Page 1
Dyskinetic:
How to you can make a live action
virtual reality film
Problems and Solutions and Problems with those Solutions and potential Solutions for those Problems
and existing Problems that has no Solutions (yet) and conceptual Problems that you have to Solve
every time you make a live action VR film
Page 2
Brenden Gibbons
Narrative Designer
Page 3
Dyskinetic Het Geheim
Van Scania The Prism Blind Traffic
Control
Musica Nova
VR Works
Dyskinetic, a film for the international GoShort short film festival @ Nijnmegen (2014)
Het Geheim van Scania, a diorama for Scania for Truck&Transport @ Brussels (2015)
The Prism, a film for GoShort @ Nijnmegen (2015)
Blind Traffic Control, an unreleased VR Kinect game (2015)
Musica Nova, a VR museum to be used for a research paper (2015)
Page 4
Why VR Films?
Consumer Ready Hardware
Page 5
Why VR Films?
Emerging Software Solutions
Page 6
Why VR Films?
Large Distribution Platforms
Page 7
Why VR Films?
• New way to share experiences
• Potentially new genres of films
• New interactions means new storytelling methods
• New workflows that needs perfecting
• New medium that mixes game design, cinematography and interactive theatre
Page 8
New Unexplored Territory
Page 9
Personal Workflow So how the hell do we do this?
Page 10
Recording Footage
Page 11
Recording Footage
Fish eye lenses are necessary
Page 12
Cutting Footage
Be Prepared!
Page 16
Stitching Panorama
Page 17
Stitching Panorama
Page 18
Stitching Panorama
Page 19
Stitching Panorama
Page 20
Rendering Panoramas
Page 21
Rendering Panoramas
Page 22
Rendering Panoramas
Page 23
Rendering Panoramas
Page 24
Use Footage as Texture
Page 26
Problems in Live Action VR Plant your flag and start working!
Page 27
No Real Depth
Stereographic 3D panoramic video
Page 28
No Real Depth
$995 excluding cameras $6500 including cameras
Page 29
No Real Depth
Video Layers
Page 30
No Real Depth
No live action, Use PBR
Page 31
No Real Depth
Live deformation
Page 32
No Cinematographic Control
The viewers are not cinematographers!
Page 33
No Cinematographic Control
Page 34
Things to keep in mind What to think about when making a live action VR film
Page 35
Frame Rate
Frame rate can be problematic
Solid colours can prevent visible judders!
Page 36
Installation vs Home
Consumption
How will the audience consume the content?
Page 37
Capturing their attention
Almost too much!
Possibilities of intertwining every space/moving character with one story
Page 38
Capturing their attention
Where cinema fails, level design can take over,
Page 39
Capturing their attention
Page 40
Thank you for listening!
@brendengibbons