The Figment team was working with Virtual Reality technology nearly 10 years ago, so we were well placed to join the new Oculus-inspired wave of VR when it began gathering pace in 2013. We worked on test projects with the Oculus Rift DK1 and DK2, then dived straight in with the Samsung Gear VR Innovator Edition and countless Google Cardboard variants (currently Figment is home to 32 different headsets with more on the way). Since then we’ve established strong, direct relationships with Samsung and HTC and we’ve been lucky enough to work with the Vive since early 2015.
We began working on our first commercial VR contracts in early 2014 – and they were seriously ambitious projects. Since then we have delivered incredible, world’s first visitor attraction projects such as Galactica at Alton Towers and Derren Brown’s Ghost Train at Thorpe Park. We’re also in production on several, completely different types of VR projects for the visitor attraction space including dark rides, rollercoasters with synchronised VR, and VR theatres.
Over the last few years we’ve learned a huge amount about what it takes to make VR commercially viable in a public space. We’ve developed entirely new engineering solutions, new software and of course, the bit we do as a day job – media production. We’ve created new camera rigs, new techniques for mixing pre-rendered computer visuals with video in real-time game engines. We’ve commissioned reports from world experts in hygiene and the effects of stereo imagery on the human visual system, and as a result we’ve developed custom hardware solutions for our clients. In short, we feel we’re in pole position to offer the best virtual reality solutions to commercial clients in marketing communications, live events, museums and heritage, and visitor attractions.