XR is an umbrella term for Extended reality— computer-generated environments that merge the physical and virtual worlds or create an entirely virtual experience for users. XR lies at the intersection of three technologies: virtual reality (VR), augmented reality (AR) and mixed reality (MR), all of which encompass the suite of tools that enable Smart Stage content production.
Emerging Next-gen Remote / Virtual Production technologies and LED wall Smart Stages have transformed the industry of live action content creation, reshaping the landscape of features and series production, finance, and distribution models.
Built on fundamental assumptions that diverge radically from established paradigms, these factors have collectively resulted in a ‘tectonic plate’ level shift in the business of entertainment.
With one foot in the world of Real-time game based CG rendering, another foot in the Pre-visualization world of animation, and still another in the realm of LED wall equipment that captures digital environments and visual effects ‘in-camera’, our team brings a skillset that encompasses all these revolutionary methods.
Rocket Science XR is comprised of best-in-class experts with real world hands-on experience in building hardware and software based IT systems, creative processes, and production pipelines. All of these have grown out of the old methodologies and into the new faster, better, and more cost effective way of content execution.
Team Members
In his role with Rocket Science XR, Vincent brings a wealth of experience from the Virtual Reality space, as well as established relationships with the leading manufacturers of Smart Stage components including ROE LED panels, Brompton and Megapixel processors, Disguise control systems, Unreal Engine, Qualisys & Vicon Motion capture systems, STYPE camera tracking and Augmented Reality set extensions, and many more.
A regular attendee of summits and conferences that present the latest innovations in XR Production, he collaborates to design full script-to-screen production pipelines that span multiple geographic locations around the world.
Over the course of his career, Ken has participated and managed seminal moments in the introduction and deployment of transformational technologies for production and post production.
These included the EditDroid from Lucasfilm, the CMX 6000 and Lightworks nonlinear editors, the Avid Media Composer, and the Viper digital motion picture camera from Grass Valley.
His career includes senior managerial and sales roles @ The Post Group, Hanna Barbera Cartoons, Intel, Thomson-Grass Valley, and Santa Monica Video.
In 2018, Ken and Lightcraft Technology introduced a real-time tracking, and compositing device integrated with the Unreal 3D game engine called Halide FX. Now that the technology has evolved into LED volumes for ICVX (In Camera Visual Effects) Ken is focused on the construction of hybrid stage complexes (XR and traditional) in New Mexico.
Ken’s acquaintance with application specific technologies has given him an unparalleled insight in how to best apply these new tools to the entertainment industry during its ongoing technological evolution.
Currently designing and developing production pipelines for AI driven systems that create linear and interactive media, as well as, enhanced user generated content.
Worked on multiple projects for Sony, MGM, Blizzard Entertainment, SyFy, Disney and Lions Gate to name a few.
Worked as creative, designer, art director, story supervisor for iconic brands including Blizzard Entertainment franchises Diablo, Warcraft, Starcraft to Harry Potter and Men in Black and Zorro among others.
Notably was the developer and creator of multiple franchise defining characters like Tyrael for Blizzard Entertainments Diablo series.