Having learnt Quill and Unity to a strong enough level to begin designing my final experience, I decided to use the previous idea of animating the journey from 2D to 3D VR interactive animation. Using 3 core designs/animations, I begun developing each as an individual 'game'. I focussed translating the designs into a 3D VR context, while keeping the style easily recognisable.
There were two main unused scenes: the samurai scene and the underwater scene
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Now I had an experience that I thought successfully reflected the art style of the original animation and also had an element of interactivity. however, I felt like it was lacking something: Narrative. I could develop the narrative of this piece at a future date, so I left it for the time being.
Once I had built the model for the 'Deep Sea Siren' I begun working on a swimming mechanism for my experience.
Now that I was happy with the swimming mechanism, I begun working on crafting the scene to reflect the style and tone of the original illustration.
I had made another VR experience which embodied the 2D illustration in an interactive VR context, however, once again I felt it was lacking narrative. For this reason I decided that I would need to work off a more fully formed animated narrative. The illustrations/animations I had formed these experiences for were lacking in substance. I decided to focus on creating one fully formed narrative experience, which uses interaction to strengthen the narrative. I decided to look back on one of my previous 2D digital animated projects - the Sad Tail of Finley the Fox
I chose to focus on this animation since I thought it had the most substance and message behind it and I wanted to find out how it would translate into an interactive VR experience. 
This meant all of the content I created was unusable, however I did learn a lot from each scene so my time was not wasted. For example, Building the samurai scene gave me a much better understanding of tone within the scenes, as well as learning to write a flock mechanism for the beetles. This directly translated into my Fox project, since I ended up using a very similar code to make the foxes move relative to the player.
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