Transcript
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THE ARTOF IMMERSIONNew Media Producing Building Storyworlds: the art, craft & biz of storytelling in 21cClass 1 9.12.12

Columbia University - Fall 2012Taught by Lance Weiler Visit www.buildingstoryworlds.comReleased under a Non-Commercial ShareAlike Creative Commons License

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We’re in the “silent era” of immersive storytelling. The grammar for how we tell stories in the 21st Century is just starting to be written.

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The current infrastructure is fragmented. The technology that connects us is based on user needs. But story will drive the next gen of mobile and social applications.

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STORY PLAY

SOCIAL

Immersive storytelling is a shift from unidirectional mass media to omnidirectional engagement.

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Above diagram “Elements of Pandemic 1.0 Sundance 2011 release.” Take away: The experience could have worked with half the elements effectively. Designing With simplicity is challenging – it’s easy to design three buttons but much harderTo design one that intuitively comprises three.

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Early transmedia works have been rooted in marketing and promotion.

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Sundance has formed a new lab focused on immersive storytelling called the New Frontier Storytellers Lab.

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the beast

I love bees

perplex city

world without oil

hope is missing

Early notable projects…

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Additional project info www.tegenlicht.vpro.nl/dossiers/energy-risk.html

COLLAPSUS – an energy conspiracyExperience Design: SUBMARINE CHANNEL – AMSTERDAMwww.submarinechannel.com

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OVER 40 people working

6 Plus Month schedule

Narrative filmmaking

Animation

Interactive site

Casual games

Released with VPROEnergy Transition TV docin Netherlands

Nominated for an International Emmy

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“When working for microsoft R&D I became more interested in interactivity between the player/viewer and the space between the screen instead of on the screen. A simple way to describe it is with traditional literature. I am interested in the relation between text and the person reading, the space in between.”

TOMMY PALLOTTA – DIRECTOR

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JeJune - in 3 episodesExperience Design by NONCHALANCE – SAN FRANCISCO

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URBAN GAMING& STREET ART

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Nonchalant Radio Transcription the battle against JeJune

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Nonchalant Radio Transcription - Fold 1

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“But you can see, with each subsequent episode we’ve produced, the story has become primary. Just the way that storytelling techniques in film had to evolve, such is it with this emerging medium. And yes, we beta-test each experience extensively with volunteers before we launch it publicly. We learn a lot about the way that people synthesize information through these tests.”

JEFF HULL - JeJune EXPERIENCE DESIGNER

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Sleep No More – NYC Experience by Punchdrunk – LONDON

www.sleepnomorenyc.com

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Over 100 rooms 5 stories 6 Months to build + 200 volunteersBoston run had over 30,000 people attend

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“Punchdrunk’s core belief is that the audience is the center of the action. In most theaters, you switch off your body and it’s just your brain watching. With Punchdrunk we flip this notion. We bring the body back to life. The audience can’t be passive. They have to go out there and find the action for themselves.”

FELIX BARRETT - SLEEP NO MORE CO-DIRECTOR

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The Wilderness Downtown

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BEAR 71

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NFB interactive

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arte

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STORY R&DResearch & Development

Fail fast and learn from it. There is value in treating story like software in the sense you can release versions and have participants test and feedback. Over the course of the semester we will design, build and run a beta test of an immersive storytelling experience.

SUGGESTED READING: “Little Bets” by Peter Sims“The Art of Immersion” by Frank Rose – (see next page)

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Make sure to checkout the @frankrose book “The Art of Immersion.”

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THANK YOU Contact: @lanceweiler www.lanceweiler.com


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