If somebody is new to VR,
I would just say you need to start making stuff.
I mean, there's a whole lot of tech that you have to go
through to start making stuff but there's a lot of support online.
Really just try and make stuff,learn off, everybody can.
The VR community is really open at the moment.
It's teaching people so just make stuff,
try fast, fail fast,
make stuff is a fun thing to do.
I would say that they should start getting a narrative together using pen and
paper and find out how the things that they have in paper can be done.
We live in a fantastic time right now where there is
internet and you can collaborate with other people, you can learn online.
So yeah, to start with a pen and
paper and start finding out how you can do all of that good stuff.
Think no boundaries, be open minded,
don't think that you're going to make film,
don't think you're going to make game,
you're just going to create an experience and find
something that can do unique to you then start a really,
really important skill to have around,
Unity's what creates a lot of the experiences, to be a immersive.
I would use unity probably to mock something up quite quickly.
The key thing would be to treat it as a mockup.
You're just trying to build something.
To do that you will need
some programming ability but unity is pretty friendly as an environment.
To learn, you may need some 3D modeling skills which you can pick up fairly easily.
Pick the route that allows you to try as quickly as you
can and experience the VR scenario.
You really have to put your first ideas in
the environment and in that context I would say if it's your first time with VR,
I would start with a good platform so like a game engine so
you don't have to spend too much time until you get something that you can try in VR.
And I think only by trying,
you really realize what other possibilities there
and there are some constraints certain things you wouldn't want to do there.
There are so many angles that you come out from so you need to be able to
program 3D graphics or something like
that but it's not just a matter of creating 3D graphics simulations.
It's thinking about what
the goal of you're trying to do and how you're going to achieve that.
So, it's about understanding what the capabilities of
the tools we have are at the moment and how you can best employ those.
First experiment, test with real people so as you
go be very agile almost like a mobile app development company.
Try out as many VR experiences as you can on mobile,
on PC powered headsets,
on PlayStation VR and that will inspire you to
create really compelling experiences because you will see where the bar is.
And the kind of quality level that you should be aiming for.
The thing that's very challenging with VR is that,
it requires skills that are very, very broad.
Every different aspect of the experience has
a very deep dimension to it from user experience, to sound design,
to the filming techniques you might use,
even doing graphics interface design,
every part of the picture has a long tradition a lot of depth.
So, what I really believe one should try to do is pick one of these dimensions
and try to understand them in VR and
find other team members to collaborate on the other aspects.
I think its just a little bit too much to cover everything
together with other people definitely by on your own.
First of all, decide what your strengths are and what kind
of stories you want to tell because virtual reality
get so you that there is lots of different ways of experimenting with it.
At its most basic level,
you can take a 360 camera around the street and record something and that will give you
a very immediate product that you can experiment with and see how it works for you.
I guess just be really proactive and just see everything as an opportunity
and give as much stuff you can play around with the camera of your own the best, really.
Because you make those mistakes and learn loads of
stuff quite quickly and that's what I've been doing.
On the other end of the scale you could download a 3D game engine like Unity and Unreal.
Build a little environment with a little bit interaction and see how it works for you.
The benefits of that are,
you can have a world that reacts to your movement and to your interaction in the world,
just something a video will never be able to do.
Look at what's out there,
be honest, if you're working on something and it's not working, move on.
But overall, it's a great place to be because in the past when I've been working on game,
finding the new thing where to innovate has been harder and harder because it's
such a crowded market and although VR is
a burgeoning market there's so many places to go
and explore and everyday can come up with a great,
like, I'd love to try that in VR, I'd love to try that.
I haven't got the time to do them all but that's quite
different to the more traditional design jobs where you perhaps,
how am I going to improve this already like
great experience and also that company's been working on this for 20 years,
how can I hope to take them on, that sort of thing.
So really for me it's about trial and error and going out and trying out [inaudible]
I think keep going. There's something that can happen with VR the way
you have what you think is going to be this amazing idea in
your head is going to be
a starship exploding in space and it's going to look amazing it's going be brilliant.
And then you racketing to Unity and for whatever reason just looks a bit
feeble and that's normal and that's natural and just
keep going and you kind of be surprised at the things that work.
And it's only by experimenting and trying things out
that you're going to get a sense for yourself for what works.
Don't make any assumptions.
When we started working in VR we tried a number different,
hey what's it like to ride a horse,
terrible. Makes you feel sick.
Don't assume anything, don't assume
that an idea A is going to be great and idea B is going to be terrible because actually,
you may fall in when you play about with the other way around.
My advice is just get your hands dirty and start programming.
There's a lot to explore.
That's basically where you're from.
I think it's a very exciting space to be in right
now and there's a lot of things we just don't know.
And I think the more people that are working in that area,
the more interesting the world is going to become.