VR Storytelling
Beginners Guide and
Best Practices
VR is the use of computer technology to create a simulated environment.
Unlike traditional user interfaces, VR places the user inside an immersive
experience. Instead of viewing a screen in front of them, users are “immersed” and able to interact
with 3D worlds.
What is VR?
In VR we create worlds and invite individuals to experience them.. This means that in VR you’re not
just an observer but a participant in the story with an
option to influence the story itself. That’s pretty rad!
© Samsung Press
Dejan Gajsek is a VR evangelist and marketer in a VR startup: Viar360. His purpose is to
educate and inspire the generation of VR filmmakers to create insanely good experiences in Virtual
Reality and beyond.
Based in Central Europe, Dejan has 6+ years experience in Digital Marketing and storytelling. The
main focus is developing and adapting the Viar360 platform to VR producers to simplify their work.
About the Author
This guide is for everyone who is dipping their toes into Virtual Reality storytelling and filmmaking.
This includes VR game developers, filmmakers and amateur enthusiasts who are discovering the
freedom of the new medium.
Who is this for?
Types of VR
Virtual Reality comes in different forms. Either Computer Generated Images (CGIs) and display live
images from the physical or real world. There are Heads Up Displays [HUDs], or Heads Mounted
Displays [HMDs] that can superimpose CGIs onto the real-world . This function is often referred as
mixed or Augmented Reality.
360 degree video, also known as 3DVR and Stereoscopic VR, use multiple cameras that capture the
the image from 360 degrees. 360 video is usually augmented with stereoscopic 3d which adds
another level of immersion by adding depth between the foreground and background. This is achieved
by shooting the scene with two lenses side by side, that give you a feeling of different vantage point
per eye. It can appear strange if not done correctly, but great if done right. With stereoscopic 3D in
VR, that depth information has to be overlaid and mapped to sphere.
The goal of 360 and VR video is the same - total immersion of the viewer in the created world. Once
the viewer feels comfortable in the created scene, we can serve him with a story.
What do I need to know
about VR Storytelling vs
Traditional Storytelling?
We have the ability to spread the word and show the people the freedom of the new medium, and
we can make them comfortable with VR to use the right way - establishing new routines and
especially showing them what they can do in the world you have created for them.
VR will completely change the game when we figure it out. The POV and cinematography breaks the
4th wall that separates the actors, and the audience goes away. That’s why in VR you have to find
creative solutions on how to guide your audience.
The viewers of VR are not just passively looking at a flat screen your viewer is inside that “frame”,
freely looking around and within the next few years, they’ll be able to move around too.
Chris Milk, founder of VRSE and VRSE.Works calls VR the ultimate empathy machine.
“VR is difficult to explain because it’s a very experiential medium. You feel your way inside of it. It’s a
machine, but inside of it, it feels like real life, it feels like truth. And you feel present in the world that you’re
inside and you feel present with the people that you’re inside of it with.”
Before you start
filming…
I mean creating stories
The first goal we have to achieve with the viewer is making him feel comfortable. Oculus Story
Studio recommends 30 second introduction video. This will give the viewer time to adapt to the
headset first and familiarize themselves with the new medium. This “settling in” period is enough for
most people adapt to the environment and relax.
First time viewers are used to watching flat screens; most likely they will just stare straight forward.
You can use narrative voice or visual cues to encourage them to look around. Give your viewer
a permission and encourage their curiosity.
Tip 1: Ease it in
You will have to decide beforehand how do you want to treat your viewer. Would you like to guide
him through the story and lead her where to look? Should we discourage a viewer from looking
somewhere else?
OR
Give the viewer complete control of the situation?
--
The important fact to remember is that our gaze is attracted to two things: movement and faces.
--
Tip 2: Guide the Viewer’s Attention… Or not!
You have to trick the viewer’s brain the VR world is “real” by figuring out a way to trick the mind to
accept things that are clearly not real.
Use characters that look directly at the viewer. The intimate connection evokes authentic emotions
of the actor and the viewer. This is a perfect example how VR has the power to break through the
4th wall.
Tip 3: Presence
Pixar’s Henry
A sudden shift from flat screen frame to a 3D immersive world can be confusing and overwhelming
at first. If you’ve done a good job with settling in your viewer and making him or her feel comfortable
you’ve completed the first goal.
Oculus Story Studio is using the ritual of “Settling in & Setting the Scene”. In “Lost”, they used a firefly
which flies a bit to left and right, just so the audience get used to the concept of looking around. The
firefly is the only thing they see, before the mysterious forest appears.
Tip 4: Pacing
In “Mass Effect”, a popular Sci-Fi Role Playing
game, we are put in the role of Commander
Shepard’s point of view. We are responsible for
our spaceship, the SSV Normandy, its crew
members, and choosing which mission to tackle. As
we progress through the game, we are forced to
make difficult decisions. The decisions carried huge
consequences - death of a crew member, genocide
of certain race, even the destruction of the whole
planet.
Tip 5: Conditional Storytelling
Pixar’s Henry
Make mistakes because we will either learn something that doesn’t work or we’ll find an ingenious
solution.
Charles Goodyear accidentally invented vulcanized rubber when the combination of rubber and sulfur
dripped on the hot stove. Much to Goodyear’s surprise, the rubber didn’t melt but actually hardened.
This accidental product is used on almost every vehicle today - it’s your tires.
Tip 6: Experiment
Product and services are always tested before release into the public. So should your VR creation.
Since we have established a developmental l relationship with our work, we are not the right
person for testing our design. We might be too critical or forgiving of our creation.
Tip 7: Test, Test, Test
Hope these few tips will help you make absolutely amazing creations. I am super curious about your
VR videos. If you have in mind creating “Choose Your Own Adventure” style stories in VR, I strongly
recommend signing up with Viar360, since this would be one of main features.
Get in Touch
www.viar360.com

More Related Content

PPTX
AR and VR development tools and platforms
PDF
Lecture 6 Interaction Design for VR
PPTX
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
PDF
Advanced Methods for User Evaluation in AR/VR Studies
PDF
Game Engine Architecture
PDF
Comp4010 lecture11 VR Applications
PPTX
Gaze detection with Virtual Reality and Unity 3d
PPTX
MLOps with serverless architectures (October 2018)
AR and VR development tools and platforms
Lecture 6 Interaction Design for VR
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...
Advanced Methods for User Evaluation in AR/VR Studies
Game Engine Architecture
Comp4010 lecture11 VR Applications
Gaze detection with Virtual Reality and Unity 3d
MLOps with serverless architectures (October 2018)

What's hot (20)

PDF
AWS ML Model Deployment
PPTX
Physically Based and Unified Volumetric Rendering in Frostbite
PDF
2022 COMP4010 Lecture3: AR Technology
PPTX
[Ndc11 박민근] deferred shading
PPT
Plug-ins & Third-Party SDKs in UE4
PDF
Unity Cloud Buildの使い方
PDF
2022 COMP4010 Lecture 6: Designing AR Systems
PDF
COMP 4010 Lecture9 AR Interaction
PDF
Mobile AR Lecture6 - Introduction to Unity 3D
PDF
Magic Leap Pitch (Development, Manufacturing and Launch Plans)
PDF
Comp4010 Lecture5 Interaction and Prototyping
PPT
Introduction-to-Unity.ppt
PPT
Introduction to Unity3D Game Engine
PDF
Killzone Shadow Fall: Creating Art Tools For A New Generation Of Games
PDF
「原神」におけるコンソールプラットフォーム開発
PDF
Igc2016 Technical Artist가 뭐하는 사람이에요?
PDF
Unite2017 tokyo toonshadermaniax
PDF
Unreal Engine Basics 01 - Game Framework
PDF
Comp4010 Lecture8 Introduction to VR
PPTX
[Unite2015 박민근] 유니티 최적화 테크닉 총정리
AWS ML Model Deployment
Physically Based and Unified Volumetric Rendering in Frostbite
2022 COMP4010 Lecture3: AR Technology
[Ndc11 박민근] deferred shading
Plug-ins & Third-Party SDKs in UE4
Unity Cloud Buildの使い方
2022 COMP4010 Lecture 6: Designing AR Systems
COMP 4010 Lecture9 AR Interaction
Mobile AR Lecture6 - Introduction to Unity 3D
Magic Leap Pitch (Development, Manufacturing and Launch Plans)
Comp4010 Lecture5 Interaction and Prototyping
Introduction-to-Unity.ppt
Introduction to Unity3D Game Engine
Killzone Shadow Fall: Creating Art Tools For A New Generation Of Games
「原神」におけるコンソールプラットフォーム開発
Igc2016 Technical Artist가 뭐하는 사람이에요?
Unite2017 tokyo toonshadermaniax
Unreal Engine Basics 01 - Game Framework
Comp4010 Lecture8 Introduction to VR
[Unite2015 박민근] 유니티 최적화 테크닉 총정리
Ad

Viewers also liked (20)

PPTX
Virtual Reality Journalism
PPTX
What to expect from Journalism Innovation in 2017?
PPTX
VRStorytelling, Class 1, Fall 2016
PDF
Narrative Fiction Storytelling in 360 Stereoscopic Panoramic VR: Old Techniqu...
PPTX
VR Journalism Workshop at Journalism Interactive
PPTX
Melanie Cook on how to use VR for marketing and advertising
PPTX
VR bestpractices
PDF
10 Men in Virtual Reality Industry You Should Follow
PPTX
Nico Nonne (Trotzkind) VRBB Community Panel
PPTX
Fabian Quosdorf (Wonderlamp Industries GmbH) VRBB Community Panel
PPT
About the VR Storytelling Class
PPTX
NEW TECHNOLOGIES FOR VISUALIZATION AND INTERACTION APPLICATIONS IN ARCHITECTURE
KEY
Bim Reality check
PDF
GAUDIO at AES conference 2016_published ver
PDF
Virtual reality and journalism via Google Cardboard
PPTX
Inside the Box
PDF
NES Malmö 2016 - Dragons and Giants
PDF
360 Degree and VR Live Streaming Q&A
PDF
TTC16: Peter Wilkins - VR in Travel
PDF
The State of VR and AR
Virtual Reality Journalism
What to expect from Journalism Innovation in 2017?
VRStorytelling, Class 1, Fall 2016
Narrative Fiction Storytelling in 360 Stereoscopic Panoramic VR: Old Techniqu...
VR Journalism Workshop at Journalism Interactive
Melanie Cook on how to use VR for marketing and advertising
VR bestpractices
10 Men in Virtual Reality Industry You Should Follow
Nico Nonne (Trotzkind) VRBB Community Panel
Fabian Quosdorf (Wonderlamp Industries GmbH) VRBB Community Panel
About the VR Storytelling Class
NEW TECHNOLOGIES FOR VISUALIZATION AND INTERACTION APPLICATIONS IN ARCHITECTURE
Bim Reality check
GAUDIO at AES conference 2016_published ver
Virtual reality and journalism via Google Cardboard
Inside the Box
NES Malmö 2016 - Dragons and Giants
360 Degree and VR Live Streaming Q&A
TTC16: Peter Wilkins - VR in Travel
The State of VR and AR
Ad

Similar to Guide to Virtual Reality Storytelling (20)

PPTX
5 Do's And Don'ts When Developing A Virtual Reality Pipeline
PDF
Virtual Reality 2020
PPTX
Augmented Reality (AR)
PDF
Making Immersive Virtual Reality Possible in Mobile
PDF
AUGMENTED REALITY Refernces
PPTX
Virtual reality.pptx
PPTX
Group number7
PPTX
Kalan Ray (Magnopus): Bringing the Land of the Dead to Life: The Making of Co...
PDF
Virtual Reality: Is this the final frontier for children's entertainment? | @...
PDF
Virtual Reality for Training, Learning, Education and Visualisation
PPSX
The Future of the Cinema Experience – Shared Augmented Cinema
PDF
Virtual Reality for Brands
PDF
UX STRAT Europe 2019: John Schrag
PPTX
Does Virtual Reality Augment Human Creativity?
PDF
Virtual Reality UX - Designing for Interfaces without Screens
PPTX
SMART Seminar Series: "Cognitive Illusions in Virtual Reality: What do I mean...
PPTX
Basic concepts of Virtual Reality (VR)
PDF
Technology Trends 2017
PDF
Mindshare trends 2017
PDF
Virtual and Augmented Reality- Exploring the Future.pdf
5 Do's And Don'ts When Developing A Virtual Reality Pipeline
Virtual Reality 2020
Augmented Reality (AR)
Making Immersive Virtual Reality Possible in Mobile
AUGMENTED REALITY Refernces
Virtual reality.pptx
Group number7
Kalan Ray (Magnopus): Bringing the Land of the Dead to Life: The Making of Co...
Virtual Reality: Is this the final frontier for children's entertainment? | @...
Virtual Reality for Training, Learning, Education and Visualisation
The Future of the Cinema Experience – Shared Augmented Cinema
Virtual Reality for Brands
UX STRAT Europe 2019: John Schrag
Does Virtual Reality Augment Human Creativity?
Virtual Reality UX - Designing for Interfaces without Screens
SMART Seminar Series: "Cognitive Illusions in Virtual Reality: What do I mean...
Basic concepts of Virtual Reality (VR)
Technology Trends 2017
Mindshare trends 2017
Virtual and Augmented Reality- Exploring the Future.pdf

Recently uploaded (20)

PDF
Univ-Connecticut-ChatGPT-Presentaion.pdf
PPTX
Chapter 5: Probability Theory and Statistics
PDF
Five Habits of High-Impact Board Members
PDF
Hybrid model detection and classification of lung cancer
PDF
TrustArc Webinar - Click, Consent, Trust: Winning the Privacy Game
PDF
ENT215_Completing-a-large-scale-migration-and-modernization-with-AWS.pdf
PDF
Unlock new opportunities with location data.pdf
PPTX
observCloud-Native Containerability and monitoring.pptx
PDF
A comparative study of natural language inference in Swahili using monolingua...
PPTX
Web Crawler for Trend Tracking Gen Z Insights.pptx
PDF
August Patch Tuesday
PPTX
Final SEM Unit 1 for mit wpu at pune .pptx
PPTX
MicrosoftCybserSecurityReferenceArchitecture-April-2025.pptx
PDF
Microsoft Solutions Partner Drive Digital Transformation with D365.pdf
PPT
What is a Computer? Input Devices /output devices
PDF
A Late Bloomer's Guide to GenAI: Ethics, Bias, and Effective Prompting - Boha...
PDF
Getting started with AI Agents and Multi-Agent Systems
PPTX
Group 1 Presentation -Planning and Decision Making .pptx
PPTX
O2C Customer Invoices to Receipt V15A.pptx
PPT
Geologic Time for studying geology for geologist
Univ-Connecticut-ChatGPT-Presentaion.pdf
Chapter 5: Probability Theory and Statistics
Five Habits of High-Impact Board Members
Hybrid model detection and classification of lung cancer
TrustArc Webinar - Click, Consent, Trust: Winning the Privacy Game
ENT215_Completing-a-large-scale-migration-and-modernization-with-AWS.pdf
Unlock new opportunities with location data.pdf
observCloud-Native Containerability and monitoring.pptx
A comparative study of natural language inference in Swahili using monolingua...
Web Crawler for Trend Tracking Gen Z Insights.pptx
August Patch Tuesday
Final SEM Unit 1 for mit wpu at pune .pptx
MicrosoftCybserSecurityReferenceArchitecture-April-2025.pptx
Microsoft Solutions Partner Drive Digital Transformation with D365.pdf
What is a Computer? Input Devices /output devices
A Late Bloomer's Guide to GenAI: Ethics, Bias, and Effective Prompting - Boha...
Getting started with AI Agents and Multi-Agent Systems
Group 1 Presentation -Planning and Decision Making .pptx
O2C Customer Invoices to Receipt V15A.pptx
Geologic Time for studying geology for geologist

Guide to Virtual Reality Storytelling

  • 1. VR Storytelling Beginners Guide and Best Practices
  • 2. VR is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an immersive experience. Instead of viewing a screen in front of them, users are “immersed” and able to interact with 3D worlds. What is VR? In VR we create worlds and invite individuals to experience them.. This means that in VR you’re not just an observer but a participant in the story with an option to influence the story itself. That’s pretty rad! © Samsung Press
  • 3. Dejan Gajsek is a VR evangelist and marketer in a VR startup: Viar360. His purpose is to educate and inspire the generation of VR filmmakers to create insanely good experiences in Virtual Reality and beyond. Based in Central Europe, Dejan has 6+ years experience in Digital Marketing and storytelling. The main focus is developing and adapting the Viar360 platform to VR producers to simplify their work. About the Author This guide is for everyone who is dipping their toes into Virtual Reality storytelling and filmmaking. This includes VR game developers, filmmakers and amateur enthusiasts who are discovering the freedom of the new medium. Who is this for?
  • 5. Virtual Reality comes in different forms. Either Computer Generated Images (CGIs) and display live images from the physical or real world. There are Heads Up Displays [HUDs], or Heads Mounted Displays [HMDs] that can superimpose CGIs onto the real-world . This function is often referred as mixed or Augmented Reality. 360 degree video, also known as 3DVR and Stereoscopic VR, use multiple cameras that capture the the image from 360 degrees. 360 video is usually augmented with stereoscopic 3d which adds another level of immersion by adding depth between the foreground and background. This is achieved by shooting the scene with two lenses side by side, that give you a feeling of different vantage point per eye. It can appear strange if not done correctly, but great if done right. With stereoscopic 3D in VR, that depth information has to be overlaid and mapped to sphere. The goal of 360 and VR video is the same - total immersion of the viewer in the created world. Once the viewer feels comfortable in the created scene, we can serve him with a story.
  • 6. What do I need to know about VR Storytelling vs Traditional Storytelling?
  • 7. We have the ability to spread the word and show the people the freedom of the new medium, and we can make them comfortable with VR to use the right way - establishing new routines and especially showing them what they can do in the world you have created for them. VR will completely change the game when we figure it out. The POV and cinematography breaks the 4th wall that separates the actors, and the audience goes away. That’s why in VR you have to find creative solutions on how to guide your audience. The viewers of VR are not just passively looking at a flat screen your viewer is inside that “frame”, freely looking around and within the next few years, they’ll be able to move around too. Chris Milk, founder of VRSE and VRSE.Works calls VR the ultimate empathy machine. “VR is difficult to explain because it’s a very experiential medium. You feel your way inside of it. It’s a machine, but inside of it, it feels like real life, it feels like truth. And you feel present in the world that you’re inside and you feel present with the people that you’re inside of it with.”
  • 8. Before you start filming… I mean creating stories
  • 9. The first goal we have to achieve with the viewer is making him feel comfortable. Oculus Story Studio recommends 30 second introduction video. This will give the viewer time to adapt to the headset first and familiarize themselves with the new medium. This “settling in” period is enough for most people adapt to the environment and relax. First time viewers are used to watching flat screens; most likely they will just stare straight forward. You can use narrative voice or visual cues to encourage them to look around. Give your viewer a permission and encourage their curiosity. Tip 1: Ease it in
  • 10. You will have to decide beforehand how do you want to treat your viewer. Would you like to guide him through the story and lead her where to look? Should we discourage a viewer from looking somewhere else? OR Give the viewer complete control of the situation? -- The important fact to remember is that our gaze is attracted to two things: movement and faces. -- Tip 2: Guide the Viewer’s Attention… Or not!
  • 11. You have to trick the viewer’s brain the VR world is “real” by figuring out a way to trick the mind to accept things that are clearly not real. Use characters that look directly at the viewer. The intimate connection evokes authentic emotions of the actor and the viewer. This is a perfect example how VR has the power to break through the 4th wall. Tip 3: Presence Pixar’s Henry
  • 12. A sudden shift from flat screen frame to a 3D immersive world can be confusing and overwhelming at first. If you’ve done a good job with settling in your viewer and making him or her feel comfortable you’ve completed the first goal. Oculus Story Studio is using the ritual of “Settling in & Setting the Scene”. In “Lost”, they used a firefly which flies a bit to left and right, just so the audience get used to the concept of looking around. The firefly is the only thing they see, before the mysterious forest appears. Tip 4: Pacing
  • 13. In “Mass Effect”, a popular Sci-Fi Role Playing game, we are put in the role of Commander Shepard’s point of view. We are responsible for our spaceship, the SSV Normandy, its crew members, and choosing which mission to tackle. As we progress through the game, we are forced to make difficult decisions. The decisions carried huge consequences - death of a crew member, genocide of certain race, even the destruction of the whole planet. Tip 5: Conditional Storytelling Pixar’s Henry
  • 14. Make mistakes because we will either learn something that doesn’t work or we’ll find an ingenious solution. Charles Goodyear accidentally invented vulcanized rubber when the combination of rubber and sulfur dripped on the hot stove. Much to Goodyear’s surprise, the rubber didn’t melt but actually hardened. This accidental product is used on almost every vehicle today - it’s your tires. Tip 6: Experiment
  • 15. Product and services are always tested before release into the public. So should your VR creation. Since we have established a developmental l relationship with our work, we are not the right person for testing our design. We might be too critical or forgiving of our creation. Tip 7: Test, Test, Test
  • 16. Hope these few tips will help you make absolutely amazing creations. I am super curious about your VR videos. If you have in mind creating “Choose Your Own Adventure” style stories in VR, I strongly recommend signing up with Viar360, since this would be one of main features. Get in Touch