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From storyboard to headset: directing stories for VR

Daniel Reyes · July 2, 2026

From storyboard to headset: directing stories for VR

In a film, the director decides where you look. In a headset, the viewer does. That single shift rewrites every rule of visual storytelling — and it is why we storyboard VR pieces as spaces first and shots second.

We start with a sound map. Before any camera is placed, we chart where attention should travel over time: a voice behind the viewer at second twelve, a light change to the left at second twenty, a character crossing the room at second thirty. The story is a sequence of invitations, not instructions.

Then comes the blocking. Actors perform in the round, sets are built a full 360 degrees, and the crew hides inside the world itself. Our rule of thumb: if the viewer turns around and finds nothing, the spell breaks. There is no off-camera in VR — only unconsidered space.

Finally, the cut. Hard cuts disorient in a headset, so we move between scenes with matched motion, light wipes, and spatial sound bridges that carry the viewer across. The edit becomes choreography.

Directing for the headset taught us something we brought back to every flat screen we shoot: trust the audience. Give them a reason to look, and they will.