A live-action VR horror experience that fuses cinematic 360° capture with a real-time game-engine interactivity layer — viewers don't just watch, they're complicit.
Outcome: Early hybrid VR — live-action + game engine reactivity
Light Sail VR set out to answer a question the industry was avoiding in 2017: can a 360° live-action film actually hold a viewer the way a film can — and can it react to them?
A live-action horror narrative shot in 360° on the GoPro Odyssey rig (via the Google Jump Start Program), then wrapped in a Unity runtime that lets the experience respond to where the viewer is looking and what they do.
Wemersive owned the Unity development and hosting layer — the part that turns a 360° plate into something playable.
It was one of the cleaner early examples of hybrid VR — a live-action piece that didn't pretend the medium was just "film with a wider lens." The interactivity layer changed the contract with the viewer, and that lesson carries forward into every spatial-AI experience we work on today.