What exactly is the metaverse, and how will it affect us?

According to Mark Zuckerberg, the metaverse is a proprietary environment created by Meta that will create revolutionary immersive online spaces for work and play that combine Virtual Reality (VR), Augmented Reality (AR), and Artificial Intelligence powered by real-time computer graphics running on powerful servers.

The metaverse, created by combining AR, VR, and AI, would be a deeply immersive virtual space with high-quality 3D interactive virtual environments such as offices, schools, and clubs, making online life look and feel like a AAA Game at high settings, ushering in sweeping changes in our digital existence.

The crucial trio

There are three options when confronted with disruptive new technologies: swim, float, or sink. Swimmers are those who pick things up quickly and prosper; floaters learn just enough to get by, and the others drown in their ignorance.

You'll require training in one of two fields if you want to be a metaverse swimmer, Power User, or content creator: Computer Sciences or Animation, VFX, Gaming, and Comics.

Viewing the requirement for urgent training in the latest technologies in the AVGC sector such as AR, VR, Unreal Engine Virtual Production, World Building and Character Creation over the next 5 to 10 years, it is essential that we augment traditional degree colleges and diploma courses with focused part-time training programs that address specific skill gaps in this sector.

Only when someone creates virtual surroundings and populates them with digital avatars of actual people who will work and play in the virtual world can the metaverse take shape. This world-building method is now widely used in game design and visual effects, where large, realistic worlds are carefully produced on computers. Some of these are now standard AVGC skills, such as CG modelling, rigging, texturing, and lighting, and artists only need to be retrained to be able to use the new real-time workflows using real-time gaming platforms like Unreal Engine and master new tools that will speed up the content creation process by ten times.

The idea is to offer short-duration industry-oriented training programmes that can supplement degree and diploma programmes by giving focused instruction in the latest tools to students or professionals already working in the business but lacking the necessary skills in new technologies. This will allow players to keep experienced artists who, after retrained in the new workflows, will be more productive. The time to re-learn has arrived!