VR and VFX Case Study #2

5 minutes
Share the link to this page
Copied
  Completed
You need to have access to the item to view this lesson.
This is a free item
$0.00
د.إ0.00
Kz0.00
ARS$0.00
A$0.00
৳0.00
Лв0.00
Bs0.00
B$0.00
P0.00
CA$0.00
CHF 0.00
CLP$0.00
CN¥0.00
COP$0.00
₡0.00
Kč0.00
DKK kr0.00
RD$0.00
DA0.00
E£0.00
ብር0.00
€0.00
FJ$0.00
£0.00
Q0.00
GY$0.00
HK$0.00
L0.00
Ft0.00
₪0.00
₹0.00
ISK kr0.00
¥0.00
KSh0.00
₩0.00
DH0.00
L0.00
ден0.00
MOP$0.00
MX$0.00
RM0.00
N$0.00
₦0.00
C$0.00
NOK kr0.00
रु0.00
NZ$0.00
S/0.00
K0.00
₱0.00
₨0.00
zł0.00
₲0.00
L0.00
QR0.00
SAR0.00
SEK kr0.00
S$0.00
฿0.00
₺0.00
$U0.00
R0.00
ZK0.00
Already have an account? Log In

Transcript

Second case study of real life scenarios and how VR and visual effects can lie and work hand in hand involves a foreign VR and visual effects startup founded in Singapore in late 2016. Known as signups. In this case study, we will dive deeper into the story behind signups and the development and VR creation work by the company founded by none other than yours truly. Now then, how does sign ups combine VR and visual effects together? It basically began with just an idea for a sandbox type of environment where people get to redesign and rewrite a reality of their choice. And this started when I was living in sort of the cheap rundown areas in Los Angeles.

I took the bus to work every day only to see people with permanent frowns on their faces, kind of telling me their life story without even knowing it. It's as if they had to work a job because they had no choice. They had to pay the bills or feed their family. and stuff like that. And I sort of feel for them because I was once in a similar position, and men really hate working for somebody else. Anybody Really?

So I was wondering Hmm, what if they could have a medium, or an outlet to be able to create a reality of their choice, be able to control their own world. And that was how create was born. So let's dive deeper into the development process of create. Now, we had a number of iterations. So I'll start from the very first one I prototyped. In less than two weeks, since I sort of knew how to program and create assets.

I basically transferred my skill set in visual effects, fulfillment TV to this particular prototype I did, even for the programming, it was not really that bad. And if you knew how to use the tools, you really did not need to even type a line of code at all. Now the next iteration was by one of our partners where they basically created a more interactive version of what I had, the focus was less on the visuals and more on the interactive portions of the experience. The cool thing about this phase is that I was able to transfer my visual effects skills, once again for the development of this iteration, more so of my understanding of the post production pipeline, since I've worked remotely and collaboratively before with people from all over the world, so it was easy to transition my skills into area of management for this type of outsourced collaboration.

So when we finally had our beta launched iteration, and now our limited distribution on the Oculus store for the Gear VR, and also on the Oculus Rift for the desktop as well. It was merely a scaling up workflow and collaboration management tools, as well as processes To fit a larger and more diverse team. Hence, we had a team of 18 people from five different time zones six internally working on our project within seven months. And basically, given my existing understanding of post production workflows, and pipelines, as well as in asset creation, I was able to lead my own internal team of four people, including myself and one sound guy in the creation of 600 over assets for this VR experience toning down my visual effects skills for film to be customized for games instead, from an understanding of 3d meshes in games and topology in general.

So, and this is the Coolio part, just as a quick comparison between the prototype, alpha and beta versions of our creative VR experience. The VR in visual effects in this case is simply the pipeline and workflow processes as well as the general understanding of 3d mesh and how to convert them for VR use converting knowledge from the visual effects world and adapting that to fit the gaming and VR media. Now, since this is my own company, it would be kind of awkward to do a prediction into the future. But I can definitely talk about today. So today we are still in the market getting and collecting feedback from users on the VR experience. As of the creation of this cause we will soon be launching on the Oculus Rift desktop and we are currently on mobile VR.

The Gear VR for now, technically, we actually just launched on the Oculus Rift desktop so you can check it out right now. So if you have a Gear VR, Oculus Rift, do check us out at www sign ups comm slash create dash VR and sign up if you would like to check out a company's works and stay updated on future developments of this experience. So in summary, signups combines via visual effects mainly by using similar visual effects post production workflows, getting training and adapting the visual effects talent on board, as well as collaborating the way any visual effects studio would on any creative project. We can expect that signups will continue to create similar experiences and continue to support the live operations of create VR. Who knows, perhaps stay updated on their development processes, and you might be one of the few who got in early and gotten first in having a hand in the creation and development of create.

See what I did there. Now, let's move on to our final case study on none other than the Oculus story studio.

Sign Up

Share

Share with friends, get 20% off
Invite your friends to LearnDesk learning marketplace. For each purchase they make, you get 20% off (upto $10) on your next purchase.