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Experimental Tool Mondays: VFX Theremin
  Hey! Alexis here, Technical Artist at Imaginary Spaces. Working through various projects of mine, I find myself time and time again wondering if things could be done differently if the game engine tool palette was a little more ergonomic. Over time, I have thus taken the habit to cook up various tool ideas that
Our SIGGRAPH 2019 Experience
After a long and productive week in Los Angeles, we’re finally back from SIGGRAPH 2019! Four of us from Imaginary Spaces (Martin & David, our two lead developers; Simon, our CEO and Alexis, one of our Technical Artists) made the trip out last Saturday and ran around all week in  a flurry of presentations, meetings
Adagio VR – Part 4: Animation & Sequencing
Welcome back! This is the final post in a four-part series about building a short, cinematic VR experience in Unreal Engine. Across the entire series, we went over the best practices for creating scenes in real-time engines and sharing some fun, tips, tricks and timesavers  that you can reuse later down the road in your
Adagio VR – Part 3: Character Art, Lighting and FX
Welcome back! This is the third post in a four-part series about building a short, cinematic VR experience in Unreal Engine. Across the entire series, we’ll be going over the best practices for creating scenes in real-time engines and sharing some fun, tips, tricks and time-savers  that you can reuse later down the road in