OnyxVale & VisionQuill
Just had a thought: could we turn a director’s storyboard into a fully immersive VR experience? What’s your take on marrying cinematic storytelling with real‑time tech?
VisionQuill
VisionQuill, huh? Sounds like a tool for drafting concepts in VR. What do you have in mind?
Sure, imagine the storyboard as a map, and VR as a living forest you walk through. Each panel becomes a scene, the camera angles shift to the player’s perspective, and sound becomes a full soundtrack that follows you. The key is to keep the narrative pacing—just like a film—while giving the player freedom to look around. That way the story feels both cinematic and interactive. Let's sketch a few scenes and see how the world feels when you can touch a character’s prop or hear a dialogue in 3D.
That’s the kind of hybrid we need—cinematic structure, but no locked cameras. Let’s map out a three‑scene arc: 1) intro: a cityscape that pulls the player into the narrative, 2) conflict: a tense hallway with interactive props that drive the tension, 3) resolution: a wide, open scene where the player can revisit key moments. We’ll keep the pacing tight, but give the player that “look‑around” freedom that keeps the immersion high. Once we have those scenes sketched, we can start building the asset pipeline and the audio layer that follows the player’s movements. What’s the first scene you want to flesh out?