Growing up in California, I visited Disneyland several times as a child. The childhood trend continued and a vacation never seemed complete without a visit to a local theme park no matter what part of the world I visited. I'm interested in the challenges of telling a story in physical space wherein the narrative works in conjunction with the experience design.
DEMO REEL
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GIVE ME YOUR GUNGive Me Your Gun is an attempt to bring a sensibility of agency and interactivity into the world of live theater. Think of it as digitally crowd-sourced theater. The experience was premiered at the Games for Change Festival 2016 in New York City. In the experience the audience needs to guide a conversation that is happening on stage to a meaningful conclusion. The audience interacts with the characters by keying in questions on a web application. There’s also a voting system where players can see questions from other audience members and upvote them. Questions with highest
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number of votes are voiced through the actor on stage. The objective is to ask meaningful questions that unlock certain key facts that reveal story and the character's real motivations for owning a gun. A lot of thought went into experience design in terms of cuing the audience into role-playing as one of the characters. An tutorial interaction between the audience and an emcee was constructed to introduce the audience their agency in the events happening on stage. We used the introductory art, light and even character attire to define the mood and tone of the experience.
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FIRST FLIGHTIn First Flight, guests "become" an aeroplane (yes become not fly). Three guests form a human chain and orient the chain in the direction they want to fly. The experience was accepted to the Building Virtual Worlds Festival wherein the designated location for the experience was elaborately designed to reinforce the mindset of "being" the aeroplane. An underlying narrative was introduced to establish a goal for the experience. As the aeroplane you must help Ben, a ten year old boy who has always dreamed of flying. The level was designed to have three types of birds which fly in
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different directions and need to be avoided. Mid experience, the entire world spins 180 degrees and the navigational directions reverse adding an additional "twist".