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Deep 360

Arte 360

Deep 360, an early producer of 360 degree video, wanted to bring immersive VR video to traditional media companies but had no iOS app to play it on. Ollon built the first iOS application for Liquid's 360 degree video platform, letting users play VR video directly on iPhones. Deep 360 used that app to land Art 360 as its first major client, giving it the track record to grow its customer base.

Deep 360, a pioneering producer of 360 degree video, wanted to bring engaging and immersive virtual reality video content to traditional media companies.

In 2015, Ollon developed the first iOS application using Liquid’s platform. The mobile app worked in conjunction with the platform to enable users to play 360 degree virtual reality videos and iphones.

Through the new iOS app, large media companies could bring 360 degree videos to their customer base. The development innovation also allowed Deep 360 to deliver successfully for its first major client, Art 360, who adopted the liquid Cinema platform. From this first key success, the company gained credibility and a track record from which it was able to grow its base.

Objective C, OpenGL

Our Expertise in Action

VR/AR

Filming immersive 360 degree video only mattered to Deep 360 if there was a way for someone to actually experience it as virtual reality on an ordinary phone. Ollon built the playback layer that made that possible, using OpenGL to render 360 degree video inside the iOS app and working through Liquid's platform to handle the underlying VR video format. That playback capability was the actual product Deep 360 needed, the piece that turned raw 360 degree footage into something a media company's own customers could put a phone up to and watch.

Mobile Application Development

Deep 360 needed an iOS application that could actually play 360 degree virtual reality video on a phone. Ollon built that application in 2015 using Objective C and OpenGL, working directly with Liquid's platform so the app could decode and render 360 degree footage on iPhone hardware of that era. It was the first iOS application built on Liquid's platform, giving Deep 360 a mobile product it could put in front of media companies.

MVP development and product-market fit

Deep 360's first product needed to prove itself with one real client before there was any track record to point to elsewhere. The iOS application Ollon built became the tool that let Deep 360 deliver for that first major client, whose adoption of the Liquid Cinema platform depended on Deep 360 having a working mobile app to support it. That first successful delivery became Deep 360's proof of concept in the market, giving the company the credibility it used to go on and grow its client base beyond that first win.