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Storytelling for virtual reality: methods and principles for crafting immersive narratives PDF

346 Pages·2017·3.803 MB·English
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Storytelling for Virtual Reality Storytelling for Virtual Reality serves as a bridge between students of new media and professionals working in the emerging world of VR technology and the art form of classical storytelling. Rather than examining purely the tech- nical, the text focuses on the narrative and how stories can best be structured, created, and then told in virtual immersive spaces. Author John Bucher examines the timeless principles of storytelling and how they are being applied, transformed, and transcended in Virtual Reality. Interviews, con- versations, and case studies with both pioneers and innovators in VR story- telling are featured, including industry leaders at LucasFilm, 20th Century Fox, Oculus, Insomniac Games, and Google. John Bucher is an award-winning writer and narrative consultant based out of Los Angeles, California. He is a regular contributor to VirtualReal- ityPop.com, LA-Screenwriter.com, HBO.com, and MovieMaker Magazine. He cohosts The Inside Out Story Podcast and The Westworld Watch Podcast and currently teaches at the LA Film Studies Center, where he leads courses in Virtual Reality storytelling and filmmaking. A popular speaker, John has given talks on five continents regarding story, technology, and art. He is completing a Ph.D. in mythology and depth psychology and is the author of books including Master of the Cinematic Universe: The Secret Code to Writing in the New World of Media, Storytelling by the Numbers, and The Inside Out Story. He can be found online at his site, tellingabetterstory.com, and on social media @johnkbucher. For more information about story, Virtual Reality, this book, and its author, go to StorytellingforVR.com. Storytelling for Virtual Reality Methods and Principles for Crafting Immersive Narratives John Bucher First published 2018 by Routledge 711 Third Avenue, New York, NY 10017 and by Routledge 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2018 Taylor & Francis The right of John Bucher to be identified as the author of this work has been asserted by him in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Names: Bucher, John K., author. Title: Storytelling for virtual reality : methods and principles for crafting immersive narratives / John Bucher. Description: New York and London : Routledge, Taylor & Francis Group, 2018. | Includes bibliographical references and index. | Identifiers: LCCN 2017005830 (print) | LCCN 2017022849 (ebook) | ISBN 9781315210308 (E-book) | ISBN 9781138629653 (hardback) | ISBN 9781138629660 (pbk.) Subjects: LCSH: Mass media—Authorship. | Virtual reality. | Narration (Rhetoric) Classification: LCC P96.A86 (ebook) | LCC P96.A86 B835 2018 (print) | DDC 808.06/6302—dc23 LC record available at https://lccn.loc.gov/2017005830 ISBN: 978-1-138-62965-3 (hbk) ISBN: 978-1-138-62966-0 (pbk) ISBN: 978-1-315-21030-8 (ebk) Typeset in Warnock Pro by Apex CoVantage, LLC Visit the companion website: StorytellingforVR.com Contents Acknowledgments    viii Foreword    ix Ted Schilowitz 1 A New Reality and How We Got Here 1 Spotlight on Directing: Storytelling in VR through Cinematic Directing 8 A Conversation with Jessica Brillhart, Principal Filmmaker for VR at Google 8 Spotlight on Cameras: Storytelling in VR through the Lens 20 A Conversation with Paul Meyhoefer, VP JK Imaging/Kodak 20 2 A Stone Bridge Covered in Microchips 28 Spotlight on Gaming: Storytelling in VR through Video Games 37 A Conversation with Brian Allgeier, VR Game Designer, Insomniac Games 37 3 Science and Technology behind Storytelling 45 Spotlight on VR Science and Storytelling: Storytelling through Data and Neurology 47 A Conversation with Dr. Carolina Cruz-Neira, Director of the Emerging Analytics Center, the University of Arkansas, Little Rock 47 Spotlight on Story: Storytelling at the Oculus Story Studio 68 A Conversation with Jessica Shamash, Producer, and Pete Billington, Immersive Storyteller 68 v vi Contents 4 Storytelling Principles for Immersive Space 80 Spotlight on Immersive Theater: Storytelling through Immersion 84 A Conversation with Noah Nelson, Creator and Host of No Proscenium Podcast 84 5 Designing an Immersive Narrative 93 Spotlight on New Frontiers: A Master Storyteller 99 A Conversation with Chris Milk, Founder and CEO, Within 99 Spotlight on Ethics: Considerations for VR Storytelling 122 A Conversation with Steve Peters, Experience Designer, Host of StoryForward Podcast and CCO of Mo Mimes Media 122 Exercises 127 6 Characters in VR 133 Spotlight on Acting: Storytelling through Drama in Immersive Experiences 141 A Conversation with Keight Leighn, Actress 141 Exercises 153 7 Creating Narrative Structures 158 Spotlight on Visualization: Cinematic Storytelling in VR 162 A Conversation with Chris Edwards, Founder, Chief Production Officer, and CEO, The Third Floor 162 Spotlight on Narrative: Fiction Versus Nonfiction Storytelling 182 A Conversation with Steve Peters, Experience Designer, Host of StoryForward Podcast and CCO of Mo Mimes Media 182 Exercises 192 Contents vii 8 Theory in Practice: Interviews and Case Studies 196 The Storytellers 201 Interview: Rob Bredow, Chief Technology Officer, LucasFilm 201 Interview: Tye Sheridan and Nikola Todorovic, Creators of Aether Inc. 209 Case Study: Baobab VR Studios 214 Interview: Sarah Hill, CEO and Chief Storyteller, StoryUp 217 The Technologists and Producers 224 Interview: Jonathan Krusell, Google Daydream Producer 224 Interview: Robyn Tong Gray and Andrew Goldstein, Founders, Otherworld Interactive 233 Case Study: Light Sail VR 241 Interview: Tai Crosby, Founder and CEO, SilVR Thread 245 Interview: Adam Orth, Creative Director, Three One Zero 250 The Artists 256 Interview: Angela Haddad, VR Artist and Producer 256 Interview: Annie Lesser, Immersive Theater Director 262 Case Study: Jaunt Studios and the Invisible VR Series 267 Interview: Mark Cordell Holmes, Art Director, Pixar 271 The Visionaries 282 Interview: Larry Rosenthal, VR Pioneer and Producer 282 Interview: Paul Debevec, Senior Staff Engineer, Google VR 285 Case Study: Lucy VR series 292 Interview: Brian Rose, Google VR Team, Community and Outreach 295 Interview: Ted Schilowitz, Futurist, 20th Century Fox Studios 298 Glossary  309 Index  323 About the Author  333 Acknowledgments My editors and the staff at Routledge, Emily McCloskey, Simon Jacobs, and John Makowski for all their help and guidance and for believing in this proj- ect. Thanks also to Jack Stenner at University of Florida, Michael Smith at Pepperdine University, and Eric R. Williams at Ohio University for deep insights about the organization, structure, and content of this book. The LA Film Studies Center and extended alums and friends—Jeremy Casper, Chris Krebsbach, Rebecca Ver Straten-McSparran, Paul Yoder, Nathan White, Alex Swickard, Kris Young, and Sarah Duff. My friends at The Alliance for giving me my first opportunity to tell stories—Peter Burgo, Bob and Joan Sanford, Miles Reese, Rob McCleland, and Heather Arment helped me greatly. Thanks to John Stumbo, Jordan Christopher, Pam Fogel, and Deb Gregory as well. My family—Katie, John K. Bucher, Cathie Bucher, Josh Bucher, Matt Bucher, Jordan Bucher, Henry Bucher, Arlo Bucher, Tony Reyes, Luanne Reyes, Aaron Reyes, Alicia Reyes, Caleb Reyes. Dr. Kim Walker, Dave Anderson, Jim and Ashley Krueger, and all my friends at Pacifica. Special thanks to those who gave of their time to participate in the book . . . Chris Milk, Tye Sheridan, Nikola Todorovic, Chris Edwards, Ted Schilowitz, Angela Haddad, Rob Bredow at LucasFilm, Noah Nelson and the No Pro- scenium Podcast, Annie Lesser, Keight Leighn, Mark Cordell Holmes, Larry Rosenthal, Liz Markman, Jonathan Krusell and Brian Rose at Google, Paul Debevec, Jessica Brillhart, Jess Shamash and Pete Billington at Oculus, Paul Meyhoefer and Kevin Cruz at JK Imaging Ltd., Sarah Hill at StoryUp, Heather Brenners, Matt Celia, Robert Watts, Steve Peters, Adam Orr, Brian Allgeier, Dr. Carolina Cruz-Neira, Doug Liman, Melissa Wallack, Matt Thompson, Robyn Tong Gray, Tai Crosby at SilVR Thread, and the entire crew at Jaunt VR. viii Foreword I am a child of the theme-park world. I grew up in central Florida right around the time Disney World opened. I remember going on the Haunted Mansion ride, and though I couldn’t have articulated it at the time, I rec- ognized that when you move people through space while telling them a story, it creates the feeling of traveling on a journey and gives the experience meaning. I was lucky enough to find ways later in life to apply my love of spatial storytelling to the world of technology. I’ve always innately lived in that world, but this story’s not about me, it’s about how the recent rise of immersive media will affect our future. We can reflect on every medium that has been created to tell stories and see that people eventually settle on certain elements that they like, and those elements then become the mainstream definition of what that medium is. Novels, movies, video games, plays, and television shows all have mainstream definitions based on the elements of those mediums that have been successful and lasted. As a medium continues to grow and explore new territory, you have departures and divergent paths off the original idea and methods of that medium. The cinematic language of VR is still developing. But it will only move forward and become more advanced through experimentation and by increasing the volume of sto- ries being told in its space. Many people have referred to VR as a new medium, or at least a new way to tell stories. I would be a contrarian to that idea. I would say that there is nothing fundamentally new about Virtual Reality. It’s a new way to expe- rience what I refer to as spatially oriented entertainment—much like that Haunted Mansion ride I rode as a kid. The world of theme parks has been doing this for number of generations now. The world of theater has been doing it even longer. We have plenty to learn from these disciplines and plenty others. In the world of flat-screen media, a movie theater can be anywhere you want it to be, including on an airplane or in your hands. The one element that ix

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