Creation Methods for Immersive Arts

During a 4-day Immersive Storylab event at LJMU, we met industry immersive art leaders BrightBlack (2019). During the 4-day event, I took away a new approach to designing and implementing a VR experience. This was to imagine the world in your head and start to use tools such as Playmaker for Unity to build it. Thus, I was attempting to let this creative process inform the question ‘do we need borders?’, in an immersive environment. I thought it would be interesting to continue building a world after the lab event, and I came up with the idea of using Google Blocks and Tilt Brush to make elements and to incorporate them into my world. However, I was also interested in how the UI design inside Tilt Brush and Google Blocks uses affordances for creating. I have put a video together to show my exploration of Tilt Brush and this can be viewed here: It’s important to note that from my exploration with this tool, it has become apparent that the UX experience has been made to feel like you are an immersed painter, holding two pallets:

This is powerful because the design of the experience is fulfilling the goal of the tool: to create. Likewise, the symbols used to represent each action in the experience closely approximate what the intended uses are. For instance, clearing a sketch is represented by a trash can and saving uses the standard save logo. Each of the brushes inside the experience also visually represents the type of paint brush you are using. Therefore, the UX design principles of affordances makes this a very intuitive experience for creatives. It also allows you to build worlds very quickly. I experimented with cross platform UX design and I made an experience by combining Google Blocks and Tilt Brush, and then I brought these into the game’s engine. You can find out more about my exploration by watching my Google Blocks tutorial here:

I also took the Google Blocks model into 3DS Max 2018 and made alterations to the design scale before exporting out as a OBJ file:

And you can see how these were combined into a game’s engine to rapidly create a world here:

Now that I can make elements appear in a world, it may be in the case that I use some sort of 3D model created in an application of my choice. Then, I may decide to incorporate a design element such as a thermometer or stethoscope as either a reticule control or a button (referring to the NHS experience). I now realise that elements in the experience can be designed to be interacted with and these objects can perform key design tasks. References BrightBlack, (2019) Immersive Storylab [Guest Speakers Simon and Myra] Liverpool John Moores. 19th November to 22nd November 2019.

Myers, K. (2019) Tilt Brush Demo [online video] Available at: [Accessed: 1st December 2019]

Myers, K. (2019) Building Walls in Google Blocks [online video] Available at: [Accessed: 1st December 2019]

Myers, K. (2019) Unity With Tilt Brush & Blocks Assets Imported [online video] Available at: [Accessed: 1st December 2019]

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