With the start of the exhibition of Sundance, Oculus Story Studio's new work landed on the Oculus platform.
Briefly summarize the look and feel:
The true VR story cannot be replaced by any other media story because it is created in VR.
When we really experience the story of development in VR, we don't really have to think about any so-called "interaction" things. Because it happens to be interactive.
What is important is VR creation tools. When the tools are mature, we will naturally get rid of the shackles of traditional story methods and break through the boundaries of 2D. In the VR domain of Xinjiang, new ideas and the resulting imagination will inspire us naturally. And bring the infinite creativity that human beings create in this new medium.
"The VR story is not an image. It is an idea in the minds of every audience. It exists in the way of your consciousness."
This is Dear Angelica's director, Saschka Unseld's understanding of the "VR story": "What is a module for building a story? If we write a book, the module is the text. If we paint, the module is the image. Make a movie, the module is the coverage area And more images of the time. But for VR, I really don't think it is an image. I prefer it to be the idea in everybody's mind. It exists as a stream of consciousness."
I think, to explain what Dear Angelica is, there is no better answer than Saschka Unseld.
The whole story is the memory of Jessica, the protagonist of the film, about her own dead mother. They consist of some of Jessica's memories, imaginary scenes, and inner emotions. In VR, with flowing 3D lines, zooming in and out, a stream of consciousness consisting of three-dimensional figures, text, music, and pure colors is formed... all of this occurs, grows, extends, and disappears with the viewer’s line of sight. . They surround each audience and "grow into a complete story."
We have mentioned that the modern form of narrative is digital. Dear Angelica further explained that in VR, all the ways that we can think of in this premise and story: dictation, writing, video, music, etc., have become another kind of “always changing†that can “flowâ€. In the form of digital and combined in a complete display.
I really wanted to follow Saschka Unseld's words and try to understand this: VR stories are not built using any of the previous story modules, because VR stories are our consciousness. Consciousness chooses the way in which it naturally adapts to its expression. When you are conscious of the text, you see the text and you realize that the image appears. The VR story is such a thing: it grows with your freedom of consciousness and nature. It is a combination of all forms of stories we can accept and understand.
In real VR stories, we don’t have to worry about “interactive†things
Story Studio's previous department won the Emmy Awards work "Henry". Among the many praises received, many people believe that Little Hedgehog brings emotional interaction. In addition to Story Studio, in the short VR movie with no more action interactions, whether it is Babob's dream factory, Felix & Paul's face gaze, or the "spot start" in Google Spotlight and BBC's VR animations. Creators are tangled in how to refrain from "interaction" in the natural narrative - this VR unique advantage.
For example: In Dear Angelica, whenever Jessica recalls the glorious moments of her mother’s life, the sheer, bright, warm and bright colors and images that surround the audience. They allow viewers to zoom in on their emotions and change with these emotions in real time. The audience was able to follow Jessica's memory with joy and excitement. When her mother was critically ill in the hospital, she became very small and distant, and the audience's gaze was like the God in the universe overlooking a fragile life that was about to disappear in the vast space.
This is a new VR narrative language
Under this "grammar," there is no longer any entangled so-called "interaction." As viewers, the immersive sensation brought about by the Oculus equipment, and the story that occurs naturally around the audience, has produced emotional resonance that no other medium can achieve. For a story, do we still need to do it?
With regard to VR games and stories, perhaps we will not be tangled in the differences in the future. Dear Angelica made a good comment.
I don’t know whether this is appropriate: When we are still stuck in the traditional story mode of thinking, or the way we create VR stories, we still design the story in a traditional way first, and then think of ways to do it in VR. , perhaps only have to think about how to achieve the interaction.
Here at Dear Angelica, Story Studio refreshed the new narrative concept of VR animated short films - no longer as a hedgehog "Henry" made a still traditional story into an immersive 3D animation. Instead, it creates a grammar that truly belongs to the VR narrative: that is, only when the audience enters the story, everything begins to develop, develop, and end along your lines of sight and emotions—and it all comes down to VR owning its own unique tool Quill. .
"This is the virtual painting tool I want!"
Dear Angelica Visual Effects Supervisor and Quill developer Inigo Quilez recalled the creation process: The original plan is still to invite the artist to draw traditional illustrations first, and then to introduce her works into 3D space. "We spent three months trying to do this, and then began to realize that doing so is wrong, and we should develop a tool to be created in VR."
The female artist Wesley Allsbrook is the founder of Dear Angelica and has a unique reputation for excellence in traditional print and digital media. After Inigo Quilez realized that it was wrong to let Wesley Allsbrook paint in the traditional way and then import it into 3D space, he spent about two weeks of crazy work and created an early demo version of Quill. This tool can be used in VR. Draw wide lines of individual pixels.
After the trial, the female artist shouted: "I like this, this is what I want to paint." She said: "When you paint in the traditional way, you will always be bound by the realistic borders of pages and space. And your thoughts are you The body needs to break through these restrictions and go to another space to achieve them.Now, well, I will no longer be limited, this tool makes me realize that this is the most creative way I want in the rest of my life. ."
Dear Angelica created a creative tool for VR stories, Oculus Quill. The revolutionary nature of this tool is that it allows artists to truly break through the limits of 2D and to perceive imagination, dreams, and all the abstractions that transcend realities into a visual image that evolves with the audience's line of sight. More importantly, it can only exist in virtual reality, which means that artists can only create content that is different from any media based on this immersive immersion.
Only when the tools for exclusive VR began to appear, would it be possible for creators to abandon the thinking based on traditional production tools and ideas. Productivity would then be truly liberated and the creation of VR-only works would be possible.
Tools determine the way of thinking. When we still can't get rid of the traditional tools to create, the work must be in the traditional sense - even if it is expressed with the help of a new media shell.
In order to bring the audience to the world of Jessica's dream memories, Story Studio abandoned the Pixar style that had previously earned a reputation for being a hedgehog Henry. Using Quill's original impressionism of Dear Angelica, visualizing the inner feelings, making strokes in real time and extending lines in a stroke, forming a concrete way of circumscribing the audience - no doubt, this way can not be used in other media. Realize only VR.
Quill is a milestone tool for virtual reality. It enables a new medium to find its own foundation and creative ideas. Edward Studio, producer of Story Studio, recalls the award-winning Henry, and believes that you can think of Henry as a storytelling in a framework that is effective and even more interesting for Henry's story. However, if this narrative method is used on Dear Angelica, it will be useless.
However, the changes brought by Quill are not just the visual style of these short films and the way they are constructed from the perspective of the audience experience. Lost talks about a robotic arm looking for his own master. Henry is a voice-driven friendly warmth story. They are more like a traditional animated short film because they still use traditional narrative methods and techniques.
Dear Angelica tells stories with real-time paintings. Each story guides the audience to follow the story. Each line and color around the audience may trigger different emotional reactions of the audience: surprise, happy, sad, Fantasy...
The future of VR story
With the release of Dear Angelica, Story Studio is also looking for the future of Quill. The team invited a number of artists to try and create. They have different styles and creative methods. The most important thing is that these creations do not have any similarities in the works because of the same tools. Artists are not limited by their own style. Writing in VR can limit one's own imagination.
Saschka Unseld said (using Quill) that we can do another Henry, but we will not do that, and every work has its own differences. We have more things to try. We will promote Story Studio to continue its mission: to explore, play, and bring amazing works.
Dear Angelica convinced us that true VR stories cannot be replaced by any other medium. Most people could not perceive and understand this because technicians and artists have not yet had to create more like Dear Angelica. Works to prove this.
With the birth of new tools like Quill, more people will appreciate this. The growth of VR is rapid and subversive. We have never seen any content creation area where there will be VR content creation. Each piece of work is miraculously subverting one of its own works. This may be because the VR technology really enlightened us by breaking all the boundaries between our "border" and "unknown". When everything can and can happen in high latitude space, we will eventually break through all the difficulties of art and perception.
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