video tutorial format
DESIGN USER-CENTRIC STORIES FOR VIRTUAL REALITY
A hands-on course to learn the fundamentals of immersive storytelling and master the craft of designing VR experiences from an audience point of view.
This course is for
How does it work?
As soon as you purchase the course, you will have access to all lessons, exercises and downloads. You should go through video lessons one by one and take enough time to complete all the exercises. The chronological order is important to achieve the best possible result. You will complete the course independently, but with the necessary discipline you will succeed in your final goal, creating a compelling immersive story.
The course follows design thinking techniques to help you getting started with the design of your first VR experience and provides you with the best compilation of tools and best practices to fully understand the unique characteristics of this medium.
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.