Title | VRECRUITMENT |
Brand | DEFENCE FORCE RECRUITING |
Product / Service | THE AUSTRALIAN DEFENCE FORCE |
Category | E02. Virtual Reality (VR) |
Entrant | HAVAS AUSTRALIA Sydney, AUSTRALIA |
Idea Creation | HAVAS AUSTRALIA Sydney, AUSTRALIA |
Production | HAVAS AUSTRALIA Sydney, AUSTRALIA |
Production 2 | FINCH Sydney, AUSTRALIA |
Production 3 | NYLON STUDIOS Sydney, AUSTRALIA |
Production 4 | SONAR MUSIC Sydney, AUSTRALIA |
Production 5 | MANIFOLD Sydney, AUSTRALIA |
Name | Company | Position |
---|---|---|
Seamus Higgins | Havas Sydney | Executive Creative Director |
Stuart Turner | Havas Sydney | Executive Creative Director |
Helen King | Havas Sydney | Art Director |
Alex Bolderoff | Havas Sydney | Copywriter |
Gustavo Vampre | Havas Sydney | Digital Creative Director |
Josh Bryer | Havas Sydney | Digital Creative Director |
Tim Barrett | Havas Sydney | Senior Account Director |
Christina Werakso | Havas Sydney | Digital Account Director |
Kate Spencer-Smith | Havas Sydney | Senior Account Manager |
Bohdi Lewis | Havas Sydney | Digital Strategy Director |
Ed Scrivens | Havas Sydney | Junior Strategist |
Darren Cole | Havas Sydney | Head of Design |
Nic Adamovich, Amanda Picman, Michael Macgregor | Havas Sydney | Designer |
Thea Clausen | Havas Sydney | Print Team Lead |
Emad Tahtouh | FINCH | Director of Applied Technology |
Hamish Pain | Havas | Development Lead / Game Design |
Andrew Timms | FINCH | Visual Lead / Game Design |
Andrew Timms | FINCH | Visual Lead / Game Design |
Hazel Gibson | FINCH | Producer |
Cara Szabo | FINCH | Technology Production Assistant |
Patrick Barnes | FINCH | Senior Applied Technologist |
Levi Jacobsen | FINCH | Developer |
Benjamin Bray | FINCH | 3D Artist / Layout |
James Hurlock | FINCH | 3D Artists / Animation |
Taylor Hinde | FINCH | Concept Artist |
Jonte Wendt | FINCH | VFX Artist / Animation |
Quade Biddle | FINCH | VFX & Concept Artist |
Stuart Welch | Nylon Studios | Sound Engineer |
Timothy Bridge | Sonar | Sound Engineer |
Damian Kozma | Manifold | CGI and Retouching |
A realistic VR experience that tracks your interactions to serve you personalised, real-time job recommendations. Players lead a full-scale disaster relief simulation set on a Category 5 cyclone devastated island. As they learn about us, we learn about them, making unique job recommendations based on how they play. Analysing behavioural data such as: *Risk assessment *Task prioritisation *Problem solving we generated unique and personalised job recommendations in real time. For example a player indexing highly in Multi-tasking, would be served the role of Air Traffic Controller. To capture meaningful data, the experience had to feel real, so every element was built from scratch in collaboration with the military.
This isn’t a 360 video, it’s a true VR experience that’s completely interactive. To capture meaningful data to serve useful job recommendations it was important to craft the experience to be as realistic as possible as we needed to fully immerse the players. VR game designers collaborated with the military every step of the way, from scoping, to design, to testing in the lab and in the field, to make the experience as realistic as possible. Every asset was built from scratch over 9 months. Working with the military means everything has to be 100% accurate from the designs and scale of the tech, down to the print on the camo uniforms. The experience was built with the latest Unreal gaming engine. Uniforms were scanned and painstakingly recreated. Real-life aid operations were researched to develop the island, and positions the ADF would set up on. And motion capture actors and spatial sound design helped bring the experience to life. To on-board players into the experience each stage developed with increasing complexity and hands on interactivity. This VR game was created to be more than a one-off activation, it’s a whole new ongoing recruitment platform. There are 9 custom designed kits giving specialist teams the scale to deploy the experience nationally, at universities and career expos.