Nun’s Beach VR Development Blog #6

Simon Cottee
5 min readMar 29, 2022

Here we are! The final blog for this experimental project!

In this blog I will share the final proof of concept video of Nun’s Beach and share my answers to my research questions and conclude how I feel about working in VR and if it has a place in my workflow.

NUN’S BEACH PROOF OF CONCEPT VIDEO

Here is the edited film of my project as a proof of concept piece for a larger experience that may or may not be made:

FINAL CONCLUSIONS TO MY 3 RESEARCH Qs

1. Can I work in a VR Pipeline?
Is it fun to use, will it be awkward and importantly will it make me sick? What is the production pipeline like and what practical use in my field (2D Animation) can it ultimately have, if at all?

ANSWER
YES. Yes I can work in a VR Pipeline… but… I think the more accurate question here is do I want to work in a VR pipeline? That’s trickier . In 2022 I most certainly can throw on my headset and open up an art package and start generating some interesting things. This project was only scratching the surface of that. The issue is the hardware and software are still so primordial that the act of doing it is always awkward.

My takeaway: I would want to wait for the tech and software to advance before attempting to make any specific VR experience (creation of something that is both made within VR and to be experienced in VR). What I plan on using VR for is some quick pre-production mock-ups for traditional 2D films. I’m already planning to incorporate it into my next production by building sets and environments in VR to utilise for the films planning and animatic/storyboard creation. This would be a luxury to be able to spend the time and budget to do but I think it would be valuable. It is definitely something I intend on trying. So to finally conclude this question:
YES I can work in VR and it has useful tools, but NO I don’t want to primarily work within VR with what is currently available.

2. Does my film making skillset translate into the VR medium?
How complimentary is my current skillset with VR and what new skills will I need to develop and learn?

ANSWER
YES. I think it does, but I wonder if a game designer/3d artist would have an easier time of it. I think if I were to be working with a team of people with some more technical knowhow and programming knowledge that could be the perfect situation. The experience of rendering out the footage for my proof of concept video to edit together into an ultimately flat viewing experience was actually really neat and I leaned heavily on my skillset to accomplish it. There are a lot of great film making opportunities within VR, but to me there is still the barrier of entry to view it. I’d rather invest my time in creating a simple movie file than a complex interactive virtual one.

3. Can a VR experience be truly immersive and worth the effort in 2021/2022?
I want to see for myself, through my creative process if I truly believe in VR.
So far I have been disappointed with VR. Is the tech 10 years away from what I desire and is this all ultimately a gimmick for the few who can afford to use it? And how is this any better than a comfortable viewing experience on a screen?

ANSWER
Maybe? This is obviously very subjective. My conclusion is the true value is in the individual personal experience within the space. I never connected to a digital character within VR, but I DID connect to myself within the spaces. That is the vital energy of VR. The magic comes when you are bringing yourself into the space, which you always do. Like an art gallery where each person finds different meanings based on their own experiences. VR can be a powerful vehicle for inward exploration moreso than external virtual exploration in my opinion. Meditating in VR is remarkably profound, when paired with an immersive soundscape. Sound is a huge factor of that immersion and I think there should be a major emphasis on it within a VR project.

For the second part of the question: is it worth the effort in 2022? In regards to the consumer / audience I would say NOT YET. Maybe in 5 years when we can have lightweight affordable ultra crisp portable VR with lots of great software experiences. But for 2022 there are so many hurdles between you and a good experience it’s not worth it. It’s still an expensive buggy gimmick.
In regards to creating a VR experience? That’s tough. I want to say yes because the more people who make great stuff in VR the better VR becomes. It’s a self fulfilling prophecy for people not making cool stuff in VR because there aren’t enough cool things in VR to justify making any…

ULTIMATE CONCLUSION

VR is still very niche despite what you might hear. Working in the niche is rewarding and exciting and for those wanting to be on the frontier of something VR is a great choice. For myself, it’s a tool in my back pocket but it’s not to be the foundation of my career by any means.

VIRTUAL REALITY IS EQUAL PARTS AMAZING AND EQUAL PARTS DISSAPOINTING.

There is so much talk about VR but at the end of the day it’s just a way to look at and interact with virtual things. It’s not magic, it’s not science fiction. It’s a let down in that regard.

After 700 hours in VR I’m not rushing to go back in, at least not in its current state. I’m going to keep a close eye on it and watch and wait for its maturity. My experience here was very rewarding but also somewhat nauseating, dizzying and disconnecting.

VR RULES. VR SUCKS.

~ Simon Cottee

~Nun’s Beach — VR RESEARCH AND DEVELOPMENT PROJECT
Funded via the Canada Council For the Arts
2021/2022

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Simon Cottee

Simon Cottee is an Australian 2D Animator and Direction living in Montreal