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My VR Journey 103 – Research, Timeline and Spreadsheets

sienamedia
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Written on 6/8/16

My VR Journey 103 –
Research, Timeline and Spreadsheets



I love spreadsheets, schedules and budgets.  They usually keep everything and everyone
on the same page. I realized I needed to do a lot of research and make many decisions
– scientific, technical, and creative – to realize Project Arrow, so I created
a production timeline, and a step-by-step process to create this project. I
also organized my research on VR and 360 production in a spreadsheet, which I
will eventually share.



I was line producing a short film in June, but I felt
I was still on schedule. I had a plan, see below, which I could accomplish. I
also continued to tell EVERYONE I met how VR would change their lives,
including the GM of a major car company about to promote his new luxury line!!



PROJECT ARROW - TIMELINE:

7/12
– 7/19         Project
Goals
7/20
– 7/26         Prototyping
7/27
– 8/2           Topic Chosen: “Santa Ana Winds” to show effects of warm climate
8/3
– 8/9             Pre-production
8/10
– 8/16         Production
8/17
– 8/23         Alpha
8/24
– 8/30         Beta
8/31
– 9/6           Polish
9/7
– 9/13           Live














CHOOSE PLATFORM:                 



1. Mobile
VR (Google Cardboard, Gear VR, or Google Daydream).
  • Mobile
    VR is much easier and more accessible to develop for.
  • The
    art requirements are lower and it’s easier to make a faster prototype.
  • It’s
    also a lot less expensive to get the testing hardware – viewfinder
2. PC-powered
HMDs (Head Mounted Displays) like the Oculus Rift and HTC Vive

CHOOSE ENGINE:                 



  1. Unity
  2. Unreal
    Engine
  3. Blender
  4. Proprietary
    Engine 


ACQUIRING ART AND SOUND: Visuals
in VR can really make or break the experience:

  • Unity
    asset store (www.assetstore.unity3d.com)
  • Unreal
    marketplace (https://www.unrealengine.com/marketplace)
  • Turbo
    Squid (http://www.turbosquid.com/)
  • Mixamo
    (https://www.mixamo.com/)


ADDITIONAL TOOLS AND
RESOURCES: 
Metrics,
Advertising, and User Attribution

  • Unity
    has great built-in analytics tool that can give you the basics of what your
    users are doing in the app.
  • Google Analytics: (https://www.google.com/analytics)
    if you’re building apps on the Android platform.
  • Adding a user opt-in video with Immersv: (http://immersv.co/vr-developers/)
    can give you a channel for revenue in your app should it become a hit.
  • Adding an attribution platform like Tune: (http://(https://www.tune.com/)
    or Adjust (https://www.adjust.com/) will provide a good understanding on where
    your users are coming from and the value of those channels.

*P.S: Timeline worked well until it was time to go into production and funding and collaborators on my demo fell through. I've also realize my Timeline is too ambitious.
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