Autodesk Maya on a Desktop Computer vs. Tilt Brush in Virtual Reality

3D Is Hard and It Shouldn’t Be

Traditional 3D Content Creation Software Is Complicated

Maya, 3D Studio Max, Blender, and Cinema 4D have very similar user interfaces and functionality.

Virtual Reality Applications

TiltBrush Source:
An example of Augmented Reality. Source:

Consumer 3D Content Creation

Second Life (2003)

“Second Life Is The Closest Thing We Have To A Real World Virtual Economy Experiment Today.” calabret24p. 2017.

Spore (2008)

Little Big Planet (2009)

Little Big Planet Level Editor PSVITA Edition. Source:

Minecraft (2011)

Minecraft Towering Temples. Source:

No Man’s Sky (2016)

No Man’s Sky: Beyond. Source:

Dreams (2020)

Dreams PS4 Source:

The Future of 3D Content Creation

  • Spatial Computing (AR, VR, XR) to cohabitate with our designs (like with Masterpiece VR, Medium, and Tvori)
  • Spatial Audio to ensure the sounds come from the correct sources relative to viewers (like in VeeR)
  • Procedurally Generated Content and Animations to speed up the creation of worlds, creatures, vehicles, and buildings (like in Spore, Minecraft, and No Man’s Sky)
  • Neural Networks to interpret our intent from words we speak and generate the content on the fly (like with DALL-E)
  • Motion Capture to quickly capture and animate our creations in real-time (like what’s being done by wrnch)
  • Visual Scripting to add interactivity and behavior logic to experiences (like uNode in Unity)
  • Simulations for physics, cloth, fur, and crowds (like in Little Big Planet)
  • Virtual Collaboration so we can build together (like with Sketchbox and Masterpiece VR)
  • Sharing Platform so we can spread our creations worldwide (like in Little Big Planet, Dreams, and Sketchfab)
  • Blockchain Decentralized Cryptocurrency so creators can monetize their products and transfer ownership securely through a digital ledger (like what’s going on at Decentraland)
  1. brainstorm with an AI for procedurally generated models from a neural network
  2. assemble creations from prebuilt phenotypes for procedurally animated creations
  3. shop for content created by other users that they could leverage in their products (with embedded metadata for licensing and credits)
  4. procedurally animate or motion capture animations for a story
  5. make it interactive with node-based scripting
  6. beautify it with lighting and simulated effects
  7. collaborate on it with their peers
  8. market and distribute it on common platforms
  9. get paid from distribution rights, subscriptions, and licenses
  10. only pay for licensing at the time of distribution rather than all upfront



Learn about user experience in augmented and virtual reality

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Nate Girard

I’m a Senior UX Designer for SaaS B2B products. I have a passion for VR/AR/XR and I am formally trained in 3D Animation and Visual Effects.