About 360° Filmmaking

If you have an Oculus Go or GearVR you can watch all of my 3D 360° videos on my channel in either the YoutubeVR or SamsungVR apps… (in the Samsung app just search on “Gary Yost” and click the Channels button and in YoutubeVR you can access all my work in this playlist. (Always remember to download the content to your device for best quality.)

Although I jumped into 360 video production fairly late in the game... December 2017, it's something I've been leading up to all my life.  (For more on that, here's my Wikipedia page.)  3D/360-degree imagery has been a huge part of my career, from the mid 1980s when I spearheaded the development of Atari-based 3D animation systems, to the 1990s when I led the development of the most popular 3D content creation system in the world... Autodesk's 3ds Max.  But my first love was always telling stories with film (initially 8mm movies in school) and photographs (my dad and I built a darkroom together when I was 11 years old).  After I sold my company to Autodesk in the late 90s, I rekindled my love of image-making, first exploring digital photography and then graduating to storytelling with video.  I built a successful career as a maker of short films, did the film festival circuit and won a bunch of awards.  My portfolio for all that is here.  A year ago I bought a google cardboard unit and became entranced by some of the immersive content that was available.  

I've been wanting to jump into the world of immersive stereoscopic video since then, but as Mac user I never had the hardware power to do it until December 2017 when the iMac Pro was released.  

Sure, I could've switched back to the Windows OS, but after spending 10 years building Autodesk 3D Studio and 3ds Max on Windows, and then suffering through its endless problems with slow boot times, the need for invasive anti-piracy software and just general clumsiness, in 2001 I switched to Mac and OSX and never looked back.  That is, until I also realized I needed a big hunky PC with an nVidia 1080ti card in order to run various stitching softwares and the hunky HTC Vive Pro.

I still use my Vive ver1 when editing in FCPX and yes, the Mac can do this stuff, but it requires a massive iMac... I'm using a 10-core iMac Pro with a 16Gb Radeon Vega GPU and that's essentially the minimum requirement for fast 360 stitching and Vive display support.

I'm now happily integrating what I've learned over the past 40 years about how to tell stories and enthusiastically learning as I go... learning from the pioneers who've been doing the 360 thing for a few years now.

I started this blog as a way of sharing what I've discovered about creating immersive cinema. Some of this information may be valuable to others who are starting down this road and hopefully some of my perspectives are helpful. Just paying it forward.... 

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