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Concept, idea and supervision and realization of multimedia, film and event.
Concept idea and storyboarding of a 360 degrees movie, of 3D multi user cave games, corporate identity which is: logo, the orientation system for the building, event schedule, exhibition halls, site maps, landscape plans, ad campaigns to support the marketing and public relations. It was my task to coordinate all activities, to create ideas and partly to realize them.

In 1999 the big energy company Yello Strom decided to create a new and unique way to market their product - electicity. They commissioned the artemedia to build various city cubes. A cube is a modern steel and glass construction. The walls are covered with white semi transparent fabrics that are capable to project lights and moods and the corporate colors and labels of sponsors. A City Cube is a modern marketing and event building with a 360 degrees cinema that can be used for permanent shows, including virtual reality, film games, live talks on TV, presentations etc.

The most challenging job was to create three 3 D multiuser cave games that were part of the permanent show. 120 people were allowed to play at a time. With laser pointer they selected hot spots on 4 screens. The typology of each game was easy to understand, action driven and enhanced with beautiful graphics.

Game one is not a cave application though it runs on all 4 screens simultaneously. We devided the visitors into two groups. One group would get a red laser pointer the other would get green ones. We asked them to maneuver a huge and heavy concrete bowl through a dark futuristic city. It was the gamers task to tilt the city model in way that the bowl started to move. The gamer looked onto the city not knowing how easy the balance of the city would change. If too many users hit one specific spot the city model would flip over and the whole group needed to start all over again. What happened is the different groups started to work together as a team. They advised the other team players, they felt disappointment once the bowl suddenly started to roll too fast or got caught in between two buildings. That meant a lot of interaction, immersion and fun.

The second game was more of an adventure ego shooter game.
We created various worlds that the user had to cross in order to get home. Adventure because the world were futuristic and ego shooter because we had outer space creatures for example crystal spiders attacking the user.

The third game was a reaction game. We wanted the user to catch and place elements the right way. The more elements a user would catch the higher his score. This game had a time limitation and stopped after 5 minutes of play. The winner would be displayed at the very end on the screens.
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