Google Film Tilt Brush by Google Mountain View

The Film titled Tilt Brush was done by Google Mountain View advertising agency for subbrand: Tilt Brush (brand: Google) in United States. It was released in Oct 2016.

Google: Tilt Brush

Media
Released
October 2016
Posted
October 2016

Awards:

Cannes Lions 2017
Digital CraftTechnology: Virtual Reality (VR)Silver Lion
Digital CraftTechnology: Technological Achievement in Digital CraftGold Lion
Lions Innovation 2017
InnovationInnovation: Innovative TechnologyGold Lion

Credits & Description:

Title: Tilt Brush
Agency: Google
Brand: Google Inc.
Country: USA
Entrant Company: Google, Mountain View
Advertising Agency: Google, Mountain View
Production Company: Google, Mountain View
Senior Ux Engineer: Patrick Hackett (Google Inc.)
Senior Ux Engineer: Drew Skillman (Google Inc.)
Software Engineer: Paul Du Bois (Google Inc.)
Software Engineer: Mach Kobayashi (Google Inc.)
Software Engineer: Joyce Lee (Google Inc.)
Software Engineer: Jeremy Cowles (Google Inc.)
Software Engineer: Ciaran Wills (Google Inc.)
Software Engineer: Lauren Winston (Google Inc.)
Software Engineer: John Belmonte (Google Inc.)
Software Engineer: Tim Aidley (Google Inc.)
Quality Assurance Engineer: Jon Corralejo (Google Inc.)
Program Manager: Tory Voight (Google Inc.)
Technical Artist: Ashley Pinnick (Google Inc.)
Technical Artist: Fernando Ramallo (Google Inc.)
User Experience Designer: Xavi Benavides Palos (Google Inc.)
Product Manager: Elisabeth Morant (Google Inc.)
Outcome:
Tilt Brush has been called VR’s killer app by many including Fast Company, IEEE, Ars Technica, and Polygon. Tens of thousands of artists, from casual doodlers to legends like Glen Keane have made Tilt Brush part of their practice, painting from a new perspective.Tilt Brush has won many awards. Most recently it won the Lumiere Award for best overall VR experience.
Campaign Description:
Tilt Brush is a virtual reality app that lets you paint in 3D space. Tilt Brush's goal is to allow for creation in VR. Other VR experiences were mostly centered around gaming or passively consuming. With Tilt Brush, we saw an opportunity to create a new medium for art and bring that to artists everywhere.More than two years later, the first public version of Tilt Brush was launched for the HTC Vive. The Vive allowed for room scale VR experiences where the user could walk around freely. The controllers for the Vive allowed an artist to paint naturally, and bring their skills as an artist into the new medium.
Relevancy:
Tilt Brush has been called VR’s killer app by many including Fast Company, IEEE, Ars Technica, and Polygon. Tens of thousands of artists, from casual doodlers to legends like Glen Keane have made Tilt Brush part of their practice, painting from a new perspective.For many people, Tilt Brush is their first ever introduction to Virtual Reality - or at the very least, room-scale VR. Tilt Brush shows the potential of virtual reality through the art produced with it.
Execution:
Tilt Brush is a virtual reality app that lets you paint in 3D space. Using the entire room as your canvas, you can step around, in, and through your sketches. Choose from brushes such as ink or highlighter, and because it’s VR, paint with otherwise-impossible materials like fire, stars or snowflakes.Tilt Brush runs on Windows PCs with either the HTC Vive or Oculus Rift virtual reality headsets. The app is fully released with new features added several times a year. Our most recent release allows artists to share their sketches on the web (tiltbrush.com/sketches).
Synopsis:
Tilt Brush is a virtual reality app that lets you paint in 3D space.For many people, Tilt Brush is their first ever introduction to virtual reality - or at the very least, room-scale VR. We took special care to make the interface easy to pick up and use, even if this is their first ever VR experience. One way we did this is through a really efficient onboarding flow - when designing the intro tutorial, we highlighted the two primary actions: pull the trigger to paint, and swipe to open the settings panel.We had to completely rethink how to translate existing design paradigms in three-dimensional space. For example, instead of a static menu, we have a settings panel that follows your left hand, a convenient palette within the artist’s reach at any moment; or how taking a screenshot of your work, transforms your virtual hand into a camera.