Designing a nonlinear VR art experience

// In Dreams is an immersive dream sequence co-created with Charles Pfaff. The work explores human psychology and our underlying commonality.

BROKE AF -> FULLY FUNDED

// We formulated a detailed budget, attempting to keep costs low by making props by hand. We started a Kickstarter campaign and started social media hustlin'. A few weeks later we had raised over 130% of our initial goal, enabling us to make the project and pay our actors $15 an hour.

0 coding -> software in 6 months

//  Post production required stitching the 360° video together, a long and  processor-intensive process. After stitching, we edited and color corrected the video in Adobe Premiere and After Effects. We then taught ourselves Unity and C# to create the interactions that allow the users to move between scenes. This all meant countless hours in windowless  rooms -- but in the end, we were incredibly proud to ship our first piece  of software.

IMPROVING THE USER EXPERIENCE

//  As new developers, we had an elementary understanding of how people  would interact with the VR headset and controls. But experiences in our graduate UX program taught us the importance of user testing. We observed dozens of beta testers and calibrated  UI elements so people could move through the experience with ease.