THE 360 SPHERE
In VR, audience is placed at the center of a virtual sphere, with the ability to rotate 360 degrees on a vertical and horizontal plane. For VR Film, we are essentially making a decision about where this virtual sphere is placed in physical space. The placement of that sphere is what defines a shot in Virtual Reality: where does the camera go? What does it see? What is hidden? What view is obstructed and why? Where are the objects moving and what space do they occupy?
A thoughtful VR shot should includes the placement of architecture, objects and characters:
Architecture: What are the lines like in your space? Are there layers to the space? Layers replace depth of field in VR. What is hidden behind what object and how do they move in relationship to each other. A well-placed wall can add a lot to a basic space. Get creative with the distances between camera and architecture for each degree. Placing a camera closer to a corner will create meaning: obstruction, no way out, locked and in a corner. What is hidden is just as important as what is shown. How a character moves from a hidden space into the field of view guides the viewer's head. Remember there is no real camera motion when it comes to framing, your space must make up for that.
Objects: Objects can guide the audience's’ eye around the sphere. Their motion signals events and can trigger new interactions. They also represent an area in the virtual sphere that could be of interest to the audience. What additional information does an object provide? What could it tell the audience that the character doesn't know? What timed event could redirect our interest to a new area? Why would I look away one direction to look at this object?
Characters: More on this later, but characters motion within space must be spatial, considering the viewing environment is spherical, not flat. There is no edge (no limit) to the framing of the camera itself, so how do characters appear and disappear from the shot? A motion around the camera in a circle looks different that a straight motion towards it. How close is a character and why?
These three visual building blocks can overlap and affect each other, and they should. For example, how can the architecture of a space be an exit point for a character? How is a character impacted by an object?
POV VS POV
Since we are dealing with a flat image stretched onto a 3-dimensional canvas, we loose image depth. There is a clear sense of presence in the center of the sphere - something is there and is moving around a designated center coordinate. This makes the point of view of the narrative critical to a successful experience. Who am I as the viewer? Am I me? Am I one of the characters? Are they revealed later? Do characters talk to me or through me (ie is there a 4th wall)? Am I an object? What is my movement like - human, animal, surreal, mechanical, etc? What height is the camera at and why?
The cinematic 4th wall is now a spherical point, not a flat plane - which makes it an actor in itself. Anything that crosses that central point is either aware of it or not. The physical state of that actor will determine what happens when objects, sound, views and characters cross it. If a character extends its hand towards the character, does it touch the camera or go through it?
The most basic staging is POV - assuming the camera is the audience, and it seems to be the most popular staging decision at the moment. However, we shouldn't be limited by that assumption, and I think more creative shots will become more common once we are used to wearing VR headsets.