Memoria
The Project is an interactive experience in VR that confronts the user with the disease dementia and tries to convey the experience with it. More specifically, the user should feel how a person with dementia feels and experiences life with this disease.
Departments
- Game
- Animation
- Audio
Degree
bachelor
General Target: The goal of the project is to create an interactive single experience in VR that confronts the user with the disease dementia and tries to convey the experience with it. More specifically, the user should feel how a person with dementia feels and experiences life with this disease. Through a loop of the experience, we want to put the user in a mood until he takes off the glasses by himself. This is intended to create a broader understanding of people who are afflicted with dementia. The Experience: At first, a happy past, in the form of a photo book, is shown. In the present, these memories fade due to an illness. Everyday life becomes increasingly arduous. Every day anew the feelings that arise in dementia are presented and every day it is realized how the condition worsens over time. Simple tasks turn out to be a problem and inevitably lead to frustration. As a result, objects such as one's cell phone become inoperable. The progression leads to a dissociation of reality. Time is a precious commodity, use every moment as long as you can. The Fotobook – The Main Asset to create Immersion The photo book is an essential medium that introduces the experience. As you flip through, the photos show the past memories of the character being played, creating a connection between him and the user. After flipping through the photo book, the scene expands and you find yourself in a kitchen. When later flipping through again, the images change to represent the loss of his memory. The Kitchen: The kitchen is the main part of the experience. In each loop, you are inside this kitchen until the sun goes down and the focus is back on the photo book. However, the loops differ significantly. In the beginning you are guided through the day. This means you have to complete tasks that make the day progress. You can interact with all objects, but only certain actions continue the experience. This gives the player freedom to determine what he does and whether he wants to progress. In later iterations, however, these tasks become irrelevant and the progression of the day is time-dependent. In these, the transience effect also sets in, which we describe as a morph effect. The complete kitchen morphs in the course of the experience. Datailled objects become simple shapes and lose their functionality. The last repetitions consist of finding yourself in a world in which you can no longer interact and the days pass by very quickl
Team
- Producer
- Bjarne Zimmer
- Animation Lead,
- Effects,
- World Building,
- Game Design
- David Werner
- Character Modelling,
- Sculpting & Rigging
- Georg Steinwender
- Texturing,
- Modeling
- Philipp Toigo
- Production Assistant,
- Animationen,
- Concept,
- Designer
- Clemens Wilberger
- Soundeffects
- Andreas Deters
- Soundtrack
- Marc Alexander Langeder
- Events,
- Animation Programming,
- Effects Implementing,
- Sound Programming
- Stefan Tesanovic
- Programming Lead,
- Events,
- Animation Programming,
- Effects Implementing,
- Sound Programming
- Daniel Zirngast