From product design to virtual reality, we've got you covered.
Background information
I work as a product designer at Google, and I came here via Sparrow, a French startup that was bought on July 20, 2012. Since then, I've collaborated with the Gmail team to create a flagship product, Inbox by Gmail, from the ground up. It was delivered on October 22, 2014.
I had been designing productive applications for a few years when I thought I had reached a tipping point. I wanted to broaden my skill set, learn new things every day, and improve at something I'd never done before. I wanted fresh challenges to shake things up and go out of my comfort zone.
I became intrigued in virtual reality during the Oculus Kickstarter campaign because of the immersiveness and limitless possibilities it offered. Nothing beats developing for a new media and venturing into uncharted terrain.
On April 17, 2015, I joined the Google Cardboard and Virtual Reality team. Thank you very much to Clay Bavor and Jon Wiley for this wonderful opportunity.
a new dimension
My first few weeks on the team were terrifying. People spoke words I didn't understand and asked me questions I couldn't answer.
I'm not going to lie, learning the jargon wasn't simple, but that was to be expected. Virtual reality is a broad field (pun intended), encompassing a wide range of job titles, each needing a highly specific skill set. The first several weeks were intense, and day by day, I gained a deeper understanding of the broad picture. Slowly, the puzzle pieces began to fall into place. I discovered which roles would be the best fit for me, what I wanted to do, and what I needed to do to get there. Whatever the task, I knew I'd have to learn a lot, but I was ready for the task. My emotions shifted from one day to the next. I went from being overjoyed at the prospect of creating and learning something new to being terrified by the enormity of the knowledge I still needed to acquire. Working with skilled and knowledgeable people intensified these conflicting emotions.
Information Transformation Services is endowing the clients with a stunning and impressive visual experience crafted by 3D Modeling Services . We are completely forted to offers our customers with a range of appealing 3D designs that are carefully crafted to meet with all type of requirements.
Everything will work out in the end.
I told myself and truly believed that the dots will eventually join. I am a passionate person, and I knew I didn't mind putting in the hours to learn and experiment.
Throughout my product designer career, I improved my comprehension, identification, and resolution of user problems. Making things simple to use and enjoyable for people is the same regardless of medium.
The foundation of the goal remains the same, but there are some intriguing things to know in order to get from point A to point B.
Sketching is, once again, central to everything. Sketching is as fast as it gets during any brain dump or design process. I've sketched more since joining this team than I have in my whole career.
Any design abilities, no matter how diversified, will be extremely beneficial.
You will benefit from photography expertise since you will engage with topics such as field of vision, depth of field, caustics, exposure, and so on. Being able to use light to your advantage has already proven to be really beneficial to me.
The more familiar you are with 3D and its tools, the less you will have to learn. It should go without saying, but you should be aware that you may have to do architecture, character, props modelling, rigging, UV mapping, texturing, dynamics, particles, and so on at some time.
The importance of motion design cannot be overstated. As designers, we understand how to work with physical devices. Because VR lacks them, it requires a different style of thinking. The query, "How does this element appear and disappear?" will be redundant.
Python, C#, C++, or any previous coding experience will help you get started faster. Because of the basic necessity for iteration, prototyping has a significant role. Because this field is so new, you might be one of the first to create a novel type of interaction. Any modern game engine, such as Unity or Unreal engine, incorporates code to a great extent. There is currently a very active community in game and VR development with a wealth of training and tools.
Prepare to be terrified and to embrace the unknown. It's a new world that's changing all the time. Even the largest industry leaders are still attempting to sort things out. That's the way it is.
Functions
Design teams will develop as a result of the new medium's plethora of creative options. Consider the video game or film industries, for example.
I believe there will be two major design buckets.
The first will cover the fundamentals of user experience, interface, and interaction design. This is quite similar to how product design teams are organised nowadays (Visual, UI, UX, motion designers, researchers, and prototypers).
Each role will need to adapt to the laws of this new media while maintaining a close interaction with engineers. The goal will always be to establish a quick iteration cycle to explore a wide range of interactive designs.
Content teams, on the other hand, will mimic the structure of indie and game design studios to generate everything from unique experiences to AAA games. The entertainment industry as we know it will most likely be pretty similar in VR to how we know it in other mediums.
Ultimately, both will work together to produce a premium end-to-end experience. Both businesses have a lot to learn from one another.