VR Art & Immersive Storytelling 

VR Art & Immersive Storytelling

For this part of the module, I was unable to attend the practical VR art session or access the VR tools in class due to illness. However, I took the initiative to watch video tutorials and demonstrations on platforms such as Open Brush, Gravity Sketch, and ShapesXR to understand the creative processes involved in VR art and immersive storytelling. Although I did not create my own 3D artwork, I was able to study how artists and designers use these tools to express emotion, form, and movement in a fully immersive 3D space.

Through these tutorials, I discovered that VR art goes beyond traditional digital painting or modelling. Instead of working on a flat canvas or computer screen, artists create directly inside a virtual environment, surrounding themselves with light, colour, and texture. This level of immersion allows the artist to think spatially, walking around their creations, adjusting shapes from different angles, and physically interacting with their work. The result is not only a visual artwork but also an experience that can evoke emotion and atmosphere in the viewer.

Tools such as Open Brush are particularly expressive. Artists use glowing strokes of light and dynamic brushes to paint freehand in the air, almost like sculpting with energy. This creates a sense of fluidity and motion, which is ideal for building mood and emotion. On the other hand, Gravity Sketch focuses more on design and form. It allows for structured modelling of objects, environments, and characters, making it useful for storytelling and world-building. I also learned that ShapesXR is designed for collaboration  allowing multiple users to share the same VR space, sketch ideas, and build storyboards together in real time.

What stood out to me most was how emotionally powerful VR art can be. The ability to move through a space, look around objects, and experience scale transforms the relationship between the creator and the viewer. It turns art into a shared spatial narrative rather than a static image. However, I also noticed challenges mentioned by creators such as managing depth perception, maintaining balance while immersed in VR, and creating consistent lighting and proportion. These are areas that require practice and careful UX consideration.

Even though I could not produce my own VR artwork, this learning experience has given me valuable insight into immersive storytelling and the future of design. I was inspired by how VR artists use colour, light, and spatial rhythm to communicate feeling and story without relying on words. In the future, I would like to create a VR environment inspired by my Space Adventure AR project  perhaps expanding it into a fully explorable VR scene where users can walk through planets, interact with animated elements, and experience space in a more emotional and interactive way.

This reflection helped me appreciate that VR is not just a medium for visuals  it is a tool for empathy, imagination, and narrative design. Watching how professionals use these platforms gave me a deeper understanding of how immersive technology can be applied creatively across art, design, and education.

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