Immersive Visual Effects
ZHOU YUTONG / 0378676
week1---week14
Immersive Visual Effects/ Bachelor of Design (Honours) in Creative Media
TABLE OF CONTENT
- INSTRUCTIONS
- LECTURE
- EXERCISE
- PROJECT
- REFLECTION
LECTURE
Week 1: Module Briefing
This module focuses on creating spatial and immersive experiences by combining visual design, interaction and VR workflows. It defines visual effects (VFX), explains how VFX shapes feelings and responses in VR, and introduces core tools including Blender, Godot and VR headsets, as well as coursework and the full weekly syllabus.
Week 2: Immersion, Presence & Design Directions
- Core concepts: Immersion means deep mental engagement in an experience. Presence refers to the feeling of being situated inside a virtual environment, divided into spatial presence, social presence and self-presence.
- Design guidelines: Build consistent visual styles, reduce distractions and guide users’ attention to enhance immersion and presence while minimizing discomfort.
Week 3: Narrative in VR Environments
- VR adopts environmental narrative instead of traditional linear storytelling. Stories are spread across 3D spaces for users to discover on their own.
- Three design steps: Define the intended experience and narrative outcomes; design spatial progression to match emotional arcs; guide users’ attention via visuals, sound, light and object hierarchy.
Week 4: Human Perception & Spatial Experience in VR
- Human perception integrates vision, hearing, haptics, vestibular sense and proprioception. VR designers construct artificial sensory experiences for users.
- Common perceptual issues in VR: vergence-accommodation conflict, limited field of view, distance compression and sensory mismatches. These problems may cause cybersickness and break the sense of presence.
Week 5: Tracking, Spatial Input & Interaction
- VR operation loop: Physical action → Tracking → Spatial input → Virtual interaction → Sensory feedback.
- Three key components: Tracking captures users’ 6DoF position and movement; Spatial input converts motions into 3D data with different coordinate frames; Interaction includes four core tasks: selection, manipulation, locomotion and system control.
- Design principle: Prioritize human-centered, natural and responsive interaction.
Week 6: VR Workflow, Project Planning & Previsualisation
- VR development is iterative, skipping tests will lead to design failures.
- Standard workflow: Planning → Block-out with basic shapes → Headset testing → Revision → Add interactions → Re-test → Performance optimisation → Final build.
- Use simple prototypes for low-cost previsualisation and identify problems at an early stage.
Week 8: Asset Preparation, Scene Layout & Spatial Design in VR
- Asset rules: Follow unified scale (1 unit = 1 metre in Godot/Unity; 1 unit = 1 cm in Unreal). Check asset scale on import to avoid errors in collision and interaction. Mark interactive features clearly for users.
- Scene layout: Build basic structures (floors, walls, paths) first, then divide kinetic zones for specific interactions like grabbing, pressing buttons and object snapping.
- Spatial design: Place key content at ergonomic eye level. Embed UI into the virtual scene instead of fixing it to users’ view. Ensure the whole environment is realistic, comfortable and interactive to maintain presence.
PROJECT
PROJECT 1
We need to choose a doll and create a model of it in PLY format.This is my toy, Stitch.
Because I got stuck on the computer program code part of the method the teacher taught, I used other software to scan the model and get it to have Gaussian splash properties.
The scanned model is put into playcanvas
PROJECT 2
The code I used in the special effects
PROJECT 3
week 9
I participated in a school-based psychological activity led by an instructor. The aim was to help us better learn how to express emotions in our work. I think this is very beneficial for developing our empathy and emotional expression, making our immersive projects more emotional.
week 10
REFLECTION











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