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How to create a virtual reality experience for your company

Quick answer

creating a virtual reality experience involves seven stages: defining the objective and the audience, choosing the format (360º video or an interactive 3D environment), writing the script and the journey, gathering and producing the content, developing the experience, testing it with real users and deploying it with a plan for use and measurement.

Workflow of a virtual reality project, from the script to going live

1. Define the objective and the audience

What should the person know, feel or do when they take off the headset? A clear objective ("so that the salesperson can sell a machine without taking it to the trade show") avoids projects that impress but serve no purpose. Also define:

  • Who will use it: employees, customers, trade show visitors.
  • When and where: training room, stand, the customer's premises.
  • How long: short sessions are usual (between 3 and 10 minutes for a demonstration, longer for training).

2. Choose the format

FormatWhen to use itInteraction
360º videoVisits, tours, storytellingLow
Interactive 3D environmentTraining, demonstrations, simulationHigh
Mixed (video + 3D elements)Balance between cost and valueMedium

If you are unsure, start with the simplest format that meets the objective.

3. Choose the hardware

Decide whether you will use standalone headsets or headsets connected to a computer (see Standalone VR vs PC VR) and how many units you need. The hardware determines the level of graphical detail that is possible.

4. Write the script and the journey

Just like a film, a VR experience needs a script:

  • Opening: a brief introduction and a movement tutorial if needed.
  • Development: three or four key moments, no more.
  • Close: a summary and a call to action.

Think about comfort: avoid sudden camera movements, which can cause motion sickness, and let the user control the pace.

5. Prepare the content

Gather or commission:

  • 3D models (CAD, renders, scans).
  • Plans and photographic references.
  • 360º recordings, if applicable.
  • Voice-overs, music and text.

See what content you need before you start.

6. Develop and test

Development brings the content together, programs the interactions and optimises performance. In VR, smoothness is critical: a low frame rate causes discomfort. Run tests with:

  • Users who do not know the project.
  • Different heights, ages and levels of experience with VR.
  • The final hardware, not only the development hardware.

7. Deploy and measure

Plan how it will be used in practice:

  • Who manages the headsets, cleans them and charges them.
  • How the experience is explained to users.
  • What data is collected (times, correct answers, leads) and how it is analysed.

Then measure the results and improve the next version (measure engagement and ROI).

Mistakes to avoid

  • Trying to say everything in a single experience.
  • Neglecting comfort and motion sickness.
  • Not anticipating the logistics of the headsets.
  • Producing content without thinking about reuse.

Key ideas

  • A clear objective is the most important part of the project.
  • Start with the simplest format that meets that objective.
  • The script and the user's comfort come first.
  • Test with the final hardware and with new people.
  • Plan the logistics and the measurement from the start.

Frequently asked questions

How long does it take to create a VR experience?

It depends on the content and the interactivity. See how long it takes to create an AR or VR experience.

Can I use my plans and CAD models?

Yes. They usually need to be adapted and optimised for real time.

Do I need an in-house team?

Not necessarily. Many companies work with a specialised agency and only take on managing the content and the use.

Can I update the experience afterwards?

Yes, and it is worth planning for that from the design stage.

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