The first problem I ran into when creating a world for a virtual reality narrative was that I didn't want it to be passive. Although there's really nothing wrong with the approach, I think what makes VR so captivating is that you as the viewer now exist in this world as a character. Your perspective matters and you really need to be able to have some interactivity to sell that. I didn't, however, want to create a video game. I know and love cinematic experiences set in the real world. But what would that look like?
The next realization came from how important it would be to direct the viewer to the correct area of the space. The viewer would be moving "on rails" through the environment at specific times, which would simplify the process. But mapping this movement before hand helped narrow down the possibilities that would have to be covered during shooting.
Another way to attack the same problem, is to map out key spots where interactions could happen. Here's an example of the viewers location and another character moving through the space.
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