Introduction to 360° Video
This week focused on the creation and presentation of 360° video content. We explored how immersive media can provide audiences with a different viewing experience compared to traditional film and animation by allowing them to freely look around the environment.
During the session, we learned the basic workflow for creating a 360° video in Unreal Engine. This included setting up a 360° camera, understanding equirectangular output, and preparing scenes for immersive viewing. We also discussed how camera placement becomes more important in a 360° environment because viewers can look in any direction rather than being guided by a fixed frame.
Another important topic was audience experience. Traditional cinematography uses framing and editing to direct attention, whereas 360° video relies more on environmental design, lighting, sound, and movement to guide the viewer through the scene.
We also looked at different ways of viewing and sharing 360° content, including VR headsets and platforms such as YouTube, which support interactive 360° video playback.
This session helped me understand the differences between conventional animation and immersive media, as well as the creative challenges involved in designing experiences where the audience has greater control over what they see.
First-person creation and Reflection

I chose a first-person perspective because I wanted the audience to experience the environment directly rather than observe it from the outside. Since Anxiety Cube explores personal feelings of anxiety, the first-person view helps create a stronger sense of immersion and allows the player to feel as if they are moving through their own thoughts and emotions.
To enhance this experience, I created trigger boxes in each room. In the first room, when the player approaches the centre of the space, the trigger activates and the clocks begin to float. This interaction represents how awareness of time pressure can suddenly become overwhelming. Instead of presenting anxiety immediately, the environment reacts to the player’s presence, making the experience feel more personal and interactive.
Using triggers also allowed me to control when sounds and visual effects appear, helping to gradually build tension as the player moves through the different spaces.
