SECOND LIFE - THE NEXT FRONTIER
" What was once considered a game is now the new Internet. "
  
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Metaverse Prime Website >

Second Life - Sturm Design Conference Room

Second Life - Sturm Design Conference Room

Second Life - Sturm Design Conference Room

Second Life - Sturm Design Conference Room

Second Life - Sturm Design Art Gallery

Second Life - Autodesk Conference

Second Life - Autodesk DWG

Second Life - Spirit Rail Presentation Area

Second Life - Spirit Rail Presentation Area

Second Life - Spirit Rail Presentation Area

Second Life - Spirit Rail Presentation Area

Second Life - Spirit Rail Presentation Area

Second Life - Virtual Bathroom Overhead

Second Life - Virtual Bathroom Angle View

Second Life - Virtual Bathroom Inside



Recent Projects

University of Southern California
XM Radio Lounge

University of Southern California
Universal Music Group
U-Tracks Music Store

STURM DESIGN'S NEW SL DIVSION: METAVERSE PRIME

Second Life custom design and development is now handled by our Metaverse Prime division.
Please visit our MVP website for more detailed information.


OVERVIEW

Allan became a member of Second Life (SL) in January of 2007 and has successfully held B2B meetings in his virtual offices where he also manages a large commission-free fine art gallery with artists from eight countries. Recently he has recreated one of his 3D client's patented light rail concepts and made it available to the public with tie-ins to their Web based presentation. He is committed to applying everything he knows about graphic design, interactve design, effective communication graphics, architectural spaces, and now social networking to create captivating and engaging virtual showrooms, interactive displays, corporate offices, themed areas and more. The virtual sky is the limit.


SKILL SETS

Concept Development
Creative Direction
Art Direction
Graphic Design
Branding, Marketing and Advertising Strategies
Benefit Functions and Promotions
B2B Affiliations
Large and Small Scale Theme Environments
Real-World Texturing
Real-world Lighting Effects
Storefront & Customer Service Layout Design
3D Prototyping, Modeling, and Demonstration Platforms
Group Creation and Notification Services
Website Integration with In-World Objects
Personal and Group Instruction


RECOMMENDATIONS

" Allan did an amazing job of faithfully representing many years of design for our light rail propulsion patents. We are already seeing a public interest in our designs and are planning to have corporate interest generated by inviting them to visit our 3D versions in Second Life. "
— Tom McGreal, Spirit Rail Technologies


ALLAN'S PHILOSOPHY ON VIRTUAL REALITIES

" Embrace the future. "

" If you are stuck thinking that you don't have time for your first life, much less a 'Second Life', then look at the list below. Major corporations are already in Second Life and you can be an early adopter or play catch-up. You have no other choice. "


DID YOU KNOW?

Allan has spare avatars so you can jump right in with minimal guidance. He'll be happy to introduce you and your organization to the virtual world of Second Life.

Consumers and businesses are currently joining Second Life at a rate of approximately 23,000 per day.


JOIN TODAY!

Click here to give it a try! When you get in world and through the beginner's island where you'll learn how to move operate in Second Life, IM Pixel Beam (Allan) and he'll be happy to show you around!


MORE ABOUT SECOND LIFE

In the summer of 2006, there were around 500,000 members in Second Life (often abbreviated as SL), many of whom just wanted to chat, express themselves and basically play virtual house. But Linden Labs, the creators of Second Life, did their homework. They built much more than just a game environment. They modeled their virtual reality after the real world, complete with fluctuating market economies, social interaction mechanisms, land ownership, the ability to sell property, and probably the most important of all, the ability for anyone to create and sell their goods or services in-world, complete with digital rights management.

By May 29th, 2007, there were over 6.79 million members. Large companies like IBM, Sony, Dell Computer, Intel, Circuit City, Mercedes Benz, Starwood Hotels and more (see list at bottom of this page) were watching this avalanche of interest in this particular virtual reality and began pouring into and adopting this new virtual reality as their next platform of choice to engage and interact with not only the general public, but also to inexpensively connect with their nationwide or global offices and B2B contacts.

Unlike the World Wide Web, a member of Second Life can see the person standing next to them - even ask their opinion of a product or service. They can walk up and down isles filled with digital versions of real-life objects and interact with them for more information. Sales and marketing staff can interact with these real people (represented as avatars) and inform them of the benefits of their products or services.

Currently, people communicate the same as chat services like Yahoo and AOL's and instant messanger services. They type words in public open-air chat or private chat directly with friends or associates while interatcting with objects in-world with their mouse.
This summer, proximity based public and private voice chat will come to the main grid. Using simple USB headsets, companies and entrepreneurs alike will be able to easily and inexpensively provide virtual trade shows, in-world sales presentations, seminars and training clases, or even demonstrate their latest greatest invention. And that's just the beginning.

Second Life's e-commerce system is already in place with a complete and regulated monetary system called Lindens. LIndens are tied to the American dollar and real people trade real money for digital goods or services at an average of $1.5 million dollars every 24 hours. Yes, real money. Some people do nothing but day trade the Second Life financial system. So how do you get the money back out? With services like PayPal.

Recently, Symposium/ITExpo:2007 released a study suggesting that 80% of active Internet users will have some kind of a "second life" in a virtual world by 2011. Notice that they suggest 'a' virtual world. Second Life will not be the only one, yet the same concepts of brand representation and presentation of goods and services will still apply - be them entirely digital or shipped to your real-life door.


JUST SOME OF THE PREMIUM BRANDS WITH A SECOND LIFE PRESENCE

AccuWeather
ABN AMRO
Adidas
AMD
American Apparel
AOL Pointe
Autodesk
BMW
Calvin Klein
Circuit City
Cisco Systems
Coca-Cola
Coldwell Banker
Comcast
Congrex
Dell Computer
Fox Atomic
H&R Block
Head Resourcing, Scotland
IBM
Intel
iVillage
Jean Paul Gaultier
Kelly Services
Kraft Foods
Lacoste
Major League Baseball
Mazda Motor Europe
Mercedes-Benz
Microsoft Visual Studio Island
MovieTickets
NBA
Nissan
One Manchester
PA Consulting
Philips Design
Pontiac
Reebok
Reuters
Samsung
SAP Network
Saxo Bank
Sears
Sony|BMG
Sony Ericsson
Sprint
STA Travel
Starwood Hotels
Sun Microsystems
Sundance Channel
TAM Airline Brazil
Telstra Big Pond
TELUS
Thompson NetG
TMP Worldwide
Toyota
UGS
Unitrin Direct Auto Insurance Burns
Vivox
Vodafone
Wirecard Bank AG (Germany)

This is an incomplete list of known premium brands. There are many, many more professional organizations to include well over 100 academic institutions and organizations as well as numerous entrepenuers in Second Life.

A more complete, up-to-date list, by category, is maintained by LInda Zimmer of Second Life Business Communicators. CLICK HERE >
Copyright © 2007, Sturm Design LLC.  All Rights Reserved.