This course is for
When you register for the blended format, you will only be able to access the product on the stated start date of the course. Every week we will drip new chapters on your account, with accompanying exercises and downloads. You will then have to prepare them for the next online classroom moment. You will discuss your results with your fellow students and our instructor.
The next blended format will start on August 23.
After you understand all the essential tools you need, we will go deeper into the what we can do with assets made within virtual reality. With further examples from industry, exciting new tools on the market and thought starters for industries currently mostly using 2d screens to create. Using game engines and post rendering programmes we are able to extend the creativity giving them further features and finishings. This class will help you dip your toes into the world of Unity, Keyshot, Sketchfab and WebXR.
Class June 09, 8pm CET
Class June 16, 8pm CET
Class June 23, 8pm CET
Graduation Call (one-on-one)
Why immersive stories
In this chapter, we will discuss the characteristics of VR to understand the value that this medium can bring to our audience to try to decipher which stories are native to VR. We will explore it with examples and use cases.
Worlds of experience & audience journey
In this chapter, we will discuss some of the key concepts that we need to understand before getting started with designing VR stories, such as the worlds of experience, the equivalent to traditional movie “scenes.” We will also explore the differences between linear and non-linear narratives.
In this chapter, we will explore the message of stories, why it is essential, and we’ll work on defining your message for your story.
Characters and narrative
In this chapter, we will also develop the narrative of the story, the characters, and the settings, and will take the first decisions that will help us design our story. We will work with an example of a linear narrative.
Know your audience
In this chapter, we will explore our audience, who is now part of our story. We will build a user persona to understand who is our target audience and how do they could potentially react to different content.
In this chapter, we will get started building our worlds of experience, essentially the different places where the action will take place and where my audience will be able to navigate freely. We will start making our first design decisions.
Defining our ideal Audience Journey
In this chapter, we will determine which would be the perfect experience that we would like our audience to have within our world as if we were traditional directors, and we could control their actions and their gaze.
Transitions and Engagement: POI & Guiding Cues
In this chapter, we will learn some tools to encourage our users to follow our ideal journey by letting them think that it was all their own decision. We will finally put all the different worlds of our story together, and we will see how it plays off altogether.
In this chapter, we will explore non-linear stories, where necessarily there’s no preset order of actions for the audience, and we will experiment with the design differences between both types of stories: linear and non-linear.
In this chapter, we will share some quick prototyping tools that you can use after completing all the exercises to validate your theories and see how your story plays before getting into production.