A developer or development team uses an authoring tool to create VR content. These three steps are used to create VR content.
Step 1: Create a programed outline, program goal, and detailed flowchart. This defines the steps that a learner will take and where the visual elements will be placed.
Step 2: Produce assets that support your learning objectives, such as 3D modeling, 2D graphic design, video elements, and voice over.
Step 3: The developer imports these assets into the authoring tool, writes custom C# scripts, and makes the project playable on the platform intended (VR headset, computer, web, etc.).
These three steps can be developed internally or externally. The main differences are that you save time and have access to expert knowledge. If you’re building an in-house team, you’ll need at least one developer, programmer, and 3D artist.
Outsourcing allows you to access more experienced professionals, but you may have to pay a higher price.
Whether you develop a program in-house or outsource, it’s critical to create a VR program that aligns with your specific learning objectives.
Organizations can choose to develop their VR content in-house with their own team and equipment, or to outsource this work to a third party. VR simulations are important for achieving business goals in 45% of high-consequence industries.
With the popularity of VR training on the rise, the ability to create custom VR content has never been more important. Creating content in-house or through an external vendor when developing a VR learning program can give your program a customized edge that ensures your organization’s specific learning goals are met.
What Exactly Is A VR Authoring Tool?
A VR authoring tool creates content, resources, learner support, and evaluation for a VR program.
VR authoring tools combine visual elements such as 3D objects, 2D images, and 2D/3D texts with scripted instructions that tell the headset and controllers what to do when learners interact with the virtual environment.
These custom C# scripts interact with the virtual environment and help to turn the project into a playable program.
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