, including the intense experience of attempting a world record ice dive. He discusses how positive risk-taking helps him manage anxiety and self-doubt. The conversation also dives into the innovations behind Apple’s immersive video technology, showcasing emotional storytelling and the impact of VR. Williams reflects on the mental preparations required for extreme challenges and the transformative power of technology in sharing personal achievements.

Mar 29, 2025 • 57min
#1556: “Currents” Boldly Defines a New Era of DIY 180-Degree Immersive Filmmaking with a Kit Under $5k
Jake Oleson, a director and composer from the realm of advertising and music videos, discusses his groundbreaking VR film, 'CURRENTS.' He unveils innovative 180-degree filmmaking techniques that capture the transition of a woman from rural Vietnam to urban life, using spatial storytelling and a dynamic electronic soundtrack he composed. The detailed pre-production process allowed him to avoid common motion sickness triggers while creating powerful emotional narratives. Oleson also reflects on the future of immersive storytelling and the potential of new technologies like Apple Vision Pro.

Mar 29, 2025 • 42min
#1555: Award-Winning Tabletop Animation “Oto’s Planet” Uses Unique Interactive Mechanic to Chose Perspective
Gwenael Francois, director of the award-winning interactive narrative 'Oto's Planet', shares insights on merging tabletop animation with virtual reality. He discusses the unique mechanic of rotating a tiny planet to follow a story that addresses themes of coexistence and colonialism. Francois reveals how the experience varies between platforms, noting the superior quality on Apple Vision Pro compared to Meta's Quest. He also touches on character design challenges and the creative use of untranslatable dialogue that enriches emotional depth in storytelling.

Mar 29, 2025 • 45min
#1554: “Cosmos in Focus” Contextualizes James Webb Telescope Images in Educational Immersive Planetarium Experience
Aditi Rajagopal, Head of Experience Design at Atlantic Studios, shares insights on creating immersive educational experiences. She discusses the groundbreaking 'Cosmos in Focus,' which contextualizes stunning James Webb telescope images in a planetarium setting. The project combines advanced zoom technology with 3D models to deepen understanding of the universe. Aditi also reflects on her transition from AR storytelling at Meta to immersive storytelling, highlighting the power of collaboration between creators and scientists for effective science communication.

Mar 29, 2025 • 48min
#1553: The Story of Kunstkraftwerk Leipzig, and the Multi-Channel Video Translation of “Origins – Life’s Epic Journey”
Paolo Loeffler, Managing Director at Kunstkraftwerk Leipzig, shares insights into transforming a former power plant into a vibrant digital arts hub. He discusses the evolution of the immersive experience 'Origins – Life's Epic Journey,' highlighting its journey from a complex installation to a captivating three-channel video format showcased at SXSW. The conversation delves into the collaborative artistry behind the project, the innovative use of technology, and the role of immersive storytelling in engaging audiences. A true exploration of art meeting technology!

Mar 29, 2025 • 41min
#1552: Fly to You Explores Stories of Separated Families in Division of Korea Using Point Clouds & 360 Video
FLY TO YOU tells the story of Kang Songjeol who was separated from her childhood friends in the aftermath of the 1950 split between North and South Korea. Oral history interviews were captured in 360 video, and her childhood memories were recreated with point scans derived from Leici BLK360 LiDAR scans combined with Azure Kinect volumetric captures. The experience manages to virtually fly over the restricted demilitarized zone into North Korea, which is something that is illegal from them to do physically but serves as a symbolic gesture towards reunification. There are still thousands of families hoping for an opportunity to be reunited, and there's a beautiful spatial memorial that brings home that point at the end of this piece. I had a chance to unpack it all with co-directors Sngmoon Lee and Youngyun Song
This is a listener-supported podcast through the Voices of VR Patreon.
Music: Fatality
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