"I began as an animator, but I liked character rigging, doing engineering, technically challenging stuff, too. I saw making VR music videos as a road ahead, something that would allow me to explore a new programming language and take on new challenges while leveraging all of my skills."
Read on for Tyler's 5 takeaways on giving virtual reality a go.
Old Friend VR experience.??
1/ Leverage your existing skills
Game engines are hard! Leverage your Maya or 3ds Max skills as much as you can during your transition. Less interactivity isn't so much of a bad thing; people still want to look at great art.
2/ Asset creation is asset creation
Whether you're a modeler or an animator your knowledge is valuable in VR. I've been using Maya for 16 years and I feel like that made the transition to Unity easier for me.
3/ Embrace evolution
VR is all about evolving. Whether it's new hardware that drives your design or new fads or software tricks, things move so fast with VR that you might be working on something and in six months, it's not relevant anymore. Be prepared to roll with the punches.
Chocolate VR experience.
4/ Good content is critical
Good content is imperative when selling people on VR. If it's someone's first time trying VR and you show them things that are not engaging, their first impression of, 'Oh, I saw VR, it kind of sucks,' is going to be hard to change.
5/ There is no playbook
There are not a lot of expectations or rules in VR, there's only so much you can learn from others right now, so you’ll never get it all figured out until you just get in there and start working and solving your own problems your own way. For me, as long as people get the feeling that I'm trying to get them to feel and they come out of it enjoying themselves, it's a success.
Read the full story of how Tyler Hurd, creator of VR experiences, BUTTS, Old Friend, and Chocolate made his successful transition from animation to VR: Creating big dumb VR joy: A word with Tyler Hurd
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