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5 Do's And Don'ts When Developing A Virtual Reality Pipeline

Sliced Bread's main role in the VR has been the creation of models, animation and lighting using Maya and Unity. In the medical VR session I will be demonstrating key do's and don'ts in developing a VR pipeline, bringing in some learnings from our early projects. Given the nature of production, planning all the asset requirements is key. Unlike linear animation, where everything is built to camera, here you build for the environment. That means many more assets and detail and you’ll need to balance that with performance constraints (polygon count etc.). You won’t want to compromise the experience either, VR projects are not particularly cheap to produce and against the investment, you’ll want to be sure the end-user walks away with lasting memory of their experience.

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5 Do's And Don'ts When Developing A Virtual Reality Pipeline

  1. 1. 5 Do's and don'ts when developing a VR pipeline Website: thebestthingsince.com/ Follow us: twitter.com/slicedbreadanim
  2. 2. Jamie Denham Managing Director/ Creative Technologist Sliced Bread Animation
  3. 3. "Virtual Valve uses Oculus Rift’s virtual reality headsets combined with motion sensor technology to enable hundreds of delegates to experience travelling through the aortic arch into the heart with full 360 degree vision. Once inside, they were able to explore the left ventricle and interact with the experience to simulate levels of aortic stenosis and assess the impact of this condition on the patient’s heart."
  4. 4. We are approaching a phase where we are no longer voyeurs, looking outside in, observing someone else’s life. We are now approaching a world where we are physically in the film.
  5. 5. “Another VR phenomenon linked to emotional experience is presence. Presence is a dimensional construct and describes the extent to which a user feels present in a VR environment1” 1Mike Cartel, “Why VR “Storytelling” does not currently work. And can it ever work?” 11th January 2016
  6. 6. We are used to viewing in flat film but now we have the 360 dimension which opens up our peripheral, enhancing our presence further.
  7. 7. 1. Engage your audience 2. Build the scene 3. Build tension and release tension 4. Focus on what's important 5. Keep the flow logical 6. Make it feel conclusive
  8. 8. Who is telling the story?
  9. 9. Taking us to places we have never been before.
  10. 10. 5 do's and don'ts in developing a VR pipeline?
  11. 11. 1. If you fail to plan, you plan to fail
  12. 12. VR projects are not particularly cheap to produce and against the investment, you’ll want to be sure the end-user walks away with lasting memory of their experience.
  13. 13. 2. Don’t make me sick
  14. 14. Whenever you start a VR project there is this inherent excitement that everything is possible, and you are going to do something breathtaking and awesome.
  15. 15. 3. Developing a pipeline
  16. 16. A pipeline is essential. There is the model build, the testing, then texturing and performance considerations. That often means flicking through various different pieces of software.
  17. 17. 4. Working with third party apps
  18. 18. Third party software is constantly updating and it’s definitely worth keeping an eye on new releases and features in case they can enhance the process and experience.
  19. 19. 5. Testing and deployment
  20. 20. Goes without saying really, but testing, testing, and testing is integral to any VR production. In all our projects there was constant flow of testing and adjustments.
  21. 21. Virtual reality is great at replicating the feeling of real life, but mind how you replicate it.
  22. 22. 5 Do's and don'ts when developing a VR pipeline Website: thebestthingsince.com/ Follow us: twitter.com/slicedbreadanim

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