Weekly Writing

The week in VR

Meera Almheiri, 4 sep 2022

Interior Desgin wk3 sep 12

It is tough for a World builder to figure out where they want to start. A lot of the time with world building you have so much freedom to be creative and to create therefore there’s always a question of where to start. Building a world requires an eye for design. You cannot start creating A bedroom by just having a nightstand inside of four walls. We must all understand the basics and fundamentals of design. I thought it was really interesting how Dan Cox’s brought to light that design is crucial for environment art. Even more, his examples about anatomy versus anime and world building by studying games all made sense. I believe that one of the hardest concepts to tackle within VR Technology is how to remove this orientation from the headset user. When VR players first put on the headset they are immersed into a new space and more precisely a new reality. The player's senses don’t adjust as fast. I’ve always seen people when they first put on their headset their initial reaction is always looking at their hands and feet and adjusting to the new environment. What cox is trying to explain is, not understanding where things should go in your space but rather how to manipulate the space itself using things like pattern,repetition,structure,and meaning. If we understand that having a space with a high ceiling in one part and a low ceiling in another part can be even doubted using a chandelier that hangs lower in the high ceiling then we understand how to manipulate our space and interpret the ways we want to build worlds. Whether or not you would like to even out that ceiling is an option it is the fact that you know how to manipulate that option is what makes it important. Learning the skills allows us to transition the player and user in a much more comfortable way. mastering how to design a space can make or break your experience in that space, in gaming the design can create structure for your game and for your player. no imagine how much more overwhelming that experience would be in VR, the VR can be immersive and the discomfort of a badly designed space can detach the person from their experience. I personally found myself making random connections that agree with what Cox’s mentions in his lecture, Especially beginners in Unity.





The Boundiries of Storytelling wk4 sep 19

In storytelling the key idea is always intention. This is the same case when it comes to film as well. People began seeking world building skills when they started to crave re-creating stories they’ve seen or heard. Whether it’s through a game or film the stories had to be precise. The idea that Laura Hall argues, is that if you don’t not tell a story with precise intention, then the story will be fill with addition information that disconnects the user from the experience. Hall says that directness and using music and colors and setting helps easily and naturally guide the user to know who they are in the setting of the story, and also what the setting of the story is. That is because humans lack focus and can be easily distracted or even focused on random things.


Therefor what we seek in immersive story telling is mostly the attention of the user. Though the attention of the user is grabbed can we really say that they user is immersed in the story? A lot of the times even during films and games like an escape room, The user knows deep down that at the end of the day this is just an experience and it will pass. So their attention is grabbed but their immersion in the story is only quarter of the way through. Which made me question if attention equated to immersion in storytelling.


A lot of the time an immersive experience equates to personal experience. The persons mind, attention, and entire self is immersed if they feel the subject of the game or film relates to them as a person. This also made me wonder if that was the next step and immersive storytelling.

This can lead to dystopian and dark path, since manipulating a story to be personal to the user means manipulating their subconscious. Feels immoral, but will this boundary ever be explored. Let’s say we create an escape room that is attention grabbing to the user but they are personal stakes at risk. If they were unable to complete the escape room in time they could lose their university scholarship. Re-create a personal element to the experience to make it truly immersive as though they really are at risk. What will that do for us. I understand but this can sound threatening but it is a thought, what if our playful boundary turns dark, how far will we go to tell a story and make it feel real.