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Tricart - Virtual Reality Filmmaking: Techniques & Best Practices for VR Filmmakers

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Tricart Virtual Reality Filmmaking: Techniques & Best Practices for VR Filmmakers
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First published 2018

by Routledge

711 Third Avenue, New York, NY 10017

and by Routledge

2 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN

Routledge is an imprint of the Taylor & Francis Group, an informa business

2018 Taylor & Francis

The right of Celine Tricart to be identified as author of this work has been asserted by her in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988.

All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers.

Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe.

Library of Congress Cataloging-in-Publication Data

A catalog record for this book has been requested

ISBN: 978-1-138-23395-9 (hbk)

ISBN: 978-1-138-23396-6 (pbk)

ISBN: 978-1-315-28041-7 (ebk)

Typeset in Times New Roman and Optima

by Keystroke, Neville Lodge, Tettenhall, Wolverhampton

About the Author Celine Tricart is a VR filmmaker and founder of Lucid - photo 1

About the Author
Celine Tricart is a VR filmmaker and founder of Lucid Dreams Productions a - photo 2

Celine Tricart is a VR filmmaker and founder of Lucid Dreams Productions, a production company specializing in new technologies and the future of storytelling. Her work was showcased in numerous Academy Award festivals, including the Austin Film Festival, the Clermont-Ferrand Film Festival, and the Chicago Film Festival. Celine was the recipient of a Creative Award by the Advanced Imaging Society, among many other accolades.

After graduating from the prestigious Ecole Nationale Suprieure Louis-Lumire film school in Paris in 2008, Celine became a world-renowned expert in stereoscopic 3D, and has worked on numerous live broadcasts, commercials, and documentaries. Her recent credits include two films in the Transformers franchise. She wrote the book 3D Filmmaking , published by Focal Press in 2016.

Celines first narrative VR film as a director, Marriage Equality, was shot with the Nokia Ozo in 2015 and showcased in the MUTEK festival and FIVARS. She then produced and directed numerous VR projects, including Slices of Life, an interactive choose your own adventure. Celine was also the director of photography on a Shinola VR commercial directed by Andrew and Luke Wilson, which won a Creative Award for Best Branded Content, and the acclaimed Jaunt VR/Conversation International documentary Under the Canopy. She also shot Maria Bellos Sunladies VR documentary about the female Yazidi fighting ISIS in Iraq.

www.celine-tricart.com

www.luciddreamsprod.com

Twitter: @CelineTricart

Contents

with Eric Kurland

Guide
Chapter 7
Make a Film in VR from Start to Finish

This chapter provides step-by-step instructions for making a narrative live-action VR film. A similar structure can be used for both live broadcast and documentaries; simply omit the irrelevant steps.

Development
Screenwriting for VR

When CinemaScope was invented in the 1950s, Metropolis director Fritz Lang mocked its super-wide aspect ratio and said, Cinemascope is not for men, but for snakes and funerals (in Contempt, dir. Jean-Luc Godard, 1963). However, CinemaScope became incredibly successful and its anamorphic format has continued to this day. Similarly, one can wonder, what is VR good for, story-wise? Data gathered on the most-watched VR films show that the most successful genre is horror.

Anthony Batt, Co-Founder and Executive Vice President, Wevr

Storytelling will move from three-act narratives with cameras over their shoulder and cutaways, to a completely different form of immersed storytelling, simulation-based. You will be able to live the heros journey, the victims journey, etc. I cant even explain what its going to be like because its so different. I cant conceive it. But if we keep working and figuring out how to deliver really amazing, agency-rich, sim[ulation]-based content stories, then were opening up the opportunity for a new medium to emerge and to decide what that really, frankly is.

Robyn Tong Gray, Chief Content Officer and Co-Founder, Otherworld Interactive

Sisters is the first project we created at Otherworld. Personally I love horror movies bad movies, good movies, I enjoy them all. It was nearly Halloween season and so the timing was ripe to play around with the horror genre. Until then, Id only ever been a consumer of horror, never a creator.

Figure 71 Sisters Otherworld Creative In two weeks with a production team of - photo 3

Figure 7.1 Sisters Otherworld Creative

In two weeks with a production team of three, we created Sisters and a few months later we polished it up a bit and released it. Since then, its been downloaded over 2.5 million times across mobile platforms and is our most popular experience. Something about the particular subsection of horror makes it accessible to everyone (kids, young adults, even moms), and it also, unintentionally, is a very social experience. People love playing it but they also really love watching (and filming!) others playing it.

A big part of indirect control is about getting players to react naturally to authored stimuli. A horror atmosphere calls for heightened awareness and responses. The spatial sound cue of a door opening in a caf on a rainy day elicits a very different response than if the same sound cue is played against a dark and stormy haunted house.

Its also just fun! I think theres something about the horror genre that allows people to loosen up. The threat isnt real, they can cede control and indulge in fear in a safe environment. When we craft horror experiences, we shoot for a specific subsection of horror ghosts and creepy dolls and spooky atmospheres are fair game, intense blood and gore and hyper-realistic visuals are not. We aim for that level of fun horror, and work to create a visual and audio style that complements the story but also leaves plenty of room to remind the player it isnt the real world.

I think as creators in VR we have a responsibility to our audience to take care of them, and with genres like horror we have to remember that VR really is intense. It really can feel like youre there and the experience we give our audience in VR creates memories much more akin to real-world experiences than any stories we might tell on a 2D screen or on paper.

Shari Frilot, Founder/Chief Curator of New Frontier at Sundance Film Festival

I think people get excited about VR and excited about the feelings that it creates because it engages with your biochemistry. What makes you laugh, what makes you cry, thats biochemistry. Not only does VR do that, but it engages with your sense of place, where your body is, and that engages your survival instincts, what makes you live or die, what helps you instinctually avoid the bullet, avoid the tree thats falling, and thats something that you dont get so much in a theater. You always know youre in a theater, even though youre losing it in a tragedy or a horror story. You always know that youre in the safety of that theater. When youre in the VR headset, you dont know that. You really dont. You have to remind yourself that youre not actually in the situation that you perceive when youre in a VR experience.

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