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The Katakombz are a solstice for weary souls, grown old but short by the massacre endless conflicts. The walls of the cavern, left barren by the overwhelming death of the world, are rejuvenated by the spirits that now all too densely inhabit them leaving a tangled mess to stretch across the arched dome in a thick moss. Each step across the floor stills things long left at rest. As you move through the cavern, you must perilously cross a chasm that has been traversed by a fallen spire. If this one has fallen when will the others? After making it across, you are left with no other options but to go down. In the dark abyss of the tomb, the mind begins to wander to recesses, conjuring up memories of the horrors of battle. As you make out of the madness, you are overwhelmed by the door to Zachary's lair. Can that really be? Is that the sweet face of your daughter, Blossom, chiseled softly into the rock? Your mind is playing tricks on you. You must press on. But what tricks has Zachary planned ahead...
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The goal of this project was to create and experiential component to a story franchise. In doing so, certain features were accented using the 3D display to justly engaging in the VR experience. The first was scale and proportion. The cavern towers over the immersant to portray the vast manpower of the Killgore army, as well making the clandestine nature of the objective. Next special organization of text was used to tell the history and mantra of the cavern's inhabitant. As one moves through the space, writing on the walls provides personal accounts and mantras of the title character to add depth of the characterization. By placing these along the path of the immersant, the story is told progressively. Thirdly, the vantages and entrance points to the main cavern are organized to accent the figure in the door. This is critical to the story as this figure is Blossom, Jake's daughter, and the objective of the experience.
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