Sage Gateshead is a concert venue and centre for musical education, located in Gateshead on the South bank of the River Tyne, in the North East of England.
Sage Gateshead’s aim was to create a unique way to celebrate the Sage’s 10th anniversary, which would additionally differentiate them from other clients and garner a lot of attention for their future performances. We transformed the iconic concert hall into Play Sage Gateshead, a playable 3D instrument in an app built in collaboration with Atomhawk Design.
We developed the concept of a 3D environment in which users could enter a digitised version of the Sage Gateshead concert venue, bashing walls and beating floors to create a percussive music track. Using photos and floor plans, we rebuilt a 3D model of the space and developed an app in Unity. We recorded various sounds of the building being played by professional musicians and integrated the sounds into the application.In the app, deployed as a web app, iPhone and Oculus Rift app for PC, users could trigger the individual sounds and layer them to create more complex soundscapes.
As a result, Play Sage Gateshead ran a special experience weekend in which the public was invited to come to the venue and experience it in virtual reality. This proved highly popular with audiences, with over 2500+ visitors and 5000+ web sessions, additionally gaining press coverage in a number of publications. From the success of this the Sage plans to dedicate a separate budget for more of these activities in the next financial year.
space, the creators project, VRfocus, throwthediceandplay, lumen club
“Working on Play Sage Gateshead with Mbryonic has been a real joy for us here at Sage Gateshead. It is a very new form of commission for us and Mrbyonic’s expertise and creative flair has played a central role in bringing it to life.” –Adam Kent, Innovations Manager of Sage Gateshead,
“I can’t think of a better way to celebrate the Sage Gateshead’s 10th birthday than to transform the building into a virtual musical instrument that audiences can play from anywhere in the world.” –Ruth Mackenzie, launch CEO of The Space Case Study 2: Veil
Design: Dan Gilmore, Michael Howie
3D Modelling: Andy Stockton
Development: Gareth Williams, Tom Szirtes
Audio: Tom Szirtes
Producer: Adam Kent, Ros Wilson, Ron Ashianti
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