Visual storytelling. Shapes.
Exploring the theme of visual storytelling in Virtual Reality (VR), we talked a lot about traditional cinematography to better understand the differences and similarities between the tools and techniques used in film and VR.
In film, the audience knows more than the protagonist. In VR, if in first person perspective, the audience is the protagonist (often player equals main character); if the player has the third person perspective, it does not necessarily mean they know more than the main character. It is, therefore, important to know storytelling tools we can work with in VR.
Close camera shots, or wide angles are camera tricks used to grab viewers’ attention in movies. They cannot be implemented in VR; therefore, a deeper understanding of what elements build the story and how they can be translated (or not) into the VR experiences is needed. VR designers and producers can learn from non-VR creators about production design. Understanding real places and ways how spaces are constructed is important, even though in VR we can create more with less limitations than in physical reality1.
Visual Storytelling means telling the story through elements that can be seen, visuals. It is a clever use of space, design, shapes, colours, patterns etc. to tell the story, and it works well in both films, and in VR.
The overall look of production is called a production design and has an influence on three principal elements: sets the mood of the scene, reflects on the characteristics and the state of the character, and presents the theme (also using the subtext).
Both film and VR need to fill the space between the characters, and it is always carefully planned and cleverly done, never accidental.
In VR, where we cannot manipulate the camera, we need to rely more on the remaining tools, hence considering all the elements of the set is so important; not a small prop, shape, light or colour should be ignored.
Shapes. Circle, square, triangle, and their variations. They are everywhere. All the objects around us are shaped somehow. These objects are so obvious to us that we usually do not consider their shapes. At the same time, someone ingeniously designed and created them so they can fulfill their function and awoke certain emotions (or not)..
All the basic shapes, circle, square and triangle have their own cultural meanings, associations, and emotional effects on people. Deliberate use of certain shapes adds to storytelling, for example a circle seen as a feminine shape. It can be used as a prop and character’s attribute as a wedding (usually flower) wreath on top of the bride’s head. It symbolizes a connection to nature, as well as completeness.
Unconscious, imprinted through the culture meanings can help to add the substance to the story, but at the same time, used in an unanticipated way can shock, provoke, and open a discussion about breaking the convention. In both situations, the original meaning and expected influence on the audience/user must be known, as only knowing the rules one can break them.
Jerald, J. (2016). The VR book: human-centered design for virtual reality. New York: Association For Computing Machinery; San Rafael, California, p.243