The Tribeca Film Festival is gearing up for its 15th year by embracing virtual reality worlds and installations in a big way. Twenty-three VR exhibits and interactive installations from leading creators and emerging artists will be presented at the Tribeca Festival Hub (50 Varick Street), with 16 of them making their world premieres. The 2016 Tribeca Film Festival takes place April 13-24.
“Tribeca has always celebrated the most exciting new forms of storytelling, from video games to virtual reality,” said Jane Rosenthal, festival co-founder, in an official statement. “This year’s program, which you can touch and feel at our amazing Festival Hub at Spring Studios, features the most dynamic work to date at the intersection of story and technology. We’re committed to giving the independent artists we support the best stage to share their mind-blowing work with audiences.”
Key Collaborators: The Nantucket Project, Harbers Studios
KILLER DEAL (World Premiere)
Project Creators: Irad Eyal, Aaron Rothman, Anthony C. Ferrante, iMan Productions, Better VR Studios
Key Collaborator: Ian Ziering
My Mother’s Wing
Project Creators: Gabo Arora, Ari Palitz/Vrse.works
Key Collaborators: Chris Milk, Patrick Milling Smith, Samantha Storr
Old Friend (World Premiere)
Project Creator: Tyler Hurd/Wevr
“HACKED by DEF CON and MR. ROBOT” returns to the Festival this year on April 15-17, sponsored by USA Network’s Golden Globe Award-winning series “Mr. Robot.” Started by The Dark Tangent, also known as computer and internet security expert Jeff Moss, DEF CON has grown into the world’s biggest underground hacking conference.
GAMES FOR CHANGE
Games for Change continues its partnership with Tribeca Film Festival for the third year, hosting the Games and Media Summit. The day-long event on April 18 will feature gaming innovators and industry voices leading the charge in shaping the way we feel, play, work and interact with games, technology and media. With a hands-on arcade as well as talks, panels and demos, the summit will spotlight new possibilities for impact through virtual reality, biofeedback, augmented reality, wearables, and more.