NYT VR Production Studio
The New York Times2015 — 2018

The Birth of
Virtual Reality News

Defining the grammar of immersion and distributing the largest VR platform in history.

Role

Creative Lead / Director

Distribution

1 Million+ Headsets

Platforms

Cardboard, Daydream, Oculus

We didn't just make films; we invented a new narrative grammar.

Launching with "The Displaced," we undertook a massive logistical feat: shipping over one million Google Cardboard viewers to Sunday subscribers. This overnight distribution created the largest VR audience in the world and established The New York Times as a leader in immersive journalism.

The Platform

A Mass Moment
for VR.

The NYT VR program was built on the premise that we could reach readers in an entirely way — through creating presense. If the best journalism could transport readers to give them a new perspective and new understanding, this technology held a promise to do that more directly than ever before.

By pairing the app launch with the physical distribution of Cardboard, we solved the "hardware problem" of VR, ensuring our journalism was accessible to millions immediately.

Google Cardboard Distribution
UX Design

Building for
Headsets.

As VR hardware evolved, so did our ambitions. For the launch of Google Daydream and Oculus Go, we moved beyond simple video playback to create a fully immersive, real-time 3D environment.

I led the design of a James Turrell inspired interface where users could navigate an archive of journalism floating in a void, using gaze-based interaction and 6DOF controllers to explore the news in a spatial context.

NYT VR Daydream and Oculus Interface
Daydream / Oculus Interface

Original Productions

From the frozen tundra of Antarctica to the surface of Pluto, we pushed the limits of 360° filmmaking, ambisonic sound production and stereoscopic imagery.

Official Selection: Tribeca Film Festival
01Four-Part Documentary

The Antarctica Series

A physically grueling production capturing the melting continent. We deployed custom 360 camera rigs to capture the ice shelf in a way never before seen.

View the Films
Part 2
Part 3
Part 4
Motion Experience
News & Doc Emmy: Outstanding New Approaches
World Press Photo: Immersive Storytelling

Behind the Scenes

Filming in Antarctica presented unique challenges for VR. The extreme cold drained batteries in minutes, requiring us to build custom heated rigs. We also had to invent new stabilization techniques to mount 360 cameras on helicopters, and custom waterproof inclosures to bring 360 cameras into the freezing waters below the ice shelf.

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Official Selection: Tribeca Film Festival
02Data Visualization in VR

Seeking Pluto's Frigid Heart

Working with NASA data to fly users over the surface of Pluto. This project pushed the boundaries of stereoscopic rendering and scientific visualization.

View the Film
Motion Experience
Cannes Lions: Silver Lion (Digital Craft)
Webby Award: Best Use of VR/AR

Behind the Scenes

We collaborated directly with the New Horizons team at NASA to obtain the raw altimetry data from the flyby, and used this to create accurate renderings of what it would be like to stand on the planets' surface. I also composed a custom operatic soundtrack for the project called The Pluto Chorale. Four opera singers performed the piece at Dubway Studios in NYC around ambisonic microphones, allowing the sound to move with the viewer as they observed the alien environments.

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03Interactive VR

Apollo 11: As They Shot It

Reconstructing the moon landing using only the original photography taken by the astronauts. An interactive experience exploring the lunar surface.

Launch Experience
Motion Experience
Peabody Award: Digital Storytelling
SND Best of Digital Design: Gold Medal

Behind the Scenes

For the 50th anniversary of the Apollo 11 moon landing, we created a new, spatial way to understand the iconic photography taken by Buzz Aldrin and Neil Armstrong on that day in 1969. Referencing maps that identified where every photograph was taken, we were able give readers the ability to see the photographs from the moon in a new light, reconstructing their relationships to one another spatially and offering a new understanding of the images.

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Film Archive

Selected works from over 20+ films

"We're always thinking about what makes something valuable in virtual reality. There has to be a reason that we're making it in VR and not a standard 2D medium."
Interview with UploadVR

Evangelizing the Medium

Bringing VR to the newsroom required cultural change as much as technical innovation. I worked to train journalists, establish safety protocols for filming, and define the ethics of immersive capture.

Graham Speaking
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