Articulating the vision of a 3D immersive virtual world often involves breaking down the complex meaning of the metaverse. To fully understand what it is, it's helpful to talk to innovators that are pushing the boundaries of technology in the metaverse space.
My unyielding curiosity led me to Hrish Lotlikar, the co-founder and CEO of SuperWorld – a virtual world mapped onto the physical world– where users can create, discover and monetize content (3D, 2D, audio) in augmented reality.
Through SuperWorld, Hrish is helping to shape what Facebook founder Mark Zuckerberg once described as the future of the internet. Hrish and I recently sat down to discuss the metaverse and his vision of a digital world built on top of it. Read on!
My career has spanned experience on Wall Street, in Silicon Valley, and in Hollywood, with many years spent living and working internationally, and my background has uniquely prepared me for our mission at SuperWorld.
I started my career in management consulting and worked on Wall Street at UBS Investment Bank and HSBC Securities in New York, starting off in real estate investment banking. I didn’t know at the time that I would help create the category of the virtual real estate covering the real world, but life is funny that way. I definitely was well prepared by my “physical world” real estate experience.
Afterward, I became a Vice President at Spencer Trask Ventures, an early-stage technology venture capital fund in New York and then a founding Managing Partner of Eastlabs, an early-stage technology VC fund based in Kyiv, Ukraine. I was an early employee in my first BD role at Toptal, a talent marketplace backed by a16z, which is now one of the leading companies in the space.
I co-founded Rogue Initiative Studios, a Hollywood entertainment studio (partnered with Hollywood director Michael Bay) focused on feature film, TV, gaming and immersive experiences.
This experience has given me insight into the intersection of technology and entertainment, which is highly relevant in the Web3 space, where immersive experiences, gaming and entertainment are major use cases for the metaverse and blockchain technology.
I was truly honored to be recognized as one of the most influential people in The Metaverse by ReadWrite, alongside other notable figures such as Beeple, Neal Stephenson, Matthew Ball, Phil Rosedale, Tim Sweeney, Sebastien Borget, Cathy Hackl and others. The Metaverse is an emerging and rapidly growing industry, and it's exciting to be a part of this transformative moment in history.
To be recognized for the work that we're doing at SuperWorld and the impact that we're making in this space is truly humbling. It's an exciting time to be involved in the Web3 space, and I'm looking forward to continuing to drive innovation and growth in The Metaverse and beyond.
I think the significance of the metaverse is that it brings together our physical life with our virtual life enabling us to do things in the physical world and receive virtual benefits from that activity, or vice versa, doing virtual activities that unlock physical experiences.
I am an advocate of the open metaverse where interoperability between virtual worlds is paramount and also the utilization of web3 technology that enables anyone to own the virtual space around them and the digital content they are creating. SuperWorld is built onto the real world, and so we are building a metaverse that is focused on enhancing people’s real lives and improving the real world.
While Alphabet, Meta, and Microsoft are indeed investing heavily in the metaverse project, it is not necessarily a new tech race. The concept of the metaverse has been around for years, and it has been explored in various forms in science fiction and video games. However, with the advancements in mixed reality technology, web3 and AI, it has become more feasible to create a shared virtual environment where people can interact with each other, have the ability to own these spaces and the content created.
It’s also worth noting that the metaverse is not a winner-takes-all market. There are multiple metaverse platforms, and different platforms could cater to different audiences and use cases.
So, while there is competition among these tech giants to establish themselves as key players in the metaverse space, it is not a zero-sum game.
SuperWorld is the virtual world mapped onto the real world, allowing users to create, discover and monetize content (3D, 2D, audio) in augmented reality. SuperWorld's virtual real estate platform allows users to buy virtual plots of land anywhere in the world, activate monetization and become a key stakeholder on our platform in those real-world locations. SuperWorld’s mission is to enhance people’s real lives and to leverage metaverse technologies (immersive tech, web3 and AI) to improve the physical world and benefit humanity.
The idea came to my co-founder Max Woon and me in 2017, after we saw the massive success of Pokemon Go and thought about how we could empower anyone to be able to create, discover and monetize content in real-world locations on Earth. We also integrated web3 technology to enable anyone to own the digital content they are creating and to be able to own the geospatial locations around them.
As co-founder & CEO of SuperWorld, my role has been to drive the vision and strategy of the company while also working closely with our team to build a platform that can provide value to users, brands, and organizations alike. I'm proud of what we've accomplished so far, with new users and partners joining us every day.
SuperWorld is passionate about creating a metaverse that is accessible to everyone, and that allows people to interact with the world and each other in new and meaningful ways. I believe that our platform has the potential to transform the way we think about virtual and physical space, and I'm excited to help create SuperWorld into the gateway into the metaverse for the mainstream.
AR has a bright outlook as we can already see early signs of the emergence of a “phygital” economy. For instance, retailers are already using AR to enhance the shopping experience by allowing customers to try on virtual fashion (Nike, Adidas, Gucci, Warby Parker, to name a few) or preview products in their own homes (Amazon, IKEA, Target, etc.).
With AR glasses becoming more accessible and advanced, we can expect to see an increasing number of industries embracing the use of AR to create innovative and engaging experiences for their customers and employees. These use cases are already here and I expect over the next few years, AR will be commonplace as part of the phygital economy.
The metaverse is expected to bring numerous new opportunities for people across the world to interact, work, learn and play. It will create new forms of social interaction, allowing people to interact with each other in new and immersive ways. They can also form communities and participate in social activities that were previously impossible or limited by physical barriers. The metaverse will bring people’s physical lives and virtual lives together.
The metaverse will allow people to work and learn in virtual environments that are more engaging and interactive than traditional settings. This could be particularly beneficial for people in remote or underserved areas. In SuperWorld, we are enabling content to be added to physical locations in the real world, thereby ameliorating our physical experiences as well.
The metaverse will enable people to buy and sell virtual goods, services, and experiences, opening up new economic opportunities for individuals and businesses and also unlocking opportunities in the real world.
And finally, the metaverse could potentially provide greater accessibility for people with disabilities, allowing them to participate in social activities, work, and entertainment in ways that may not be possible in the physical world.
Yes, there are a variety of inflection points that have made the timing ripe for the metaverse. Major tech companies, such as Facebook (now Meta), Microsoft, Google, Niantic, Unity, and Epic have made significant investments in the development of metaverse platforms, infrastructure, and technologies.
The gaming industry has already embraced virtual worlds and online multiplayer experiences, with games like Fortnite, Roblox, and Minecraft serving as early examples of metaverse-like environments.
The rapid advancement of technologies such as VR, AR, 5G, and edge computing is expected to enable richer, more immersive experiences in the metaverse. Decentralized blockchain-based technologies, like non-fungible tokens (NFTs) and decentralized finance (DeFi), are increasingly being integrated into the metaverse, allowing for new forms of digital ownership and financial transactions.
The metaverse's lack of inclusivity can be a significant problem, as it can perpetuate real-world biases and discrimination, creating a virtual space that mirrors the inequalities present in society. This can have serious consequences for individuals and communities, leading to feelings of isolation, marginalization, and discrimination.
Our mission at SuperWorld is to build a better world and we want to create a platform that is accessible and inclusive for all. We are committed to promoting diversity and representation on our platform, working to create a space where everyone can feel welcome and valued. By prioritizing inclusivity and promoting understanding and acceptance, we believe that we can create a metaverse that truly reflects the diversity and beauty of our world.
I want to express my sincere gratitude for taking the time to interview me and discuss the topics that I’m personally so passionate in talking about. I hope that our discussion has inspired your audience to think more deeply about the possibilities that exist within the metaverse and the potential impact that it can have on our lives. At SuperWorld, we are committed to pushing the boundaries of what is possible in this space and how we can use this technology to improve people’s real lives and enhance humanity.