“Things can get really sci-fi, really quickly!” A
conversation with Sol Rogers, CEO and founder of REWIND can take all sorts of
directions, thanks to the sort of ground-breaking projects he’s been involved
with. Synapses crackle with ideas and unusual connections. REWIND has recently
been beavering away in the world of mixed reality and our chat soon begins to
feel like a work of speculative fiction.
Initially created as a VFX studio, REWIND fell into the
world of virtual reality early and has built a reputation thanks to innovative
interactive experiences for the likes of Bjork, the BBC and Red Bull. The industry
is peppered with VR and 360 video specialists, each claiming to be a world
leader – Sol’s reluctant to make such a claim, instead relying on the quality
of their work to speak for itself. And it seems to have worked; these days
REWIND often finds itself approached by tech developers to create content for
unreleased devices and platforms.
It’s a cool position to be in – and what makes it all the
more unexpected is Sol’s journey to get here. He started off fitting freelance
VFX gigs around a job with Sony in games design, before turning to academia for
over a decade. These days REWIND is going from strength to strength, and
they’ve just moved to a bespoke 7,000 square foot, new space in St. Albans, near
London, tailor made to their boundary-pushing work and constantly pivoting
business.
LBB’s Laura Swinton got her nerd on with Sol.
LBB> REWIND is an
interesting company in a really interesting space. You’re known for your
ground-breaking VR work, you’re working with all sorts of interactive projects
for emerging technologies – how did you get to be playing in this very exciting
sandpit?
SR> I was a university lecturer for 15 years, teaching
animation, VFX, games, 2D. I worked out the other day that I taught 1300
students – and they’re now in every film, TV and games company. It’s brilliant!
I realised I was going to die in the best job in the world.
So, I decided to start my own company – how hard could that be? Turns out:
really hard. I went down the VFX route, doing TV commercials, and we fell into
doing installations. Digital signage driven by Kinects, projection mapping, and
we realised that the PR push and the marketing spend in this area was far
greater than the TV production spend.
We started doing clever things like Tweetable vending
machines and drivable deckchairs, so when the DK1, the first headset, came out
on Kickstarter, I backed it. I could see the power that this thing potentially
had – it would be like that Holodeck, it could totally transport you anywhere.
We pivoted quite quickly to producing VR content for the people we were working with – and one of those was Red Bull. They bit on it quite hard because they wanted to show what it was like to be in one of their planes. They asked for a 360 video and I said, 'you don’t want that’. We wanted to let people really feel immersed, so we suggested building it in a games engine. We knocked up a demo and they loved it. Four months from the DK1 coming out, we had a live project that was travelling around to events. We found out that the booth was still being used three years later. We logged into the machines and found that the experience had been played 43,000 times.
LBB> That’s such a big number! I know people often
criticise VR for not being a mass medium with super mainstream penetration, but
that’s a big number, especially for something so immersive.
SR> It’s a great number! There were only four seats! It
connected with the brand so well, and even though it got a huge uplift from
journalists writing about it, really it was about the fact that people
ordinarily didn’t get the chance to sit in these planes, and this let them do
that.
I’ve been on a mission from that point onward to create
really good content with brands and agencies. We’ve had enough of people
calling us going, ‘Can we get a VR, please?’ What do you mean by that? Did you
mean 360 video? Interactivity? What medium? What platform? The matrix of the
content is so tricky, even now. When you get a brief in you have to figure out
what it is specifically that they need, where should it go? When someone asks
for a TV commercial, you know the specs, you know the stats, you know how it
should be delivered and you know how to create the whole thing. If someone
wants a piece of VR, you really need to narrow down the brief.
LBB> So, when it comes to narrowing down that brief and
helping clients decide what sort of project is best for them, how open are
brands and agencies to that more collaborative relationship?
SR> At the moment – and it’s part of the reason that
we’re sticking with this virtual reality, augmented reality direction – we come
to the table and we are an equal partner with the agency, with the brand. They
need us to be the specialists, and that’s a good position to be in because you
can have really good conversation. We understand brands and what they want to
get out of a project. Whereas with more traditional VFX, we were told ‘you’ve
got this job, make it look good’, or even worse, ‘copy the pre-vis’. For us
it’s far more positive and we really enjoy it.
By fostering good, trustworthy relationships we have found ourselves in a nice position where the hardware companies are recommending us because we can
do the job well, the agencies are recommending us because we can connect them.
It’s a good place to be because it’s collaborative – as you know with VFX,
you’re just one of 20 quotes and whoever is the cheapest, gets it.
LBB> You’re now in a position where you’re having amazing
conversation with the leading tech companies in this field. But even with all
the insight that gives you, how on earth do you keep up with all of it?
SR> It’s hard, but luckily I love it. If you enjoy what
you do, it becomes part of your DNA. Understanding the tech, getting under the
skin of it, it’s so interesting. All of it is honestly just an evolution of
devices. Even HoloLens runs on Unity, which is what we build our VR experiences
on. When we get a new bit of tech, it might take us a day or two to get our
heads round what we can do with it, then we’re up and running. It’s not like we
go, ‘oh my God, what is this magical box!? What’s it made of, moon dust?’ every
time we see something new. I’ve also got a whole company of people like this.
Staying with that, we have shown our worth to various
manufacturers because they have needed content for their platforms and devices.
HTC is now backing us on one of our pieces of IP. They’re investing in content across the board because they believe in the industry. It’s the same with Oculus, we’re
pitching to them at the moment. They all need content.
We’re in that space now where people are coming to us with
technology that doesn’t exist yet. For example, there’s the Fove headset that
uses eye-tracking technology. We spoke to them over a year ago before they even
had a product because they wanted content for their launch demonstration. We
came up with a game set in Neo-Tokyo, full of robots, anything we could think
of. It was a dream job and we launched it at Tokyo Game Show a few months ago.
We’re so used to working with bespoke new stuff that we’re
used to working on projects without the hardware.
LBB> Developing your own IP is interesting as that must
potentially change your business model – almost like being a games developer….
SR> It’s a nice place, it’s a pivot – but it’s also dangerous. Being an indie games developer is really hard. You’ve got to make a game, you’ve got to make it sexy, you’ve got to do a huge amount of marketing to cut through the noise, to get it bought, to make your money back. VR at the minute is even worse because you’ve got all these challenges and on top of that there are a limited amount of headsets out there at this moment, this is changing, but in the meantime you've either got to sell it really expensively or you’ve got to get it part-funded or part-sponsored by a brand. Or with HTC, they’re putting their money into it and taking the risk.
Outside of that, MIPTV have approached us to help them
create a VR area. They believe that people will buy and sell VR content –
episodic experiences, apps and games – at their event just as they do with TV
series. By then we’ll have three pilots
to take there to see if anyone wants to buy them to turn them into a 12 episode
thing. But that’s a really dangerous place to live within. I’m trying to get us
to 40-60 basically, 40% our own stuff, 60% paid for by other people'.
LBB> I’d love to ask you about Jaguar, which was a social
experience that allowed people to interact within the virtual space…
SR> Working with Imagination, we basically made a massive multiplayer online game. We had 54 people in LA all sitting in a horseshoe,
wearing headsets. In the virtual world, they could all see each other. And then
we brought in another two pods from London and brought those people in. Then
there would be a presenter talking them through the design. We basically made a
massive multiplayer online game. Once people were in that shared space, we
could share that back out again.
We were ready for people to not take part – car journalists are grumpy bastards. But we only had one person say they didn’t want to use it. One of the journalists said it was brilliant, didn’t think they’d be able to see the whole inside of the car, the suspension, the motors. It was described as the future of car launches. We put a bunch of celebs through it too, like James Corden and Jay Leno and Vinnie Jones.
LBB> And high end car brands can be so particular about
how you represent their products, so that must have been really tough!
SR> Yes, they’re concerned about what angles you see it from, how you light it. But there was a nice moment when we had the whole car interior cabin design team down at the studio. We showed them the first test and I was worried that they’d hate it. But this woman was inspecting the glove box, and I asked her if we had got all the specifications right. She said that we had, then turned to the team and said, ‘we should change the finish on this’. She was doing design changes on the fly because she had never seen the car in this way before – she’d seen it in CAD and flat images, but not in this 3D way, where it felt like she was in the car.
LBB> As well as these commercial projects, you’re also
attracting the really interesting creative projects like the Stonemilker and Notget experiences for Bjork and BBC Spacewalk. That’s the stuff that’s
allowing you to experiment…
SR> Space Walk was an R&D brief. When we started off
the project, it was going to be a factual documentary but then we got into the
meat of it and started exploring how story works in VR. We doubled the budget
ourselves by investing our own money into it. The opportunity to work with
those guys at the BBC was just phenomenal and when we won The Future of Storytelling
Award a few months ago, it all paid off. It felt like we had done something
right.
LBB> I’d love to talk to you about augmented and mixed
reality, things like HoloLens. I know you’re working on projects in the AR
space, so what are your thoughts on it?
SR> Mixed reality headsets are the next logical step for
us. It leans on what we’ve done in the past and it opens whole new avenues. I’m
beginning to call us a tent pole project company – it’s the
never-been-done-before stuff that really gets us going.
HoloLens is an amazing device and it’s the future of where this technology is going to go. HoloLens and the Magic Leap are a completely new way of doing things. They’re the first device we have that can augment human intelligence in real time. With a smart phone, I can find the answer to absolutely anything… but it’s a layer away. We don’t access it that much. If that layer is always on and it’s AI driven, the people who have access to that technology are going to have an advantage over those who don’t. The have and have nots. You get really sci-fi, really quickly!
LBB> From your point of view, it makes the scope of your
work even broader, doesn’t it? It takes you to a more of a problem-solving
space, rather than just creating content. The obvious applications of VR are
things like entertainment, gaming, education… but when you try HoloLens you
just can’t stop thinking about the possible uses.
SR> Totally. Someone asked me what ‘verticals’ it will
influence… I was like, ‘all of them!’ There’s stuff we haven’t even thought about
yet. It’s great for industrial applications – for example, if you’re on a car
production line you can show people how to make things, where to put things,
you can show the status of the machinery.
On the entertainment side, it’s a bit expensive for someone to buy one and have it at home now. It’s going to take a little longer to get there. I saw one app being sold on the HoloLens store for £1,500, which takes sketches of architects plans and turns them into a hologram on your desk. If you’re an architect, that saves you so much time and money that it might be worth paying that amount for it.
LBB> And at the other end of the scale, what are your
thoughts on 360 video and the more passive experiences?
SR> With 360 video, there are hundreds of little companies
doing it, but it’s going to die a death when you get a camera system that
doesn’t need any post production to stitch it together.
We got chosen by Google to be a Google Jump approved studio. The camera system takes away the pain because you shoot it, upload it and in three hours you get it back. In the past you’d shoot it and then pay someone for a week to 10 days’ work to make the thing before you could see whether you’d shot it right or think about where to put it. We’re creating a lot more content using that camera system. I’m really chuffed about it, and it’s especially good for shooting charity stuff.
LBB> What sort of charity projects?
SR> I keep saying that VR can change your reality, and
it’s really good for building empathy. I’ve got a friend who uses it to treat
PTSD in the US army. They come back from war and they’re really messed up from
seeing their friends blown up in a market or something.
They build a version of that experience – but it’s a
controllable version. They go through it with a counsellor and can dial up the
level of realism, slow things down, speed things up. They put you through the
experience at different levels to help you deal with it mentally. It means it
doesn’t get pushed to the bottom of your mind and then rear back up years
later.
I recently volunteered and went to a children's hospital
to make experiences for the sick kids. These little kids that want to run with
Usain Bolt or fly an RAF plane but can’t because they’re ill – I’m going to
take a camera and go off and get the experiences for them. I feel like finally
I’m fixing some of my karma.
LBB> Because the technology and platforms are changing so
quickly, how challenging is it to find people with the skills and knowledge
that you need?
SR> It’s really hard. My thing is hiring people first and
then training them. Because of my background in education, I know how to get
the best out of people and I can see their personalities swiftly. The thing is,
we need generalists and creative problem solvers, not somebody who’s really
good at, I don’t know, whisker dynamics. Specialisms don’t really exist for us
yet. And if we did bring a specialist in, well, they might not be needed
in six months because we’re no longer working in that technology or with that
software. I’m pretty lucky with the team I’ve got, but finding more talent to
scale is one of the biggest challenges. All of the recruiters we work with are
having the same problem: there’s a real gap in the industry.
So much so, that one of our frenemy companies has been
through all of my staff trying to poach them! I’ve always made a thing of not
doing that to other companies. If someone wants to leave where they are to join
us, that’s fine, but I’m not going to go out of my way to torpedo other teams.
It’s really important to keep your morals and support the
community. We get a lot of referrals, even from competitors. If they’re busy,
they might suggest to a client to come to us. And we’ll do the same. It’s easy
to say, but I stand by it and try to put it out into the world.