I firstly added a tube tunnel to my scene, added lights, then multiplied the both the tunnel and lights separate times to create one long tunnel. I then added waypoints and a mouth to go at the end of the tunnel. Then I added the bedroom at the end, and the buildings and terrain as part of my end scene. In my storyboard I originally had the intention of a finale taking place on top of a skyscraper while fireworks were set off. I then realised that this would be a bit too complicated as I needed to many 3D models for what I had planned, which had the potential of causing the scene to be slow.
The tube station I downloaded originally as a Blender file, I then converted it to FBX and imported it into my scene. Each other model was an FBX so I textured them with their pre-made textures or textured them myself by making new materials and assigning colours to them (this was the case for many of the skyscrapers I downloaded). I added these skyscrapers to the scene in order to surround the camera at the end and hide the unity background to ensure the user doesn’t get distracted from the experience to maintain a sense of presence. I also think that the large sense of scale will be impressive to the user, and capitalises on VR’s strengths as a medium.
To help facilitate a greater sense of presence in the music video I focused a lot on the timing with the song. I tried to time the explosions in my video with the music, as well as speeding up and slowing down the speed of the camera with the tempo of the song. This however wasn’t always the case, as in parts of the video I intentionally slowed it down or sped it up for the sake of practicality. For example, when the camera goes through the bedroom I slowed down the camera speed, as the bedroom was very small and at would take only a split second to pass through, meaning the viewer wouldn’t be able to see the room properly nor register the animated character. Once slowed down the camera passed through the room at a far more pleasing pace, ensuring the viewer can properly take in the scene.