Future of filmmaking


Research / Interaction design / Mixed reality / Filmmaking



Creating mixed reality solutions to assist filmmakers, VFX artists, & production artists to externalize creative ideas and collaborate better.

Microsoft Hololens, Seattle

Filmmaking is inherently spatial. Directors block scenes in 3D, production designers build physical models, and cinematographers frame shots around objects that don't exist yet. But the tools used to plan all of this are still flat: scripts, storyboards, and 2D pre-visualization software. Working with Microsoft's Mixed Reality at Work team, we researched where HoloLens could bridge these gaps across the pre-production and production pipeline.

Role

Research Lead, Synthesis, Competitive Analysis, Visual Design

Team

Dolcie Dass, Javan Wang, Surabhi Wadhwa

Scope

16 interviews, 8 experts, literature review, competitive analysis

Duration

March – May 2019 (12 weeks)

A

The industry context

Technology has reshaped filmmaking, from George Lucas pioneering digital cinema to Steven Spielberg using VR headsets to direct Ready Player One. But almost all of these innovations live in post-production: better VFX pipelines, faster rendering, more realistic CGI. The earlier phases, where creative decisions are actually made, remain largely analog.

[fig 1] Spielberg using HTC VIVE during the filmmaking of Ready Player One. Source.

We mapped the five-stage filmmaking pipeline: development, pre-production, production, post-production, and distribution, and confirmed that technology interventions cluster heavily in post. The question became: what would it mean to bring spatial computing into pre-production and production?

Five stages of filmmaking
[fig 2] The five stages of filmmaking and where technology currently focuses.
[fig 3] The CGI pipeline for Avengers: Infinity War, representative of where post-production innovation lives today.
B

The challenge

Early expert conversations surfaced two recurring problems: filmmakers struggle to externalize spatial ideas using 2D tools, and collaboration breaks down when stakeholders can't share a common spatial reference. We framed the design challenge around these two axes.

Design challenge framing
[fig 4] Our design challenge: externalization and collaboration in pre-production and production.

Three research questions guided the investigation:

  1. How does the director communicate envisioned ideas to different stakeholders?

  2. What are the gaps in collaboration across the filmmaking process?

  3. Would HoloLens be an appropriate design response given the context of use?

C

Research approach

We triangulated across three methods: a literature review of MR applications in film, semi-structured interviews with 16 participants (8 industry experts, 8 practitioners), and a competitive analysis of existing tools for spatial ideation and collaboration.

Literature review: VR rehearsals
[fig 5] Academic research on VR rehearsals for acting with visual effects. Source.

Over half of our expert interviews were remote video calls, as filmmakers are constantly moving between locations. We spoke with professionals across major motion pictures (Black Panther, Captain America, Thor: Ragnarok, Game of Thrones) and independent filmmakers to ensure diversity of perspective.

Expert interview profiles
Remote interview
[fig 6] Remote interview with Ryan Woodward, animator and filmmaker.
Participant map
[fig 7] Participant profiles across roles, production scales, and geographies.

We also evaluated existing tools against eight design principles: flexibility, customization, familiarity, externalization, remote use, role support, feedback, and sharing, to map the competitive landscape.

Competitive analysis
[fig 8] Competitive analysis of tools for spatial ideation and collaboration.
D

Synthesis

We externalized all interview data onto sticky notes, clustered them into categories, and identified four larger themes through affinity diagramming. We also built process diagrams to map how information flows (and breaks down) across the production pipeline.

Process diagram
[fig 9] Process diagram for the pre-production phase.
Affinity mapping
[fig 10] Affinity diagramming, clustering interview data into themes.
E

Key findings

From the synthesis of 16 interviews and extensive secondary research, we distilled our data into four themes. Each theme surfaced specific insights about where spatial computing could intervene in the filmmaking process.

Theme 1

Understanding space

How do filmmakers translate 3D spatial intent using 2D tools, and where does that translation break down?

Blocking relies on flat artifacts for a 3D problem

Blocking, deciding where actors stand, how they move relative to camera and lighting, is fundamentally spatial. Yet directors communicate it through storyboards and scripts that strip away the spatial dimension entirely.

[fig 11] Blocking in Citizen Kane, positioning actors, camera, and light in 3D space.

"It's hard to verbally explain the geometrics, where's everyone positioned. Just explaining the ideas to the DP takes a lot of time and effort." Brandon Crane, Film Student, University of Washington

Physical models remain essential for set design

Production designers still rely on physical 3D models to plan sets, because 2D concept art doesn't communicate scale, cost, or spatial constraints. But physical models are expensive and slow to iterate on.

[fig 12] The production design team of Thor: Ragnarok working with physical models.

"The analog style of having a physical model that everyone can look at, around the table is immensely helpful." Scott Baker, Set designer, Black Panther

Theme 2

Visualizing virtual objects

How do filmmakers see and work with things that don't physically exist on set, such as CG characters, environments, and effects?

Low fidelity enables faster spatial experimentation

Lower-fidelity representations, such as rough CG models and wireframe characters, are actually more effective for early-stage collaboration. They keep conversations focused on position, scale, and movement rather than surface detail.

[fig 13] Low-fidelity pre-visualization for The Meg, adequate for spatial planning.

Directors can't use current pre-visualization tools

Pre-visualization today runs on Maya, Unity, and Unreal, powerful tools with steep learning curves that directors can't operate themselves. The result: a slow feedback loop where directors describe shots to animators who interpret and render them.

"Communicating to previs animators what kind of shots they want to see can be a frustrating and a slow process. They wish for the control to let them create the shots themselves." Marijn Eken, Digital compositor, Captain America: Civil War

Actors can't see what they're acting with

On sets with CG characters and objects, actors and camera crews work blind. They can't see the position, scale, or movement of things that will be added in post. This creates repeated takes and spatial confusion.

[fig 14] Maisie Williams on acting against objects that aren't there.

"They're like 'look out to the castle' and you just think 'well, how far away is it? Is it right here?' It never looks right." Maisie Williams, Actor, Game of Thrones

Theme 3

Vision alignment

How do different departments maintain a shared creative vision when they work asynchronously across production phases?

Vision misalignment compounds across production phases

Each department carries its own artistic vision. Without a shared spatial reference, stylistic decisions made in pre-production diverge from what's captured in production and composited in post. The result is visual incoherence that's expensive to fix.

Theme 4

Business viability

Who gets to use spatial tools today, and what prevents wider adoption across production scales?

Access to spatial tools correlates with budget

Large productions are experimenting with immersive technologies. Independent filmmakers, who could benefit most from faster spatial planning, lack the resources, knowledge, and infrastructure to adopt them.

Full research report
F

Next steps

These findings identified clear opportunity spaces for HoloLens in pre-production and on-set workflows. The next phase focused on translating these insights into design concepts, prototyping interventions for spatial blocking, virtual set dressing, and on-set CG visualization, in close collaboration with the Microsoft MRW team.

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