Sony Pictures will use Nokia‘s Ozo 360-degree camera hardware and software tools to make virtual reality content.

Under the partnership, Sony Pictures will use Ozo to capture, create, edit, and distribute VR content. The studio will also integrate the Ozo Player SDK into Sony Pictures Home Entertainment’s Privilege Plus app on Google Play.

“VR is an exploding medium that is rapidly changing how we communicate and bringing a deeper connection to how we experience content,” said Paul Melin, vice president of digital media at Nokia Technologies, in a statement. “We’re thrilled to partner with Sony Pictures and its talented storytellers to apply our technology and create experiences only possible with Ozo — like 3D 360 live VR broadcast.”

Nokia will collaborate with Sony Pictures and provide equipment and VR technology to support the creation of special VR content. Sony Pictures will also leverage Ozo┬áLive to transport fans to Sony Pictures events they couldn’t otherwise attend. Ozo Live allows content creators to produce fully immersive live experiences through 3D 360 degree video and audio playback technologies.

“Partnerships with cutting edge technology companies like Nokia are critical as we develop the market for VR experiences and build scale in our production and distribution efforts,” said Pete Wood, senior vice president of digital sales at Sony Pictures Home Entertainment, in a statement.

The Ozo Player software development kit (SDK) allows professionals to create VR apps and experiences on any major platform. The SDK supports the creation of immersive apps with the highest quality playback of Ozo content, including 360 spatial audio, while also providing support for standard VR video and audio formats.

Scot Barbour, vice president of production technology at Sony Pictures, said, “Nokia’s Ozo camera and its suite of professional tools are an excellent solution for content creators because they seamlessly integrate into established production processes and workflows, and enable the real time capture and broadcast of VR content.”