360 VR Video Production Services – Immersive Reality Solutions
Elite **360 VR Video Production Services** capturing the world in seamless 8K. We deliver stereoscopic depth and spatial audio for headsets, mobile, and web.
Available Worldwide
Transport your audience instantly with hyper-realistic 8K spherical immersion.
Turnaround
Resolution: Up to 8K Stereoscopic 3D
Quality Spec
Soundscape: 1st Order Ambisonic (Spatial)
Rights
Deployment: Meta Quest / YouTube VR / WebXR
DELIVERABLES
Master VR File: 8K/6K Resolution (H.265/ProRes)
Web-Ready Proxy: 4K MP4 optimized for YouTube/Vimeo
Spatial Audio Mix: 4-Channel Ambisonic (.wav/.amb) + Stereo Headlocked fallback
Headset Sideload File: Optimized specifically for Meta Quest 2/3/Pro
2D Reframed Cut: 16:9 Standard video extracted from 360 footage (optional)
Metadata Injection Log: Ensuring gyroscope triggers on playback
SCOPE: INCLUSIONS & EXCLUSIONS
Included
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Pre-Production: Spherical storyboarding and "hide-the-crew" blocking strategy
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Production: Multi-lens camera operation (Monoscopic or Stereoscopic)
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Data Management: On-set DIT for high-volume VR footage
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Post-Production: Optical Flow Stitching (seam removal)
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Post-Production: Nadir Patching (Tripod/Rover removal)
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Post-Production: Horizon Levelling and Stabilization
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Color Grading: 360-aware grading to ensure seam consistency
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Audio: Spatial sound design and synchronization
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Support: 7-Day Bug Fix Period (Stitching artifacts or playback errors)
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QC: 20-Point daWorld Technical Audit (Stitch lines, Pole pinching, Audio drift)
Excluded
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Interactive App Development (Unity/Unreal Engine coding)
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Hardware Procurement (Headsets provided by client)
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Standard 2D Videography (unless requested as add-on)
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CGI Environment Creation (Live action capture only)
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Hosting Fees for 3rd party VR platforms
REQUIREMENTS TO START
To ensure a smooth start to your project, we require the following items immediately after checkout:
- 1 The Brief: Automated intake form completion
- 2 Location Prep: Site must be fully cleared (360 sees everything)
- 3 Playback Specs: Definition of target hardware (e.g., Quest 3 vs Web)
- 4 Talent Blocking: Actors must understand "always-on" camera angles
- 5 Lighting Constraints: Practical lighting agreement (lights cannot be hidden behind camera)
Frequently Asked Questions
What is the difference between Monoscopic and Stereoscopic?
Monoscopic is a flat 360 bubble (better for web). Stereoscopic provides 3D depth perception (better for headsets).
Can I put this on YouTube?
Yes. We inject the specific metadata required for YouTube to recognize and render the 360 player controls.
How do you hide the camera crew?
We use remote monitoring. The crew hides in a different room or behind natural cover while the camera rolls.
What is "Nadir Patching"?
This is the process of digitally removing the camera stand/tripod at the bottom of the frame, usually replacing it with a logo or blending the floor.
Can users walk around inside the video?
No. This is 3-DOF (Degrees of Freedom) video, meaning you can look around from a fixed point. Walking requires 6-DOF game engine development.

UX Research & Strategy