Location: 501 E 116th St. #4, New York, New York, United States United States
Founded in: 2016
Stage: Pre-launch
Number of employees: 1-5
Short URL:
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NeuroStorm Studios

New York, New York, United States United States
  • About
Company description

S T R O K E    V R

STROKE is an interactive narrative virtual reality experience conceived by a team of neuroscientists from Nobel Prize winning laboratories and experienced creatives based in New York City.  Our project is set in Mongolia, and based on the true story of our team member's cousin who endured a stroke when he was ten years old.  Through conveying a stroke and a coma in first person, we intend to raise awareness about stroke and create a virtual reality experience that is both awe-inspiring and emotionally resonant.


A significant challenge in VR storytelling is directing the attention of the user.  Fully utilizing the 360-degree capacity of virtual reality, our novel “three dimensional split screen” puts the user into two interconnected, simultaneous realities.  The user can freely explore the entire scope of the visual field without compromising the saliency of the storyline.


The faster stroke victims receive medical attention, the less permanent damage they will suffer.  We hope that this project spreads awareness about the causes and symptoms of stroke, so that victims are taken to the hospital before death or permanent disability occurs.

STROKE is the first of its kind.  Like the brain, virtual reality poses an exciting creative frontier.  STROKE is an experiment that will expand the narrative capacity of virtual reality and the visual conventions with which artists conceive and tell stories.

Business model

B U S I N E S S   M O D E L

NeuroStorm Studios has a budget of $800,000 for the preproduction and postproduction of S T R O K E.  The experience will be submitted to notable film festivals as well as the American Heart Association, The Stroke Foundation and the health ministry of the government of Mongolia.   These submissions are to increase exposure, social value and educational impact of S T R O K E.  To generate revenue, S T R O K E will be submitted to prominent Virtual Reality stores.  We segregate these stores into Type 1 and Type 2 depending the type of Virtual Reality immersion offered.  Type 1 stores include PlayStation VR and SteamVR/HTC Vive.  These stores allow for full Virtual Reality experiences where viewers can walk within and have interactions with persons and objects in the S T R O K E environment.  In contrast Type 2 stores are more conducive to 360 video experiences.  Such stores include Google Play/YouTube and Samsung GearVR.  Of note is that though Type 2 stores have a more restricted experience, they have notably larger number of viewers because only a phone and simple headset are required to tap into an experience.

NeuroStorm Studios will leverage distribution to both types of stores.  For Type 1 stores, the full version of S T R O K E will be distributed with a download cost of $5-$10.  For Type 2 stores, the user will be digitally locked in the interstitial space between the protagonist dream world and the hospital.  Here they will have a 360 experience most modern phones and simple headsets are capable of rendering.  We wish to have as wide an audience in Type 2 stores so S T R O K E will be offered also at $5-$10 per download but with more experimentation of pricing models. 

Virtual Reality adoption is currently undergoing a hockey stick-like exponential growth period.  To determine the revenue to be generated by S T R O K E, we took projections of Virtual Reality usage from GoldMan Sachs (GoldMan Sachs Profiles in Innovation: Virtual and Augment Reality 2016).  These projections indicate a Serviceable Available Market (SAM) for Type 1 and Type 2 stores of 450,000 to two million users for 2018.  We therefore have potential upwards of $4,000,000 in revenue on a budget of ~$800,000.

NeuroStorm Studios is already developing projects to follow up on S T R O K E.  Because of the expertise of our team, we are uniquely capable of translating an endless well of stories about the brain into compelling narrative pieces depicted in Virtual Reality.  We will generate significant revenue by creating a genre of VR films featuring neurological dysfunctions, called “Lesion Films”.

In S T R O K E we present a lesion in Broca's area leading to immediate incoherent speech followed by a long-term dream state. There are other lesions we are to explore: for instance the Lateral Geniculate Nucleus (LGN) is a relay point midway between the eyes and the back of the brain where visual information is processed.  The information flow in the LGN is two-way, i.e., not only is visual information from the real world coming in, but information from the brain is also feeding back upon itself to shape the incoming visual information. The LGN is therefore thought to be center of the brain where dreams are created. Neurostorm Studios has the expertise and creative talent to explore lesions in the LGN and many other brain regions, creating medically accurate and revenue generating narratives that have never been done before.


Competitive advantage

A team of neuroscientists from Nobel prize wining laboratories at Columbia University combined with creatives that have experience releasing virtual reality films.  This combination of technical skill, innovative talent and practical experience is uncommon.  The story S T R O K E we have created is unlike any other in virtual reality.