We have ventured out on a new road - Virtual Reality. It is a fantastic possibility of going from representing a reality to creating one. You still have to tell a story and to create a meaning, letting the images flow in a natural way. In this sense we can make use of our experience from working on narrative films and documentaries. This means that we are not approaching virtual reality filmmaking as technicians who knows a lot about computers. We are creating stories, emotion and meaning. All told through the images or rooms that we take you into. The images and sounds comes first comes first.
We like to stay in the real world with our images and sound. Not a computergenerated one alone without all the imperfections of natural life. But we work in 3D because this makes the 360 experience much more immersive. We have chosen the Kandao Obsedian Camera who have won numerous prizes for design, functionality and performance. We stitch the six independent cameras each shooting at a 3800x3000 pixel resolution together to a 360 sphere in the programme called Mistika which is the best stitching program for 3D around. It has to be top notch because any visible line in the joining of two recordings will spoil the illusion that you are at another place,
Our workflow is to create a concept that makes the most out of the 360 experience. We want to take you to a different World. A World that entertain, educate or make you have new feelings. After the concept has been decided we do research and write a script. From the script we make a production plan and set the crew. We can operate from a couple of persons to larger crews involving lights, movement, talent and so on. When the shots have all been logged we are ready to stitch them together. This involves a lot of knowledge about possibilities and possible mistakes. We a make a raw stitch to begin with. Theis is edited i Premiere Pro. From the edit we fine stitch the selected clips in a resolution of 8000x8000 pixels. This is then entered into the project. In the sound studio, the recorded ambisonic sound is treated and remixed then entered into the timeline of the project. After this we can render for the specific platforms, e.g Occulus Pro, HTC Vive or a mobile VR cinema of between 2-5000 participants.