Stephanie Marlo: Virtual Reality Artists Are the Bridge Between Life and Vision
Stephanie Marlo, Founder of Artist Life Vision, has been producing 360 and VR content since early 2016 when she first started working with 360 Virtual Tours. The departure from 2D video and photography was an easy choice, as the traditional media had become mundane for her.
Stephanie on location Atlanta Prison Farm, 2016
Now with over a hundred VR videos on her VeeR channel, the most memorable project for Stephanie is hands down the Dream Collection Agency: Lost Patient. In under 48 hours, the team turned in a full video for the Atlanta AT&T Creators Challenge and won the first prize.
Inspiration for Stephanie comes from the two most commonplace sources that most take for granted: life and people. Each video or series her team produces spawns from what is happening around them every day within their communities and personal interactions.
A major conundrum for her, however, was to find people who shared her work ethic and could make the time to be as committed and “borderline obsessed” as herself to learning, growing and developing this new way to communicate through the use of visual and interactive simulations.
VR is a 200%+ commitment rate in my opinion. ——Stephanie MarloClick To Tweet
Stephanie soon came to the understanding that building a strong team takes time. “Not everyone can keep up with the workflow we push out here, and I understand that fully. … For those of us who have, and will continue, learning and growing together we have found strength in our abilities to bring concepts to reality and virtual reality alike.” She’s hopeful for her group of strong-minded individuals to band together and overcome difficulties pelting their way.
Complete Streets VR Experience reveal
A typical VR project for Stephanie and her team starts with a general concept meeting consisting of 2-5 team members from the video production side and the design side. From there they begin collecting each person’s ideas. After a solid agreement has been reached, they try to answer the following three questions:
1. Can we create what we have decided on at a quality level and have a finished product by our set deadline?
2. What production will this require?
3. What is the best workflow for time management and non-destructive editing?
Next is storyboarding and from there the team members get to work on their individual task. Planning usually takes a day or two by the principle that it’s always good to sleep on an idea. Once shooting is quickly knocked out, post-production is where it gets sticky. Stephanie raises an example to illustrate the problem: “If you have filmed say a 5-hour long event that means that you now have to go back through most of the footage and grab the best moments to turn into a shorter version for viewers. VR also require more editing than 2D videos.”
VR Street Experience pop up, 2017
Stephanie tells us that the Nikon Keymission 360 is what she feels the best camera for its current price. Besides recommending the staple software——Adobe Premiere Pro, After Effects, Photoshop; she also shared an important tip: patience. She explains that VR software is updating at drastic rates to keep up with the incoming knowledge of interaction for ease of workflow when dealing with VR and AR productions. This makes patience a big part of learning how to create VR experiences when discussing software as things get outdated rapidly.
VR and AR will solve a lot of the world’s time management and learning issues which are now seen in abundance, Stephanie says as she elaborates on her “endless” visions with us for VR. She plans to be a continued part of this change by creating, producing all types of 360 and VR content. She’s especially interested in projects that help further the VR movement into regular daily activities like social interaction, community outreaches, education for children and the arts. We were also excited to learn that her team will soon be announcing the release of LifeVision VR which will be strictly interactive games, interactive learning, and experiences.
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