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Service 09

VR Video Production

Scripted VR films and 360 experiences produced end to end in Unity or Unreal — model assets, script and storyboard, animation, scene dressing, layout, blueprints, real-time effects, music, sound design and post, delivered as a finished piece.

Service 09UnityUnreal Engine 4Unreal Engine 5
VR piece - sound off
Engines
Unity, Unreal Engine 4 or 5 — built in the engine and version you specify
Pipeline scope
Full production, or only the stages your team keeps in house
Source assets
Built from your IP assets; anything missing is either bespoke or licensed and cleared
Deliverables
The finished VR piece, plus the engine project and source files

What you get

  • Model assets — characters, props and environments built or refined for the target headset and frame budget
  • Script and storyboard development, or adaptation of the documents you supply
  • Animation, scene dressing, layout and camera blocking
  • Blueprint and interaction logic wherever the piece needs it
  • Real-time VFX authored in engine rather than comped in afterwards
  • Music and sound design, or integration of the tracks you supply
  • Post-production: edit, grade, master and hand-off with source files

How we run it

01

Requirements and reference lock

02

Stage scoping

03

Asset audit

04

Layout, animation, blueprints

05

Effects, music and sound

06

Post and delivery

Toolchain

UnityUnreal Engine 4Unreal Engine 5Autodesk MayaAutodesk 3ds MaxBlenderSubstance PainterHoudiniAfter EffectsPremiere Pro
Before we quote

Settle these and the quote is straightforward.

  • Do you have a script or brief document, reference titles, a genre and style, a required engine and exact version, and a target runtime?
  • Which stages of the pipeline should we own, and which stay with your team?
  • Which assets will you supply — models, script, storyboard, music, sound effects?
  • For anything you do not supply: should we build it bespoke, or may we license it or use our own library provided it is clear of IP risk?
  • If you supply models, do they include rigging and simulation data — and if not, should we produce them?
  • If your assets fall short of the required fidelity, should we refine them?
  • If you do not supply music or sound and we produce them, do you need a named orchestra or voice talent?

VR games too

The same pipeline covers VR games: planning, game assets (concept art, models, rigging, animation, VFX, music, sound), the client, the server and an administration backend.

Send the design document, reference titles, engine and language versions, and we will scope it.

Got a VR piece to make?

Send the script, references, engine version and runtime — we will come back with scope and a schedule.