Colin Foran, Creative Lead, HBO: “Westworld VR’: Combining Linear and Interactive Content to Tell Character-Centric Stories.”
“Our shoot took place on location in the Dellos Lab set. I don’t think I’ve ever seen a location more hostile to the idea of a 360 shoot. Rectilinear patterns everywhere, nested reflected surfaces, tight corridors and dramatic lightning all promised to make stitching and processing a nightmare. Thankfully we had a support of Spherica for capture and processing, and the Westworld production team for set support on the day of the shoot”.
‘Westworld VR’: Combining Linear and Interactive Content to Tell Character-Centric Stories
Ryan Wilkerson, vice president of experience design at HBO: “HBO’s new internal virtual reality division spent the past year working with Westworld creators Jonah Nolan and Lisa Joy to create an exclusive HTC Vive virtual reality experience, one that transported fans at this year’s TechCrunch Disrupt and New York Comic Con conferences right into the virtual version of the park”.
When HBO’s VR team set out to develop this particular experience with the Westworld creative team, Wilkerson knew it was going to be a very special collaboration, bridging real-time CG, live-action 360 video, and location-based environmental design.
The virtual reality production ran parallel to the series’ live action shoot, which allowed the tech team to shoot on set at Melody Ranch with Westworld and Breaking Bad director Michelle MacLaren directing the original VR story.
“Given that it’s meant to be viewed in conjunction with a physical environment, our focus was on making it a unique and compelling experience, regardless of replay value,” –
Wilkerson said. “In the end, we struck a balance that we’re really happy with; you can be a hero or a villain, but you’re also a part of our story in a way that hasn’t quite been done before.”