Michael Eichenseer
1 min readAug 9, 2017

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I’ve been wondering about this recently: Where is the line between Machinima and just “filming” in VR? A core part of what made machinima different was the limitation of character animations and in-game assets.

In VR we are near 1:1 actors dressed up in a digital avatar. While there are limitations to the characters’ movements, one can imagine as VR matures those limitations will slide away. And 3D assets can be created and downloaded at will in many VR environments.

VRs greatest weakness for filming will be its greatest feature: no limitations. Creators will have to choose their own limitations when filming in VR.

I am excited to see what creative pieces High Fidelity users come up with!

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Michael Eichenseer
Michael Eichenseer

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