An immersive multiplayer art showcase in VR, the Museum of Other Realities (MOR) is a place to connect, share, and experience virtual reality art with others.
The museum contains a cross section of free-ranging, interactive, experimentation present in the relatively new medium of VR art,supporting artists who are challenging and redefining what is possible.
VR is still in its infancy as a creative tool and yet artists are already breaking new ground and creating amazing work with it. The same ‘newness’ that gives artists the opportunity to experiment, however, also means that it can be difficult for them to get their work seen by a wider audience as intended. The MOR was created as a way to address this.
Made Incredipede, Deep Under the Sky & Fantastic Contraption, husband of Sarah Northway.
Interested in new ways of interacting with information and one another, industrial designer in a past life.
Engineering lead at Radial Games, working on Fantastic Contraption VR and several other games
Artist for Fantastic Contraption, Monster Loves You, and many more. Also fanarts, concepts, Unity tidbits.
Telling stories with emerging tech.
Filmmaker, media artist and writer from India interested in the scope of educational and social VR.
Working at A Shell in the Pit making noises for indie games. Always listening.
developer of audio tools at A Shell In The Pit.Responsible for the custom voice technology and more in the MOR.aficionado of senses. shapeshifter.
Sound design, music & audio programming. Fantastic Contraption VR, Night in the Woods, Parkitect & more.
The MOR is a virtual museum, so it doesn't have a geographical location. This means you can visit from anywhere in the world as long as you have a VR headset and a compatible PC.
Are you making something incredible that could only exist in VR? We’d love to hear about your work! Reach out with a link to your work and we'll get back to you as soon as we can.
The MOR doesn't have a desktop mode. While we want a lot more people to experience the art, without the feeling of presence, scale, and interaction in VR, desktop users would have a much lesser experience.