VVOX had just two weeks to build a full playback system without rehearsing with Dubfire to ensure it would work on site. The team also had to run some tests with the stYpe camera tracking system using floor markers. Although VVOX knew they had a handle on everything in the studio, they understood that virtual environments were completely different, and they were integrating physical environments into the shoot as well. The team was also concerned about how long the spatial calibration and tracking would take, especially because they only had the LED wall behind the artist and satellite walls on the side.
With the little amount of time given, the team at VVOX were able to create a five-chapter narrative for the one-hour performance. The set faded in and out of the five different Unreal Engine ‘chapters’ or scenes. Between each scene, were three to five minutes of live camera footage of the artist in the venue. “The big trick was essentially having an exact replica of the room in Unreal Engine,” says Creative Director Kamil Nawratil. “We did an architectural scan of the room and, with the site tracking and spatial calibration in disguise, it all snapped into place.”