Sage's first VR campaign
In this project, we faced two key challenges:
The first challenge revolved around the need to generate a single set of assets that could seamlessly adapt to print, digital, and 3D motion environments. Instead of attempting to mimic 3D animations with a graphic designer's touch using Illustrator or Photoshop, we took a different approach – crafting assets that could serve across all formats effortlessly.
The second challenge involved injecting that extra 'wow factor,' all while maintaining a budget-friendly appeal for teachers and students alike. After much brainstorming, we settled on the concept of creating an engaging cardboard VR experience.
By tackling these challenges head-on, we were able to develop a solution that not only met our objectives but also added a unique touch of excitement to the educational experience.
After creating the assets to be used for print, digital, and animation, the next step was to produce the 8k 360 video ready for VR.
Hosted on Vimeo. This was when 360 VR content could still be watched on Google VR Cardboards on both IOS and Android. Alas IOS no longer supports this feature.
Then, without needing to create a 2nd video we were able to convert the 8K 360 VR video into a flat standard HD video for social channels and hosting online.
The final step was to create all of the other supporting static content for digital, social and print using exported vector assets, from Cinema 4D's Sketch'n'toon.