The methods of producing 360 3D VR content are something of a hybridization of classical cinema FX pipelines, and video game production pipelines.

the rig

It goes a little something like this:

  1. idea — conceive of your experience. keep it simple. consider the 360 3D medium.
  2. storyboard — sketch a rough timeline of how it will play
  3. script — write dialog
  4. casting — select your talent
  5. location scouting — select proper locations
  6. pre-viz — think hard about how the experience works in a 360 degree world
  7. scheduling — schedule the shoot
  8. rehearse — talent rehearses script
  9. set building — create the physical sets needed for filming
  10. capture (shooting) — multiple takes, fancy camera rigs, lots of hard drives
  11. 3d editing (time based) — still seeking VR plug-in for Premiere / After Effects
  12. sound editing — 3D positional sound and soudntrack beds are paramount to excellent VR experience
  13. world modeling — it helps the interaction of virtual and “real” filmed objects if key portions of your environment have simple depth data (beyond a point cloud) along with raw raster stereo imagery
  14. augmentation — adding 3d assets, animations and FX to real-world scene captures
  15. interaction design — node insertion, creating interaction & locomotion metaphors
  16. scripting — interactable objects, timeline branches
  17. rendering — export of VR files into core navigable / viewable formats
  18. packaging — getting all assets ready for playback on various OS / HMD platforms
  19. publication — publishing your experience to the world, via web, bit-torrent, oculus share, meta apps, etc.
  20. patching — inevitably upgrading the content experience, bug-fixes, DLC, etc.

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