Anna Hollinrake

The video game con­cept artist talks about VR’s pos­si­bil­i­ties

ImagineFX - - Imagine Nation - Anna works at Cli­max Stu­dios based in Eng­land. She’s also cre­ated con­cepts for short films and board games.

As a con­cept artist, do you need to work dif­fer­ently when de­vel­op­ing for VR?

You’ve al­ways got to be more con­scious of how your as­set or scene is go­ing to be viewed – ev­ery­thing gets scru­ti­nised from all an­gles and view­points! But that’s very much the case for work­ing with games as a whole.

Have you used apps like Ocu­lus Quill to con­cept VR games and en­ter­tain­ment?

I haven’t com­mer­cially but in the time I have spent in them I see enor­mous po­ten­tial for cre­ativ­ity with tan­gi­ble 3D space. There’s an el­e­ment of flu­id­ity and dance that I see trans­fer­ring over to ges­tures within the medium, not to men­tion the ben­e­fits of not be­ing sat down all the time!

What op­por­tu­ni­ties does VR hold for dig­i­tal artists?

VR is at the fore­front of new tech­nol­ogy, and that’s al­ways an ex­cit­ing place to be. Every­one is fig­ur­ing out the best ap­proaches to­gether, not to men­tion prob­lem solv­ing new chal­lenges.

If you could of­fer one piece of ad­vice to artists con­sid­er­ing tak­ing up de­vel­op­ing for VR, what would it be?

Spend time work­ing out which plat­form ap­peals to you. Each one has dif­fer­ent ben­e­fits, and there’s a con­sid­er­able fi­nan­cial out­lay de­pend­ing on which head­set you go for. De­fine your goals early so you don’t over­whelm your­self with new tech!

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