Aug 16, 2018 · 58m · y-combinator
Jessica Brillhart, Immersive Director, on VR and AR · Y Combinator
gold bands on the timeline = statements, start to end. Hover to read, click to jump. CC turns on captions
In this interview hosted by Y Combinator, immersive media director Jessica Brillhart discusses her transition from Google VR to founding Vrai Pictures, sharing key insights on spatial narrative design, immersive audio, and the future convergence of AR and VR.
How this conversation actually went
Every chapter scored 0–10 on four independent dynamics. Hover any point for the reasoning behind the score. How this is scored →
speaking balance: gold is the partners, purple is the guest (3 minute bins)
Brillhart directly challenges Cannon's question about framing and storytelling in VR, stating that viewing VR through traditional storytelling lenses is the core problem holding the medium back.
Hardest push from the partners ▶ 24:41 Cannon challenges VR gaming definition with Pokemon GoCannon interrupts Brillhart's description of a simple introductory VR game to question why Pokemon Go doesn't already fill that exact role in the consumer market.
Biggest teaching moment ▶ 11:05 Potential story versus kinetic storytellingBrillhart gives an in-depth breakdown explaining that film is kinetic storytelling while immersive media is potential story decoded through environment and agency.
The partners hold their own ▶ 26:47 Cannon's observation on audio priority over video resolutionCannon demonstrates production domain knowledge by pointing out that low-resolution video with pristine spatial audio outperforms ultra-high-definition video with weak audio every time.
the scores for every segment, with the reasoning behind each
| Chapter | Topic | The partners as informed peer | Guest teaching | Guest disagreement | The partners pushing back | Why |
|---|---|---|---|---|---|---|
| Background at Google and Founding Vrai Pictures | 2 | 5 | 1 | 0 | Craig Cannon sets up an open-ended question about Jessica Brillhart leaving Google to found Vrai Pictures. Brillhart explains her trajectory as Google's principal VR filmmaker, Jump camera development, and the creative intersection between machine learning and immersive media. | |
| Collaborating with Google Brain and Deep Dream VR | 3 | 5 | 1 | 0 | Cannon draws a parallel to scientific disciplines converging through Python. Brillhart details working with Google Brain, Blaise Aguera y Arcas, and Ross Goodwin on experimenting with Deep Dream and AI-generated narration in VR. | |
| Rethinking Storytelling vs. World-Building in VR | 2 | 7 | 3 | 1 | When Cannon asks how to approach framing and storytelling in VR, Brillhart rejects the premise that VR is about storytelling. She explains that VR is about potential story and world-building where audiences decode narrative through presence rather than kinetic telling. | |
| Interactive Narrative Lessons from Video Games | 4 | 6 | 1 | 1 | Cannon and Brillhart analyze how non-linear game design from titles like Myst, Red Dead Redemption, and Florence inform VR immersion. Cannon brings up experimental tactile mobile games like Blackbox, which Brillhart enthusiastically validates. | |
| Post-Google Projects and The Weather Channel VR Experiment | 2 | 5 | 0 | 0 | Cannon and Brillhart bond over her comedic Weather Channel VR experiment. Brillhart reflects on the value of working within 3-DoF constraints before expanding into 6-DoF volumetric production. | |
| Upcoming Vrai Projects and Focus on Immersive Audio | 4 | 4 | 2 | 1 | Cannon pushes on whether Pokemon Go represents mass accessible immersion, prompting Brillhart to clarify that native VR design must build from scratch rather than relying on legacy IP. Cannon adds technical insight regarding spatial audio being far more critical than visual fidelity. | |
| Crafting VR Narratives and Probabilistic Experiential Editing | 2 | 6 | 1 | 0 | Cannon reads listener questions regarding 360 capture timelines. Brillhart humorously recounts coining probabilistic experiential editing (PEE) to articulate non-linear VR editing theory. | |
| The Future of VR, AR Convergence, and Human Memory | 3 | 6 | 2 | 1 | The conversation shifts to the convergence of AR and VR, sensory overload, and the psychological impact of recording volumetric memories. Brillhart and Cannon agree on the necessity of human forgetting versus perpetual digital indexing. | |
| Advice for Traditional Filmmakers Adapting to VR | 3 | 7 | 1 | 0 | Brillhart shares her methodology for legacy filmmakers transitioning to VR, detailing her whiteboard reduction technique to find the core truth and drawing parallels to character agency in game narratives. | |
| Rapid-Fire Questions: VR Utility, Social VR, and Personal Memories | 2 | 6 | 1 | 0 | Cannon guides rapid-fire questions covering non-gaming VR applications, harassment and ethical concerns in social VR, and the emotional resonance of personal VR archives. |