Metaverse pioneer and film VFX team unite for blockchain project
Blockchain Protocol, started by New York Times bestselling author Neal Stephens, who coined the term “metaverse” in a 1992 novel, has partnered with a special effects firm known for their work on the Lord of the Rings trilogy on a blockchain-based effort. .
In an announcement sent to Cointelegraph, Stephens said Lamina1 Protocol, a New Zealand-based special effects and video game development company, is launching a world-building project with Wētā Workshop.
Weta Workshop is known for its production of sets, costumes, weapons, weapons and creatures for the films The Lord of the Rings and The Hobbit.
Design for the expansion of intellectual property
According to the announcement, the experience is called “Artifact”. Together with Stephenson, he creates a framework for intellectual property (IP) development and participatory world-building. The project introduces design for IP expansion using practices incorporating fan inputs.
Stephen and the Weta team engage with community creators via the blockchain protocol Lamina1 and invite them to unravel the story behind a collection of “artifacts”. This builds on the themes and myths of Stephen's work as an author.
Stephenson asserts that the project will be more than just the world, but the infrastructure to build the world. And so he said.
“This is not just a new virtual world – it's a new way of building the world. It's a promising new way for both creators and their communities to see what we have to offer.
The author added that the collaboration with Wētā Workshop creates a “new path” in digital world building. The executive said Lamina1's creative economy and open metaverse provide a foundation for long-term value.
The announcement added that the upcoming project will serve as Lamina1's flagship project to showcase a large multimedia launch on the platform's blockchain infrastructure.
Leading to immersive locations
Rebecca Barkin, CEO of Lamina1, shared the definition of Metavas in the project. Barkin explained:
“The metaverse refers to an always-on, virtual environment where people gather and engage in both linear and non-linear stories, games and experiences. It doesn't require headphones, and in our experience, neither does it yet.
Meanwhile, the executive told Cointelegraph that world-building in the context of the project involves creating a vast virtual world with art, story, environment and characters. Barkin says they are creating “narrative scaffolding” and engaging with their audience through interactive elements.
Barkin also explained that his team is advocating for an open metaverse. “As the boundaries between the physical and digital worlds dissolve and we fluidly cross a continuum of connected platforms, we must better advocate to protect people, their data and their results,” said Barkin.
Unlike centralized metaverses, open metaverse advocates push transparency, inclusiveness, decentralization, and democracy into their virtual worlds.
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Metaverse is done in a “different” way.
In a previous Cointelegraph interview, Stephenson said that the metaverse is turning out differently than he envisioned in his 1992 novel Ice Crash. While the idea of the metaverse's potential hasn't changed, new technologies allow a different kind of implementation than the original ideas.
The author believes that technological building blocks, such as affordable and high-resolution three-dimensional graphics, allow for a different kind of metaverse than he envisioned.
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