VR Workflow: A Full Case Study
summary
Case study shows how a TV promo for FOX’s Sleepy Hollow becomes a Comic-Con VR installation: uses Unity for the realtime build, Blender and After Effects for motion and compositing, and a custom two‑GoPro rig (later 14 cams) for stereoscopic live action. Problems solved include alpha in Unity turned into sprite sheet playback, motion tracking and stereo compositing accuracy, and syncing 1760 frames per eye to avoid lag. Outcome: thousands tried it, a mobile souvenir app shipped and the install drives millions of impressions.
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chapters (10)
- 0:00Introduction
- 3:32No fixed VR workflow
- 7:24Discovery and execution philosophy
- 12:24Discovery phase Sleepy Hollow
- 14:55Schematics and storyboarding
- 23:03Execution and asset development
- 26:17Post-production challenges
- 31:55Comic-Con showcase
- 36:21Future of VR
- 43:24Q&A
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