Pro-tips for Mobile VR Production Workflows
summary
Asserts that Google Cardboard: ~1M units is the only realistic distribution path today, so development targets phones and Unity (because Unreal lacks Cardboard SDK support); builds an opening-title VR sequence for The Foundry in Unity with a three-person team, bakes lighting in Modo, combines textures and avoids overdraw, and crops the viewport to save roughly 40% rendering cost. Finds mobile VR effectively quarters performance (two eyes × double FPS), learns real‑world scale feels wrong so scales and stylizes the world down, and ships a simpler finished product over a perfect one.
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chapters (11)
- 0:00Intro
- 1:17Getting Started in VR
- 2:26Benefits of VR
- 3:50Limitations of Cardboard
- 5:17Unity vs Unreal
- 6:37Constraints
- 11:08Case Study
- 12:40Set Realistic Goals
- 14:13Block Out Everything You Can
- 17:35Staying Flexible
- 19:01The Future of VR
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