Title | VR DIGITAL PUPPETRY |
Brand | MELBOURNE INTERNATIONAL FILM FESTIVAL |
Product / Service | MELBOURNE INTERNATIONAL FILM FESTIVAL |
Category | E01. AR, VR & Mixed Reality |
Entrant | McCANN MELBOURNE, AUSTRALIA |
Idea Creation | McCANN MELBOURNE, AUSTRALIA |
Media Placement | McCANN MELBOURNE, AUSTRALIA |
PR | McCANN MELBOURNE, AUSTRALIA |
Production | McCANN MELBOURNE, AUSTRALIA |
Name | Company | Position |
---|---|---|
Patrick Baron | McCann Melbourne | Chief Creative Officer |
Matt Lawson | McCann Melbourne | Executive Creative Director |
Charles Baylis | McCann Melbourne | Copywriter |
Corey Thorn | McCann Melbourne | Art Director |
Charlie McDevitt | McCann Melbourne | Group Account Director |
Emma Van Den Berg | McCann Melbourne | Account Director |
Meg Andrews | McCann Melbourne | Account Manager |
Melina Flood | McCann Melbourne | Agency Producer |
Anita Deutsch-Burley | McCann Melbourne | Managing Director |
Ross Goddard | McCann Melbourne | Retoucher / Finished Artist |
Dave Budd | McCann Melbourne | Designer / Art Director |
Travis Hogg | Airbag Productions Melbourne | Director |
Steven Nicholson | Airbag Productions Melbourne | Production Designer |
Nick Venn | Airbag Productions Melbourne | Film Producer |
Martin Box | Airbag Productions Melbourne | Executive Producer |
VR is a deeply engaging, highly immersive film experience for one, where you don’t just watch the action, you are the action. So on opening night, of the Melbourne International Film Festival the audience wasn’t invited to watch a film, they were invited to be someone else inside one. We developed VR Digital Puppetry – a virtual reality world paired with live 3D Projection mapping to create a performance embodying the festival’s spirit.
First, we wrote a film script, only the performances of the character’s faces were filmed – such as a baby, a crazed methodical killer and a promiscuous house wife. These facial performances we’re projected onto custom-built masks using 3D projection mapping. The face mask was attached to virtual reality headsets worn by audience members, who would play the characters in our short film. To match the movement of our digital puppets to the action in script, we digitally directed them in real time via a virtual construct of the stage powered by a gaming engine. Each layer of technology further detached them from the real world, sinking them deeper into their on-screen personality.