10 | Auditory and visual storytelling – a case study on different anime and video games

What this blogpost is all about

As my final entry, I wanted to continue looking into immersion and what may cause it.
As an avid anime and video game fan myself, I have always been fascinated by how some of my favourite pieces of media managed to catch the audience and deepen immersion by not only having a compelling story, but also mange to make use of various different auditory and visual storytelling elements to underline it. This lead to this blog-post, where I want to explore some of my favourite recent examples and explore some ideas, on what makes them work. By looking into these examples, analysing them and learning from their respective examples, I hope to also gain insight into how to make my own work more immersive.
Also, while I will try to keep my entry as spoiler-free as possible, there may be some spoilers for the analysed media, you have been warned!

Screenshots from the first 6 episodes of the anime:
Sousou no Frieren’s backdrops (top) and frequent wide-angle have an almost pittoresque quality to them, inviting the viewer to stop and gaze, slowing down the pace, without appearing boring
The fight scenes (bottom), however, are usually much more dynamic, the art style changes, it features clear focus points, harsher lines, dynamic movement.

American composer Evan Call composed most of the Original Soundtrack of Sousou no Frieren, and already released part of it as a pre-release on Youtube. The full soundtrack is set to release in April

Time Flows Ever Onward – a slower piece

Fear Brought Me This Far – an uplifting battle theme, that ends in a crescendo

For 1000 Years – a slow piece, with an almost epheral quality to it, that is a play on the passage of time

Zoltraak – a name, that describes the offensive spell both Frieren and Fern use during their journey, that has still, due to stroy progression, become Fern’s theme, with Frieren’s being very similar

Japanese composer Keiichi Okabe is founder and chief executive officer of music production company MONACA, which provided the Original Soundtrack for NieR: Automata

意味/無 – meaning/nothing, which could also be read as meaningless when put together, is just the first of 119 tracks the composer has uploaded to Youtube. And the name already hints at one of the games hidden messages

A review by Skill Up, that encapsulates, what maakes the game so special, aptly titled „The Masterpiece You (Probably) Won’t Play“, due to the multiple playthroughs the player has to complete first

Weight of the world – the first ending’s song, in English

„壊レタ世界ノ歌“ (Kowareta Sekkai no Uta, lit.: „Song of a broken world“) – the second ending’s song, in Japanese

Nouveau – another ending song in French

the End of YoRHa – the final track in the soundtrack, combining all previous experiences, before presenting the player with the ultimate choice

Composer Steven Grove composed the final soundtrack / boss – theme for both Lone Trail and Under Tides

The official trailer of Arknights – Lone trail already hints at its theme

An analysis of the Visual Design that make up the Lone Trail event in Arknights

Steven Grove – Control’s Wishes are both the first and final piece of music the player hears when experiencing the story of Lone Trail

Professionally trained opera singer and voice actor MarcoMeatball reacts to Control’s Wishes and analyses the main elements of the song

The official trailer of Arknights – Under Tide features many of the aquatic elements – both visually and aurally

Steven Grove – Under Tides is a boss battle theme, that has a slight twist to it

Voice actor and opera singer MarcoMeatball also analysed the musical elements of Under Tides, revealing the true meaning, that the player is exposed to, without having played the event himself

1. Kanehito, Yamada: Sousou no Frieren, Japan 2023-2024, Anime by: Studio Madhouse, Episodes 1 – 6, streamed at: https://www.crunchyroll.com/de/series/GG5H5XQX4/frieren-beyond-journeys-end, in: https://www.crunchyroll.com/de/ [22.02.2024].
2. Evan Call – Topic: Frieren: Beyond Journey’s End – Original Series Soundtrack EP, https://www.youtube.com/playlist?list=OLAK5uy_n9086XIv_nf3_qDXrEYnUm_dwW1KGxyrE [22.02.2024].
3. n.a.: Evan Call, https://anilist.co/staff/119999/Evan-Call, online in: https://anilist.co/ [22.02.2024].
4. Saba, Michael: How NieR: Automata Tells the Ultimate Humanist Fable, https://www.youtube.com/watch?v=63PzQIbTrM8 [22.02.2024].
5. n.a.: Keiichi Okabe, https://myanimelist.net/people/42543/Keiichi_Okabe, online in: https://myanimelist.net/ [22.02.2024].
6. Keiichi Okabe – Topic: NieR: Automata complete OST, https://youtube.com/playlist?list=PLdR7m7PFLzQ7RqOVfxk2Fr2F-a7iWzovn&si=90M0GsB9J6ZDHFt2 [22.02.2024].
7. Skill Up: Nier: Automate | The Masterpiece You (Probably) Won’t Play, https://www.youtube.com/watch?v=-NiyfG8Ctbo [22.02.2024].
8. Grove, Steven: Steven Grove Music, https://www.stevengrove.com/ [22.02.2024].
9. Arknights Official – Yostar: Arknights Official Trailer – Lone Trail, https://youtu.be/U_laI-G21fo [22.02.2024].
10. HalfACupOfRice: The Visual Design of Arknights Lone Trail, https://www.youtube.com/watch?v=aS8nnjrMlQc [22.02.2024].
11. 塞壬唱片-MSR – Topic: Control’s Wishes, https://www.youtube.com/watch?v=KKhEwcWMH9M [22.02.2024].
12. MarcoMeatball: Arknights – Lone Trail: Control’s Wishes || MUSIC REACTION, https://www.youtube.com/watch?v=s7NdkeSQcjI [22.02.2024].
13. Arknights Official – Yostar: Arknights Official Trailer – Under Tides, https://www.youtube.com/watch?v=0hqKmICjh0g [22.02.2024].
14. 塞壬唱片-MSR – Topic: Under Tides, https://www.youtube.com/watch?v=4uTMR6vZqFM [22.02.2024].
15. MarcoMeatball: Opera Singer Reacts To The Music of Arknights, https://www.youtube.com/watch?v=4l7nivLqz4Q [22.02.2024].

09 | More than just buttons – Interactions and interfaces in VR, AR and MR experiences

What this blogpost is all about

Building upon my previous blogpost on immersive level design, this post also aims to explore the topic of immersion and interaction within VR, MR and AR a bit more by looking into different interface and interactivity solutions currently available, some previously mentioned already, some new, that may increase intuitiveness and engagement from the user. While also still covering AR and MR solutions, the main focus of this blog post will be on VR, as it is more in line with my future plans and planned research.

Different headsets, different controllers – HTC Vive Pro, Meta Quest 3 Pro, PS Move and Valve Index Pro (left to right)

Ultraleap’s 3Di, a small tracking camera for handtracking, comes with its own intergrated interface

Ultraleap Leap Motion Controller 2, a gesture tracking controller with a wide variety of applications

teslasuit – a full body haptic feeback suit, that also tracks movement and can be used for motion capture

Virtuix Omni One – a Omnidirectional treadmil developed for gaming in VR

  • Look further into different VR and MR solutions and their respective issues
  • Research essential tools for creating immersive virtual environments as well as different game engines and their advantages and disadvantages
  • Check methods of engagement and interaction within these digital environments
  • Look into accessibility and how to ensure it
  • Research into immersion and storytelling

1. Springer / Gabler.: Virtuelle Realität, in: Gabler Wirtschaftslexikon, n.y.,
https://wirtschaftslexikon.gabler.de/definition/virtuelle-realitaet-54243/ online in: https://wirtschaftslexikon.gabler.de/ [08.02.2024].
2. n.A.: Was ist Augmented Reality?, in: Omnia360, 2020, https://omnia360.de/blog/was-ist-augmented-reality/, online in: https://omnia360.de/ [08.02.2024].
3. n.A.: Mixed Reality: Wenn sich Reales und Virtuelles vermischt, in: Omnia360, 2023, https://omnia360.de/blog/mixed-reality/, online in: https://omnia360.de/ [08.02.2024].
4. n.a.: Extended Reality, in: RyteWiki, n.y., https://de.ryte.com/wiki/Extended_Reality, online in: https://de.ryte.com/wiki/Hauptseite [08.02.2024].
5. Hayden, S.: Vision Pro Teardown Shows Balancing Act Between Cutting Edge Tech & Weighty Design, in: ROADTOVR, 2024, https://www.roadtovr.com/apple-vision-pro-teardown-ifixit/, online in: https://www.roadtovr.com/ [08.02.2024].
6. Hayden, S.: Quest 3 Teardown Shows Just How Slim the Headset Really Is, in: ROADTOVR, 2023, https://www.roadtovr.com/meta-quest-3-teardown-ifixit-repair/, online in: https://www.roadtovr.com/ [08.02.2024].
7. Hayden, S.: Vive Ultimate Tracker Gets Beta Support for Third-Party PC VR Headsets, in: ROADTOVR, 2024, https://www.roadtovr.com/vive-ultimate-tracker-quest-index-pico/, online in: https://www.roadtovr.com/ [08.02.2024].
8. n.a.: What to Watch: February 2024 Highlights, n: Meta Quest-Blog, 2024, https://www.meta.com/de-de/blog/quest/what-to-watch-free-meta-quest-tv-vr-film, online in: https://www.meta.com/at/ [08.02.2024].
9. CGV Channel: TU Graz Virtual Reality Cave, https://www.youtube.com/watch?v=aeTHlAZtlAI [08.02.2024].

08 | Designing realities beyond screens – World building and immersive level design in VR, AR and MR

What this blogpost is all about

To better understand, how to design immersive and engaging experiences in VR, AR and MR, and building on the previous post about issues and how to solve them, it is necessary to understand the importance of world building and level design on the overall experience. As such, this blog-post aims to provide a short overview on different considerations to be aware of, when dealing with the challenge of creating an immersive experience for VR, AR and MR. Same as with my previous post, however, I would like to dive even deeper into immersive world building and continue my research, so this entry is only a momentary summary and my research into this topic – especially since I plan to eventually read all of Richard A. Bartle’s „Designing Virtual Worlds“ – is still incomplete.

Hyper-Reality by Keiichi Matsuda

  • Look into interfaces unique to VR, AR and MR
  • Check how interaction with VR, AR and MR may work
  • Research how to boost engagement and create intuitive interactions
  • Research into immersion and storytelling

1. Bartle, R.A.: Designing Virtual Worlds, New Rider, 2003, ISBN: 978-0-1310-18167.
2. Matsuda, K.: Hyper-Reality, online in: http://hyper-reality.co/ [08.02.2024].
3. n.a.: VR Design Principles, online in: https://viro-community.readme.io/docs/vr-design-principles [08.02.2024].

07 | Beyond the virtual: Motion sickness and other accessibility problems when navigating the virtual realm

What this blogpost is all about

Continuing the notion of my previous blogpost of understanding VR, AR, MR and XR along with their strengths and weaknesses, this post aims to also provide insight into the different problems one may be confronted with when designing for or engaging with these technologies on the regular and how to best solve them. At this point, it is necessary to mention already, that, while this blogpost will provide a broad overview about the different challenges one may face along with some possible solutions, it is in no way a complete guide yet, as my research into this topic is still ongoing and thus, incomplete.

HaptX haptic feedback gloves

Sony’s accessability controller, compatible with the new PS5 and PS VR

  • Look into immersive environments and how to create then
  • Check methods of engagement and interaction within these digital environments
  • Research into immersion and storytelling
  • Look into interactivity in VR, AR and MR
  • Check interaction solutions for VR, AR and MR

1. Creed, C., Al-Kalbani, M., Theil, A. et al. Inclusive AR/VR: accessibility barriers for immersive technologies. Univ Access Inf Soc (2023). https://doi.org/10.1007/s10209-023-00969-0 online in: https://arxiv.org/ftp/arxiv/papers/2304/2304.13465.pdf [08.02.2024].
2. n.A.: Why VR (& VR Headsets) Can Cause Serious Eye Strain & Pain, in: NVision, 2023, https://www.nvisioncenters.com/education/vr-and-eye-strain/, online in: https://www.nvisioncenters.com/ [08.02.2024].
3. n.A.: XR Today’s Guide to Stopping VR Motion Sickness, in: XR Today, 2023, https://www.xrtoday.com/mixed-reality/xr-todays-guide-to-stopping-vr-motion-sickness/, online in: https://www.xrtoday.com/ [08.02.2024].
4. n.a.: VR Design Principles, online in: https://viro-community.readme.io/docs/vr-design-principles [08.02.2024].

06 | VR, AR, MR, XR – Exploring the future of extended reality and its technologies

What this blogpost is all about

To explore one of my possible research topics further, this blogpost will look into the strengths and weaknesses of virtual, augmented, mixed and extended reality systems as well as their exact definitions and current technological trends, to gain a better understanding of which system / technology to use in future endeavors when going for different experiences.

  • Offers a completely immersive experience, perfect for training, gaming and simulations
  • Can easily create spaces, that are not accessible normally and / or provide space where normally there would be none
  • Can be used in healthcare, especially in therapeutic applications, to provide immersive therapy, exposure therapy, pain management and rehabilitation
  • Isolation from real world may cause emotional distress (solitude)
  • Needs special equipment, that may be costly and / or not readily available
  • Real world information overlay, that relays information in real-time and provides additional input
  • Allows for hands-free interaction, which allows the user to engage the digital content while also staying aware in the real world
  • Useful for product visualisation and trying out products before making a buying decision
  • Limited field of view, especially on smartphone screens or tablets
  • Mobile dependency means less computing power, limiting display performance and causes need for optimisation
  • A high level of versatility, as it combines both VR and AR, it allows for a broader range of experiences to be created
  • Enables both in-room and virtual connection, communication and collaboration
  • Can, same as VR, be used in a wide variety of industries for training purposes, while also allowing for direct testing in the real world in AR
  • Different technologies and their implementation can cause performance and optimisation issues, posing technical difficulties
  • Cost of adaption currently still very high, especially when compared to pure VR or AR solutions

HTC recently presented their new inside-out tracker, that would allow for inbuilt-tracking on a multitude of existing 3rd party headsets

Both the Apple Vision Pro and the Meta Quest 3 offer hybrid solutions when it comes to VR and AR.

  • Look further into different XR solutions and their respective issues
  • Research essential tools for creating immersive virtual environments
  • Check methods of engagement and interaction within these digital environments
  • Look into accessibility and how to ensure it
  • Research into immersion and storytelling

1. Springer / Gabler.: Virtuelle Realität, in: Gabler Wirtschaftslexikon, n.y.,
https://wirtschaftslexikon.gabler.de/definition/virtuelle-realitaet-54243/ online in: https://wirtschaftslexikon.gabler.de/ [08.02.2024].
2. n.A.: Was ist Augmented Reality?, in: Omnia360, 2020, https://omnia360.de/blog/was-ist-augmented-reality/, online in: https://omnia360.de/ [08.02.2024].
3. n.A.: Mixed Reality: Wenn sich Reales und Virtuelles vermischt, in: Omnia360, 2023, https://omnia360.de/blog/mixed-reality/, online in: https://omnia360.de/ [08.02.2024].
4. n.a.: Extended Reality, in: RyteWiki, n.y., https://de.ryte.com/wiki/Extended_Reality, online in: https://de.ryte.com/wiki/Hauptseite [08.02.2024].
5. Hayden, S.: Vision Pro Teardown Shows Balancing Act Between Cutting Edge Tech & Weighty Design, in: ROADTOVR, 2024, https://www.roadtovr.com/apple-vision-pro-teardown-ifixit/, online in: https://www.roadtovr.com/ [08.02.2024].
6. Hayden, S.: Quest 3 Teardown Shows Just How Slim the Headset Really Is, in: ROADTOVR, 2023, https://www.roadtovr.com/meta-quest-3-teardown-ifixit-repair/, online in: https://www.roadtovr.com/ [08.02.2024].
7. Hayden, S.: Vive Ultimate Tracker Gets Beta Support for Third-Party PC VR Headsets, in: ROADTOVR, 2024, https://www.roadtovr.com/vive-ultimate-tracker-quest-index-pico/, online in: https://www.roadtovr.com/ [08.02.2024].
8. n.a.: What to Watch: February 2024 Highlights, n: Meta Quest-Blog, 2024, https://www.meta.com/de-de/blog/quest/what-to-watch-free-meta-quest-tv-vr-film, online in: https://www.meta.com/at/ [08.02.2024]

05 | Character animation and rigging in Cinema 4D – 3. Advanced tools and techniques

What this blogpost is all about

This blogpost will be the final entry on the topic of character rigging and animation in Cinema4D. It will cover some of the more advanced tools Cinema4D provides for character rigging and animation and how they may be used to either achieve even better results or speed up the production process. Finally, it will give a short summary of the covered topic.

Simple character rigged using Cinema4D’s character object

1. Maxon Training Team.: Intro to Rigging in C4D: Part 3 – Constraints & C-Motion, https://www.youtube.com/watch?v=sUkRFEQGTqU [26.01.2024].
2. Maxon Training Team.: Intro to Rigging in C4D: Part 4 – Character Rigging/The Character Object, https://www.youtube.com/watch?v=Co2hPxJhgT4 [26.01.2024].
3. Maxon Training Team.: Intro to Rigging in C4D: Part 5 – More on the Character Object and Features, https://www.youtube.com/watch?v=QuAJRZKeRe8 [26.01.2024].

04 | Character animation and rigging in Cinema 4D – 2. Rigging and animating simple geometries

What this blogpost is all about

This blogpost will expand further on the previous topic of character rigging and animation in Cinema4D. It will tackle the question, how a rig can be connected to a modelled geometry, how the created character can be animated and what role topology and edgeflow play when rigging a model. Furthermore, it will also explain the role of controllers and constraints when animating a rig.

Simple weighted character mesh of a flying bird. The different colours show the weight distribution of the mesh to the different joints of the rig.

Advanced tools:

  • Muscle Object
  • Pose Morph
  • Character Obect
  • Phase
  • XPresso and User Data sliders

1. Maxon Training Team.: Intro to Rigging in C4D: Part 2 – Point Weighting, https://www.youtube.com/watch?v=oiEUwM7vdCg [26.01.2024].
2. Maxon Training Team.: Intro to Rigging in C4D: Part 3 – Constraints & C-Motion, https://www.youtube.com/watch?v=sUkRFEQGTqU [26.01.2024].

03 | Character animation and rigging in Cinema 4D – 1. Introduction and basics

What this blogpost is all about

Great, but how does it work?

Simple joint and bone rig using both forward and inverse kinematics

Fan joints and fan bones are a form of controller – more on controllers will be explained in a later blog post – that basically are a smaller bone and / or joint. These joints, while being the child of another joint and being zeroed-out towards it – meaning it shares its parent’s location, rotation and scale – , act as a support, that blends the rotation of two joints together. It does so, by using a rotational constraint (rigging tag), where the rotational strengths of the two joints can be set. The blending between the joints is dependent on the strength set. This may seem confusing at this point, but its purpose will become clear in later entries. All that is important at this point is to know, that fan joints / bones exist and that they can blend the rotation of two other joints together.

Fan bone sticking out of a simple rigged pipe

  • Connecting the created skeletal rig to the character model / geometry
  • Parent – based rigging vs. point – weighting and binding
  • Edge flow and topology and why it’s important
  • Constraints and controllers

1. Petty, J.: What is 3D Rigging For Animation & Character Design? , n.y.,
https://conceptartempire.com/what-is-rigging/ online in: https://conceptartempire.com/ [16.01.2024].
2. Maxon Training Team.: Intro to Rigging in C4D: Part 1 – Fundamentals of Rigging, https://www.youtube.com/watch?v=rN_5weIhiMY [12.01.2024].
3. Maxon Training Team.: Intro to Rigging in C4D: Part 2 – Point Weighting, https://www.youtube.com/watch?v=oiEUwM7vdCg [12.01.2024].

02 | AI supported animation of rigged models

What this blogpost is all about

AI assisting in animation

01 | Topic Exploration

1. Optimisation of production workflows in Western and Japanese animation:
Rotoscoping, Motion Capture and other Hybrid 2D/3D Techniques

2. Gamification and Exploration in a VR environment

3. 3D character modelling and narration in Virtual YouTubing / the V-Tuber-community:
How to make your character engaging via VFX and animations to underline your narration