2019 Winners & Finalists
2019 Award-Worthy Individuals and Finalists
The Accenture VR Lifetime Achievement Award
John Carmack
Consulting CTO, Oculus VR
Supported by:
VR Hardware of the Year
Winner: Quest by Oculus
VR Hardware of the Year is awarded to companies producing outstanding and impactful manufactured technology year on year.
Finalists
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VRgineers – XTAL 5K HMD
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Oculus – Rift S
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HTC – Vive Pro Eye
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VR Electronics – Teslasuit
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HP – Reverb VR Headset
VR Game of the Year
Winner: A Fisherman’s Tale by Innerspace VR & ARTE France
Focusing on the use of Virtual Reality within games is the VR game of the year award. This combines the ingenuity and creativity that it takes to make a successful game along with the innovative use of movement that makes an experience worth while.
Finalists
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JAPAN Studio & ASOBI Team – ASTRO BOT Rescue Mission
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Ninja Theory – Hellblade: Senua’s Sacrifice VR Edition
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Coatsink – Shadow Point
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Sony London Studio – Blood & Truth
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Owlchemy Labs – Vacation Simulator
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Outerloop Games – Falcon Age
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Secret Location – Transpose
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First Contact Entertainment – Firewall Zero Hour
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Survios – CREED: Rise to Glory™
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Archiact – FREEDIVER: Triton Down
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Resolution Games – Angry Birds VR: Isle of Pigs
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SignSine – PROZE: Enlightenment
VR Experience of the Year
Winner: Vader Immortal: A Star Wars VR Series – Episode I by ILMxLAB & Oculus Studios
Experiences are what makes Virtual Reality come to life. VR experience of the year is awarded to companies that produce and execute a truly outstanding, quality experience which has resulted in positive user feedback.
Finalists
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NBC Universal & Digital Domain – Eleven Eleven
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Start VR & Animal Logic – Awake
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REWIND & SkyVR – Curfew: Join The Race
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Lucas Rizzotto – Where Thoughts Go
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Cinétévé Experience & ARTE France – The Scream VR
VR Film of the Year
Winner: Wolves in the Walls: It’s All Over by Fable Studio, Third Rail Projects & Oculus Story Studio
Working to create an immersive, spatial and original VR media is very new territory for most designers and cinematographers. All nominations must substantially feature virtual reality within their media and work to create a comfortable and enjoyable experience for the viewer. Additional attention is given to the use of positioning and movement within the media. Can include short film, interactive pieces and design work within VR.
Finalists
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Axis Studios – the bOnd
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Baobab Studios – Crow: The Legend
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Walt Disney Animation Studios – Cycles
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Secret Location – The Great C
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Breaking Fourth Limited – Lucid
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Felix & Paul Studios – Traveling While Black
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Simpals Studio – Aripi
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Parable, Channel 4 & 59 Productions – Grenfell: Our Home
VR Marketing of the Year
Winner: Oasis Pocket Adventure: The Infrunite Slide by Backlight, Orangina Suntory & Marcel
Virtual Reality gives marketers a new weapon to reach further demographics in increasingly creative ways. Judges look towards marketing campaigns that integrate Virtual Reality within the majority of the project. Particular focus is placed on the originality and creativity behind each marketing campaign.
Finalists
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UDG Ludwigsburg, Nerdindustries & Porsche – Porsche “Hall of Legends” VR Experience
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Qualcomm Technologies – Qualcomm Snapdragon Tech Summit 2018 Invitations
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NUMENA & BMW – S 1000 RR VR
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Proektmarketing +1 & Ledvizor – Ledvizor VR-presentation space
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LR Studio & Cartier – VR experience for Santos de Cartier launch
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Ready At Dawn – Lone Echo II: Trailer Experience
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Happy Finish, H+K Strategies & Ford – Ford ‘WheelSwap’ VR
Supported by:
Rising VR Company of the Year
Winner: Fable Studio
Without new startups creating innovative solutions and driving forward ambition within the industry, virtual reality would not be where it is today. Commending small businesses with proven business models is VR startup of the year.
Finalists
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KageNova
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Immotion
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HOLOGATE
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Maze Theory
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Periscape VR
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Lume
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Enduvo
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AtlasV
Supported by:
Innovative VR Company of the Year
Winner: Emblematic Group
Virtual Reality is a constantly evolving landscape that requires innovative thought leaders to pave the way by leading by example through first-to-market developments. Additional points are given to companies that place focus on their company culture and policies along with how sustainable their practices are.
Finalists
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Make Real
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Fundamental Surgery
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AmazeVR
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BackLight
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Spinview
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Ballast Technologies
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Avantis Systems
VR Education and Training of the Year
Winner: Working at Height by Vodafone & Make Real
Awarded to companies or individuals who have demonstrated practical and innovative uses of VR in education and training. This applies to any industry that has used VR to aid in experiences, videos, games and more (providing it has a positive educational use).
Finalists
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Filament Games – Breaking Boundaries in Science
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Isbank – IsReality (Isbank)
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Orka Informatics – Virtual Training Ship Simulation (VTS)
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Nanopixel & Fluvius – Training: Replace low voltage fuses without life-threatening risks
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Somewhere Else – BODYSWAPS®
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Avantis Systems – ClassVR
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Immerse & DHL – DHL: Gamification of the Cargo Loading VR Training Process
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Engine House VFX – Exoplanet Explorers 2
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MOYOSA Media – Mighty Masters
VR Healthcare of the Year
Winner: Fundamental Surgery
VR Healthcare of the Year recognises projects that are changing the landscape of healthcare industries for good, awarding both B2B and B2C solutions that can demonstrate a clear impact and understanding of the market.
Finalists
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Immerse – GE Healthcare: Increasing training opportunities for radiographers through VR
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Oxford Medical Simulation – Oxford Medical Simulation
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Fundamental Surgery – Fundamental Surgery (FS)
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Precision OS Technology – Augmented Baseplate Shoulder Simulation & Patient Specific Planning
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Oxford VR – Fear of Heights (clinical acrophobia).
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Virtualware & King’s College London – VR for Psychosis Research and Treatment
Out-of-Home VR Entertainment of the Year
Winner: War Remains by MWM Immersive & Flight School Studio
Out-of-Home VR Entertainment brings a new level of immersion to theme parks, cinemas, attractions, museums and more. Nominees for this award have researched, implemented and carried out a truly outstanding, quality experience which has resulted in a high level of user satisfaction.
Finalists
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ILMxLAB & The VOID – Ralph Breaks VR
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Ballast Technologies & Wiegand.Maelzer – VRSlide
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DIVR – Golem VR
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MWM Immersive – Chained: A Victorian Nightmare
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Dreamscape Immersive – Curse of the Lost Pearl: A Magic Projector Adventure
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Holocafe – FaBIOS Fantastic Fun Factory
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Zero Latency – Sol Raiders
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Vertigo Games & Jaywalkers Interactive – Arizona Sunshine LBVR
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Ymagis & Backlight Studio – TOYLAND : CRAZY MONKEY
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Ubisoft Blue Byte – Beyond Medusa’s Gate
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EXIT Adventures – HUXLEY 2 – THE ADVENTURE BEGINS
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MWM Immersive & Flight School Studio – War Remains
VR Social Impact Award
Winner: The 100% – Maggie’s Story by Springbok Entertainment
Some projects may have smaller budgets, however, that doesn’t stop them from making a significant social impact on the world around them.
The VR Awards social impact award is given to companies or individuals that produce and execute either an experience, product and or service which has resulted in positively impacting a cause for social good.
Finalists
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BBDO DUBLIN – RSA CONSEQUENCES
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Vulcan Productions – X-Ray Fashion
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Force Field Entertainment – Anne Frank House VR
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Galactig – Dementia Yn Fy Nwylo I / First Hand
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VILD Studio – CHILDREN DO NOT PLAY WAR
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Vulcan Productions – Ghost Fleet VR
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East City Films – Common Ground
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Oculus For Good & Mercy Ships – Mercy
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Visualise, Don’t Panic & ICRC – The Right Choice – ICRC
VR Enterprise Solution of the Year
Winner: VIROO: Virtualware Immersive Room by Virtualware
VR Enterprise Solution of the Year specifically rewards projects that satisfy the needs of an organisation rather than individual users. Such organisations include businesses, schools, interest-based user groups, clubs, charities, and governments.
Finalists
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Make Real & Lloyds Banking Group – Lloyds Resilience & Vitality
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Blueprint Reality – MixCast VR Marketing System
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Autodesk – Autodesk VRED – VR Collaboration
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Goodpatch – Athena
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Elara Systems – VR Command Center
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