How to Make MR Concept Video

Article posted on



First, thank you all for your support and positive feedback about my latest MR/AR concepts. I’ve received many messages and questions on what tools I used. Therefore, I decided to make a tutorial. Then, I realized that it’s not magic. All the tricks I’m using are quite basic, and there are plenty of great tutorials where you can learn all of them. Therefore, I decided to describe my workflow step by step, from start to the end, explaining my approach and pointing to tutorials that dive deeper into specific features.

As an example, I decided to create an MR concept for a book store. I love real book stores. I can easily spend hours sitting in a corner behind a pile of books and just flipping through them. Once, my sister gave my wife and me a gift from Airbnb experiences called “Night in a book store”. Can you imagine how disappointed we were when they told us that it was not for a whole night but only till midnight?

Anyway, shopping in a book store has its disadvantages. All the books look really cool, and it’s difficult to get real reviews for all of them. Therefore, I’m quite often ending up with books that I’m reading only halfway through. When I’m shopping online, I can do proper research and order only the most recommended and suitable books. Therefore, I thought it would be cool if I could see reviews from Amazon easily in a book store. It would definitely help me select the right ones. Also, it might be beneficial for Amazon as, eventually, I would order a book from a cheaper source.

Also, I like setting up some theoretical restrictions and goals.

Here is my result:

1. Sketch and Plan

For years, I’ve been using Trello to store and sort my ideas. It’s nice to get it out of the head and come back to find something new to try. When I’m selecting something that I want to explore, I’m making a lot of sketches and lists in my notebook, as it helps to iterate and explore options faster.

For MR in a book store, I sketched three types of UI that I wanted to prototype:

In the next step, I needed to plan a whole scene. For this example, I didn’t want to focus on motion tricks, but on tracking and scene. Therefore, my story got quite complicated. I wanted to show each step a few times and from different perspectives, for example, the simple summary view when I point at a book from a side and a front side. Before moving to the next step, I wrote down all of the steps that I wanted to record in the right order and with maximum details.

Many tests are done

2. Record Video

Then, I needed to record a video to use for background and tracking. For this video, I spent some time setting up an improvised book store in my dining room. When I was satisfied with the setup, I practiced all movements at first without a camera and then by looking through it. After practicing a few times, I started recording the video. As usual, I did a lot of tests, and then I reviewed them to select good angles and the right timing. The most crucial point here is to avoid making the moves too fast. I quite often do all actions way too fast, and then I don’t have enough time to nicely play all the animation and give the viewer a chance to get an idea of what’s going on. But I consider it a compromise that gives it some reality.

3. Make Screenshots

After you are happy with your footage, it’s time to go to a computer. The first thing I do is to save the screenshots of a few key frames. I’ll use them as background for making mock-ups. Better to select some parallel views.

My Sketch file

4. Create Mockups

For mockups, I’m using Sketch App. I find it more comfortable for working with multiple artboards and minimal UI. For something more complicated, I use Photoshop. With the same result, you can use Adobe UX, Figma, Illustrator, etc. At this stage, I care more about the UI itself, that it’s in an exact position or angle on the background. I attached my source files, Sketch file including, at the bottom of the page, so you can see how it’s organized.

5. Prepare Resources

After I’m happy with mockups, I prepare all materials for export. At this stage, I keep in mind how everything will move. Some objects are ok to group into one asset, and some make sense to save in larger sizes separately; quite often, I don’t save texts and add them in After Effects. When the UI is complicated, I save the whole screen and put it on the background of composition in AE to position all elements and then delete. For this particular demo, as I mentioned, I didn’t want to play too much with animations; therefore, interfaces don’t consist of many parts, and I didn’t have to use this trick.

6. Track Video

Now, we are finally ready to move to After Effects, gather everything together and see it come alive. I couldn’t explain it better than this video. If the flow is simple, it’s okay to track only once and connect all the animated UIs to it.

For my example, I had to do it eight times, as I had more items to attach to different books. One more good short tutorial that might be useful is one that helps you understand different tracking options.

7. Connect Compositions

When AE applies the tracking result to the target composition, it changes its position, rotation and scale. To make it easier, I create two compositions. I attach one of them to the tracked video and change the position of this comp after tracking using Anchor Point, as the rest is changing every frame. Inside, I place another comp that I rotate and scale if needed. And only inside of this comp I do all animations.

For example, in my After Effects file (attached below) in the “Main” composition, you can find comp “1Tribe” that has the position, scale and rotation applied by a tracked background. Here, I changed only the anchor point. Inside of “1Tribe” is “1Tribe Rotated” that is scaled and rotated. I made all motion only inside “1TribeRotated”. There is most likely a better way of doing it, but I’m just sharing the solution that I found for myself.

Main composition in After Effects

8. Make it Move

Now it’s time to go to child comps and make the UI move and look sexy. If you are familiar with the 12 principles of animation first introduced by Disney animators Ollie Johnston and Frank Thomas, you should be able to make UI movements fluid and nice.

A few tricks from me:

9. Fix the Background

We are almost ready. All that’s left is to polish the video. To make the concept more realistic, I’m using white colours for the UI, and all colours for the MR headsets (at least those currently available) are additive, which means that you can not render black and dark colours. To make UI popping, I desaturate the background video slightly and make it darker.

<- Before | After ->

10. Outro

Now, we are ready to render and see the final result. If your video is short, it’s a good idea to loop the end to the beginning, so it can play over and over again more fluidly.

Such a concept can be quite nice, but don’t forget that it’s only a small part of designing an MR, AR or VR app. As usual, this stage follows after the whole team goes through the brainstorming and clarification process. Such a video quite often works like a reference moving forward. By the way, you can find more resources about sketching and quick prototyping here.

Also, you might want to experiment more with a feeling of interaction, the easiest way to prototype it in Unity. You can find a lot of tutorials on their website. They are providing all users three months of complimentary access to Unity Learn Premium because of COVID-19.

11. Bonus Track

Here are the source files of the video from the beginning:

Again, Playlist on YouTube with short tutorials that I mentioned here.

It might be disappointing that I didn’t make a series of easy to follow, step to step tutorials, but I firmly believe that practising and testing is the best way to learn something. Here is a small motivation video for you to move forward.