Thanks to Toony Wu and the talented team at Jelly Monster in Beijing for hosting an iAVRrc salon yesterday afternoon, featuring my presentation on “The Art of Indirection”, and a few words from Nokia’s Jill Smolin on the creative potential of the OZO virtual reality camera.
The following is a transcript of my presentation on VR storytelling principles, “The Art of Indirection”, delivered on December 1st at the 7th International Conference & Exhibition on Visual Entertainment in Beijing.
I’m here to talk about the development portion of the entertainment workflow, specifically related to virtual reality. My own background focused upon production during the first half of my career, the 12 years I spent with Walt Disney Feature Animation. After moving to China in 2008, I shifted my focus to development. This development work began in traditional areas of film and television – which I have taught here at the Beijing Film Academy – and shifted to virtual reality over the past year.
Virtual reality requires a different way of thinking. I believe you’ve heard this already. There have been great comments made today on this point, not restricted to virtual reality, but related to any new means of storytelling. When Demetri Portelli talked about shooting at 120 frames per second in 4k, he said something obvious, but also easily overlooked: the director needs to think differently about how to direct; the actors need to think differently about how to act; everybody involved in the production chain needs to review their assumptions, to adapt and expand upon what’s possible in the new media environment. This applies to VR as well. It’s easy to bring your preconceptions and old ways of working into play. In this respect – and I’m not the first person to make this observation – the current state of virtual reality is very much like the early days of… (full post on AWN)