Jan 2, 2019 · 38m · a16z
a16z Podcast | Building Worlds with VR, Art, and Narrative
gold bands on the timeline = statements, start to end. Hover to read, click to jump. CC turns on captions
In this episode of the a16z podcast, Oscar-winning visual designer and director Robert Stromberg discusses his career trajectory from visual effects and production design on Avatar and Maleficent to pioneering virtual reality storytelling at The Virtual Reality Company. He explores the technical, artistic, and business challenges of creating immersive VR narrative experiences and building sustainable ecosystems for emerging media.
How this conversation actually went
Every chapter scored 0–10 on four independent dynamics. Hover any point for the reasoning behind the score. The host holds 18.6% of the talking time here. How this is scored →
speaking balance: gold is the host, purple is the guest (3 minute bins)
Stromberg directly rejects Hanne's comparison between VR motion and rowboat seasickness, explaining that rowboats involve changing horizons while VR nausea stems from different motion mechanics.
Hardest push from the host ▶ 13:09 Sonal challenges tech-driven storytelling using George LucasSonal pushes back on potential VR story pitfalls by invoking George Lucas's prequel Star Wars films as a prime example of technology unmooring creative narrative.
Biggest teaching moment ▶ 8:43 Stromberg corrects Kyle's misunderstanding of Avatar's virtual productionKyle assumes Avatar was filmed on traditional green screens with real-time composite displays, prompting Stromberg to correct him by detailing the full motion-capture warehouse setup used instead.
The host holds their own ▶ 16:02 Kyle demonstrates expertise on VR positional tracking and agencyKyle showcases advanced domain knowledge by explaining how 1:1 positional and hand tracking on the Vive transforms player agency compared to traditional cinematic cuts.
the scores for every segment, with the reasoning behind each
| Chapter | Topic | The host as informed peer | Guest teaching | Guest disagreement | The host pushing back | Why |
|---|---|---|---|---|---|---|
| Designing Pandora for James Cameron's Avatar | 1 | 5 | 1 | 0 | The hosts ask basic fan-style questions while Robert Stromberg details his career transition from visual effects to production design on James Cameron's Avatar. Stromberg educates the hosts on how world-building for Pandora actually originated from a single Photoshop artwork created overnight. | |
| Directing Maleficent and the Nature of Artistic Vision | 3 | 3 | 1 | 1 | Stromberg explains his philosophical view of what defines an artist based on observation and curiosity. Sonal adds to the conversation by referencing John Maeda's framework regarding the distinction between design and art. | |
| Virtual Cameras and Production Techniques on Avatar | 3 | 6 | 2 | 2 | Kyle Russell asks a detailed technical question about Avatar's camera setup assuming green screen sets, but Stromberg corrects his premise by explaining it was predominantly full motion capture in a Playa del Rey warehouse. Stromberg also clarifies the lower fidelity pre-vis state he called the crayon version. | |
| Experiencing Oculus and Founding The Virtual Reality Company | 4 | 4 | 1 | 2 | Sonal challenges the risk of technology unmooring narrative, citing George Lucas and recent Star Wars films as negative examples. Stromberg explains how technology and creative ideas continually catch up with one another, drawing on his history across diverse films. | |
| Technical Innovations in The Martian VR Experience | 5 | 3 | 1 | 1 | Kyle Russell showcases substantial technical knowledge regarding positional tracking, hand tracking, and inverse kinematics in The Martian VR experience. Stromberg explains how his studio engineered textured arms and custom editing techniques like box cutters to drive narrative momentum. | |
| Rules of VR Storytelling and Preventing Motion Sickness | 4 | 4 | 2 | 2 | Stromberg lays out rules for VR motion sickness, emphasizing horizon stability and constant camera movement. When Hanne compares VR motion sickness to seasickness on a rowboat, Stromberg gently refutes her analogy by explaining the difference between smooth rail movement and changing horizons. | |
| Historical Storytelling Mediums and the VR Ecosystem | 4 | 4 | 1 | 1 | Hanne brings literary and historical context regarding medium evolution such as Eisenstein's point of view and novel chapters. Stromberg reflects on the current parlor trick stage of VR content and the necessity of unifying Hollywood storytellers with technical pioneers. | |
| Business Models, Distribution, and Market Adoption | 5 | 3 | 1 | 1 | Kyle demonstrates deep market understanding of mobile rotational VR versus PC-tethered 6DOF setups and distribution channels. Stromberg outlines VRC's platform-agnostic content strategy while discussing potential arcade and subscription models. | |
| Future VR Projects, Branching Narratives, and Intermissions | 3 | 3 | 1 | 1 | Stromberg reveals new projects including branching VR narratives with Steven Spielberg and bringing back intermissions for long-form VR content. The hosts join in a collaborative discussion comparing intermissions across theater, Bollywood, and modern binge culture. |