Computer Arts - - Special Report -

1 Write a story

Strong sto­ry­telling is vi­tal for mean­ing­ful VR. Even if your pro­ject is es­sen­tially a prod­uct demo, try to craft a nar­ra­tive for the user jour­ney. Tease view­ers to­wards the ac­tion with vis­ual or au­dio cues. If the piece is in­ter­ac­tive, build a dis­cov­ery phase into the story so that VR new­bies can learn how to nav­i­gate.

2 In­te­grate to ac­cu­mu­late

Don’t think of a VR pro­ject as an iso­lated piece – de­velop a nar­ra­tive so it echoes or ex­pands on ex­ist­ing mar­ket­ing cam­paigns or brand sto­ries. The best VR gives the user ac­cess to some­thing they would never nor­mally see or feel, so think about as­pects of the brand that are truly in­spir­ing.

3 Make the viewer for­get

A grip­ping story or lots of in­ter­ac­tion can help view­ers for­get they are in vir­tual re­al­ity. One-on-one ex­pe­ri­ences tend to have the most im­pact – just make sure your sub­ject isn’t too close to the cam­era. CGI can of­ten be more ‘real’ feel­ing than live ac­tion as dis­be­lief is al­ready sus­pended – just avoid un­canny val­ley with a strong an­i­ma­tion aes­thetic, or by stick­ing so­ley to non-hu­man char­ac­ters.

4 Plan, test, fix

Sto­ry­board every shot, ex­am­in­ing all the pos­si­ble out­comes. Chore­o­graph scenes to avoid awk­ward stitch­ing, for ex­am­ple, if you’re us­ing sev­eral cam­eras, it’s im­por­tant that char­ac­ters don’t ap­pear in two places. Spend time mend­ing 360° en­vi­ron­ments in Nuke or Mis­tika to avoid painful ex­pe­ri­ences and work it­er­a­tively, testing all the time as you go.

5 Keep it sim­ple

VR is gen­er­ally 10 times more in­tense than other me­dia, so slow and steady ex­pe­ri­ences are the most plea­sur­able to watch. Keep cam­era moves slow or static, and avoid pans, hori­zon pitch and ver­ti­cal os­cil­la­tion. Don’t over­fill the 360° field – the viewer will feel frus­trated that they’ve missed the ac­tion.

Newspapers in English

Newspapers from Australia

© PressReader. All rights reserved.