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Rudy Carpio

Dr.

Rudy Carpio

Associate Professor

Casual Academic

ruddycarpio@gmail.com
Immersive NarrativesAi Film Production

About

Dr. Rudy Carpio is an Associate Professor and filmmaker-researcher at the Sino-German Faculty of Branding, Zhejiang Wanli University, where he teaches transmedia storytelling, digital media and interactive art. He also teaches screen production at Swinburne University in Australia. His research centres on embodied and immersive VR filmmaking, with a particular interest in how directors, performers and viewers experience presence inside virtual environments. His work has appeared in the Creative Industries Journal and in Springer Nature, including studies on the embodiment director, viewer experience in interactive VR, and heuristics for embodied virtual reality production. Alongside his academic work, Rudy is a practising filmmaker whose interests span AR/VR production pipelines, interactive cinema and the meeting point of interactive art and brand experience design. He is a member of the Directors Guild of Norway and serves as a judge for the MINA smartphone film festival.

Teaching

I teach at the intersection of screen production, immersive media and brand communication. My approach places brand strategy ahead of technical skill: students learn to make creative decisions as a brand agency team would, working in group structures that mirror real industry roles, from creative direction and production through to delivery. Technical tools are introduced in service of the idea, never the other way round.

Because I teach international cohorts, much of it in China, I design courses around tools that are accessible without restriction and write briefs in plain, direct language so that students with varying levels of English can focus on the creative and strategic work rather than on decoding instructions. Assessment is project based and formative, with feedback that tells students clearly what worked, what is missing and what to do next.

My teaching draws directly on my research and practice in embodied VR filmmaking, interactive cinema and transmedia storytelling, and on my continuing work as a filmmaker. Students are encouraged to treat every screen project, whether a music video, a commercial or a virtual reality piece, as a piece of brand experience design.

Courses and Modules

Transmedia Storytelling and Brand Campaigns, Digital Media and Interactive Art, Visual Effects, Digital Simulation, Music Video Production, Short Form Screen Production (Music Video and TVC)

Academic Background

2023

2016

MSc Film Production

University of Greenwich, London, UK

2015

Bachelor in Creative Arts (Film & TV)

Deakin University, Melbourne, Australia

Professional Background

Filmmaker

Freelance

As a filmmaker, I work as a writer, director and producer across narrative, documentary and immersive formats. I spent a number of years based in London, where I built my practice in the UK independent film sector, directing and producing short films and workshops and writing, directing and producing my feature debut, The Generator (2017), a UK production that premiered internationally and was followed by shorts selected for festivals worldwide. My experience covers the full production pipeline, from script development and directing performers through cinematography, editing and colour to delivery, including 360-degree and VR production and the mastering of Digital Cinema Packages for theatrical exhibition. Trained in Barcelona, Norway and Australia, I bring an international, cross-cultural sensibility to my own films and to the way I direct and mentor emerging filmmakers.

Publications

Gala: a case study of accessible design for interactive virtual reality cinema

Rudy Carpio, James Birt · 2025 · Creative Industries Journal

This article presents a comprehensive account of the development of Gala, an interactive virtual reality film. This accessible approach involves a single designer working within the constraints of a limited budget while utilising the game engine Unity, the Zoom video conferencing platform, an iPhone, and the software Reallusion. The significance of Gala lies in its capacity to serve as an exemplar of accessible technologies, underlining its pragmatic use of 3D assets, avatars, and real-world data, all of which collectively emphasise innovation, making it not only accessible but also a relevant example of contemporary technological advancements driving new forms of expression. The article examines how these techniques might be used to create new forms of interactive and immersive storytelling and to create a new cinematic language within VR filmmaking. There is evidence that virtual film production is expanding as digital production equipment becomes more widely available, accelerating the development of virtual production tools and workflows. This study is significant for the traditional film production industry as it transitions to digital production technology.

Evaluating the viewer experience of interactive virtual reality movies

Rudy Carpio, Oliver Baumann, James Birt · 2023 · Virtual Reality

Abstract Significant advances in virtual reality (VR) technology have called into question the traditional methods of cinema storytelling and dissemination. New VR devices, such as the Meta (Oculus) Quest, have expanded the possibilities for viewing movies. The purpose of this study is to compare the emotional and cognitive impacts of VR and traditional 2D movies. In this study, sixty volunteers were divided into two groups and presented a movie (Gala) in 2D or VR format. We employed a multimodal method to assess the cognitive and emotional effects of the film both during and after watching. Our technique combined self-reports, interviews, questionnaires, and objective heart rate and EEG brain activity data. After quantitative and qualitative evaluation, it was discovered, that regardless of media, there was a substantial influence of the movie on the emotional state of the participant’s mood. Moreover, compared to the traditional 2D-movie, the VR movie led to more consistent and robust positive effect on all aspects of self-rated affect. The difference in self-reported mood was corroborated by reduced EEG amplitudes in the beta frequency band, indicating higher levels of positive affectivity, which was only observed for the VR movie. Lastly, the VR movie also leads to overall higher self-rated immersion and engagement than the 2D version. Our results highlight the potential of VR movies to engage and emotionally affect audiences beyond traditional cinema. Moreover, our study highlights the value of using a multidisciplinary method for analysing audience impacts.

Using case study analysis to develop heuristics to guide new filmmaking techniques in embodied virtual reality films

Rudy Carpio, James Birt, Oliver Baumann · 2023 · Creative Industries Journal

Filmmakers now have access to new cinematic pipelines that combine Virtual Reality (VR), allowing them to develop new immersive media for narrative and audience interaction. Traditional filmmaking approaches are limited when it comes to investigating the embodiment of VR and the underlying interaction between the user and the story in Embodied Virtual Reality (EVR) films. This study analyses four award-winning EVR films (Bonfire, The Line, The Key, and Wolves in the Walls) as case studies and proposes a set of heuristics to guide the production of new EVR films. The findings will be especially useful for independent filmmakers transitioning into EVR production, as well as the larger VR cinema community, in comprehending emergent VR storytelling.

The role of the Embodiment Director in virtual reality film production

Rudy Carpio, James Birt · 2022 · Creative Industries Journal

This paper proposes the role of an emerging job role within the virtual reality (VR) film production crew. This role we call the Embodiment Director, involves assisting the VR Film Director in the accomplishment of true immersive film experiences through the use of game engines and VR peripherals. The Embodiment Director will manage the inception of haptics and stimuli technologies that allow for the embodiment of humans within a virtual environment, and they must guarantee precise synchronicity between physical and virtual counterparts, while overseeing the safety use of software and hardware during the entire production process of the VR film experiences. This paper offers a contemporary review of the key creative roles within traditional and virtual film production, in order to generate a concise and valid argument for the role of the Embodiment Director supported by autoethnography.

Current Research

Under Fire

Co-PI2026–2027

Under Fire is a 360-degree cinematic virtual reality film exploring the lived experience of conflict. The project investigates how embodied and immersive filmmaking techniques can convey the psychological and physical reality of being under fire, and how viewers experience presence, agency and empathy in conflict-themed VR. My contribution covers the creative research underpinning the production: a literature review of embodied VR and conflict representation, a creative research summary informing the directing approach, and a verified source base for the production team.

Funded by: Swinburne University

Rudy Carpio (Co-PI)

AI-Mediated Filmmaking

PI2025–2027

This project develops a framework for AI-mediated filmmaking, examining how generative and assistive AI tools are reshaping the creative roles, workflows and authorship of screen production. Drawing on practice-led research and case study analysis, it proposes a model for integrating AI into directing, previsualisation and post-production while preserving creative intent. A journal article for the Creative Industries Journal is in preparation.

Rudy Carpio (PI)

Heuristics for Embodied Virtual Reality Filmmaking

PI2022–present

Building on the heuristics for embodied VR films published in the Creative Industries Journal (2025), this project applies case study analysis to the Explosive Media corpus to test and extend directing heuristics for interactive and embodied virtual reality. It examines how the embodiment director role, viewer agency and narrative structure interact in practice, with the aim of producing a validated set of guidelines for immersive screen production and immersive brand experience design. A second journal article is in preparation.

Funded by: Bond University

Rudy Carpio (PI)

Talks & Conferences

28 Nov 2024

AI in Creative Arts (panellist, roundtable: New Directions and Creative Developments in XR)

ASPERA Annual Conference 2024: Filmmaking Intelligences, Swinburne University of Technology, Melbourne ↗

invited · ASPERA Annual Conference: Filmmaking Intelligences, Melbourne, Australia

Roundtable panel at the 2024 annual conference of the Australian Screen Production Education and Research Association (ASPERA), held at Swinburne University of Technology, Melbourne, 26 to 28 November 2024, under the theme "Filmmaking Intelligences: the future of authentic, creative and artificial approaches in teaching and research." The panel, chaired by Max Schleser on 28 November, discussed emerging XR storytelling approaches, including storyliving and storyfinding, and examined the creative and authentic voice in immersive experiences through five case studies. My contribution addressed the role of artificial intelligence in creative arts practice and immersive filmmaking. Co-panellists: Augustus Raymond Segar, Delwyn Remedios, Deepak John Mathew, James Berrett and Wilson Suai Moses.

8 Nov 2021

Creating climate change awareness through GALA, an embodied virtual reality experience

International Conference ↗

invited · Games for Change Asia, Singapore

The lack of awareness about climate change has led filmmakers to implement traditional methods of storytelling such as documentaries to expose the dangers that will affect humanity and the planet. However, traditional methods for film production are limited when exploring the embodiment of the user into the scene, as the user is restricted to a flat 2D screen. Therefore, New cinematic pipelines using virtual reality (VR) are now available to filmmakers, providing new immersive media for storytelling. VR allows users to be immersed and participate in the story within the three-dimensional space simulating the world and ecological affordances of the user. The production of VR films can be costly due to the complex equipment needed to develop them. This is further hampered by accessibility for both VR creators and VR consumers. This is where accessible, low-cost mobile and wireless VR technologies such as the Oculus Quest can offer EVR filmmakers and consumers the opportunity to develop new workflows and experience innovative new forms of narrative-driven story through virtual production methods within game engines.