Vajont VR devBlog

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  • Vajont is now available on the Oculus Store
  • Vajont at Venice VR Expanded, some practical informations
  • Venice Vr Expanded is almost here: how are we doing ?
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  • Lighting for VR

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Vajont VR devBlog

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Extras

Vajont is now available on the Oculus Store

At Artheria, we’ve been planning the release of this article for months. We know we need to update you on important news that involves us, and we were simply waiting for the...

Posted on 1st March 2022 by Saverio Trapasso

Extras

Vajont at Venice VR Expanded, some practical informations

Wednesday, 2nd September, Vajont had its World Premiere at 77th Venice International Film Festival, in the Virtual Reality section (Venice VR Expanded). For the duration of the...

Posted on 5th September 2020 by Alessio Di Lorito

Extras

Venice Vr Expanded is almost here: how are we doing ?

The inauguration of the Venice VR Expanded, a section specifically dedicated to Virtual Reality at the 77th Venice International Film Festival, is just under a month away. These...

Posted on 3rd August 2020 by Saverio Trapasso

Interaction design

Graphic User Interface for Virtual Reality Experiences

In the past, I have been involved several times in studying and creating Graphic User Interfaces for different types of projects, including Virtual Reality experiences. The...

Posted on 30th July 2020 by Thomas Iuliano

Extras

Lighting for VR

Image has always influenced the way I create. I see the world in colour, but constantly enclosed within well-defined perceptive and technical parameters. These parameters range...

Posted on 24th July 2020 by Iolanda Di Bonaventura

Sound / Music design

The importance of audio in Virtual Reality

I would like to start this article by sharing with you a particularly illustrative video. The scene is taken from the film ‘The Artist’, directed by Michel...

Posted on 21st July 2020 by Massimiliano Borghesi

Environment development

Matte Painting an Environment in VR

Matte painting (literally: ‘background painting’) is a technique widely used in the world of cinema, which makes it possible to create, probably without great...

Posted on 15th July 2020 by Thomas Iuliano

Environment development

Texturing the environment – Interiors and props

Once I received the 3D assets created by Yuri and the concepts carried out by Thomas, I set to work on the interior texturing. Although I had a fairly precise idea of ​​how to...

Posted on 10th July 2020 by Irene Zappon

Character creation

Character Rigging for Virtual Reality

We can consider the character rig as the link that connects the modeling phase with the animation phase. The rig, in fact, is the construction of a specific “skeleton”...

Posted on 6th July 2020 by Saverio Trapasso

Environment development

Modeling of the environment – Scenography and props

When modeling the internal environment of Vajont, I had to keep in mind three fundamental requests: The size of the room and the resulting arrangement of the interactive objects:...

Posted on 26th June 2020 by Yuri Giordani

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Extras

Vajont is now available on the Oculus Store


Saverio Trapasso
CEO & Co-founder of Artheria
Vajont is now available on the Oculus Store
Posted on 1st March 2022 by Saverio Trapasso

At Artheria, we’ve been planning the release of this article for months. We know we need to update you on important news that involves us, and we were simply waiting for the right moment.

I realized that for me this is not insignificant: if on the one hand it means having done our job well, on the other hand it means … that this adventure is coming to an end! For this reason, I have chosen not to hide my feelings – a mixture of satisfaction and melancholy – in writing this post.

I will come to the point: some of you may have wondered why – despite some small events – Vajont has not been mentioned about the end of the Venice VR Expanded, the Virtual Reality section of the Venice International Film Festival, in its 2020 edition.

Well, the reason is simple: we spent these months – juggling, as you can imagine, all the difficulties that a pandemic can create for an indie production company – to adapt the piece to a fully online version.
Adapting the piece to an online version means designing from scratch the user-experience, rewriting the code, removing polygons from the 3D models and – as we saw in the article dedicated to the production pipe-line – testing, testing, testing to find a mode of interaction that can be intuitive for all types of audience.

Why? Simple!
Because we wanted all of you to be able to enjoy Vajont without any difficulty.

Vajont, as those who have followed us in reading this blog know, was born as a museum installation; and this had led us to an essentially physical-based user-experience design: we were waiting, in fact, for the moment in which we could build a physical location and, simply, wait for you at the museum.

This day never came. The pandemic fell upon our distribution strategy: museums opening and closing intermittently, the need to recharge the disinfection costs of the physical scenography on the tickets… all elements that, instead of bringing us closer to the audience, created in us the feeling of pushing them away.

There was only one solution. Get back to work and create a native version of Vajont for online distribution on stand-alone headsets.

So here we are at the core of this post.

The first news I want to tell you is that, in recent months, we have created from scratch a version of Vajont optimized for Oculus Quest: the type of headset that, according to our market research, is most popular among you.

No need to go to a museum, then, nor to pay attention to your movements to avoid tripping over cables!
And to those of you who are wondering which type of Oculus Quest is the most appropriate – if no. 1 or no. 2 -, I say don’t worry: Vajont is optimized to work on both.

The second news I want to give you is that Vajont is now available on the Oculus Store!

Is there anyone among you who believes that bringing your product to an online store is a simple drag-n-drop operation? I’m sorry to say that this is not the case: Oculus’ fame is directly proportional to the quality of the experiences it hosts. That’s why the selection process, carried out not by a computer but also by human curators to ensure the correspondence between the piece and the Oculus editorial line, is particularly long and strict.

Having the chance to distribute Vajont on the Oculus Store means having the chance to reach you all in your homes, and to spend these times of uncertainty with you.

What are you waiting for?
Try it now: https://www.oculus.com/experiences/quest/4350073158413049/

Saverio Trapasso
CEO & Co-founder of Artheria

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Extras

The production pipe-line of an interactive VR experience

Many of you will probably already know about the production pipe-line of a VR experience – or a video game – but we still believe it is important to clarify the...

Posted on 11th May 2020 by Saverio Trapasso
Extras

Vajont at Venice VR Expanded, some practical informations

Wednesday, 2nd September, Vajont had its World Premiere at 77th Venice International Film Festival, in the Virtual Reality section (Venice VR Expanded). For the duration of the...

Posted on 5th September 2020 by Alessio Di Lorito