This document summarizes a class on building immersive storyworlds in the 21st century. It discusses how the grammar of storytelling is being rewritten for digital media. Early examples of immersive transmedia works are mentioned, like I Love Bees and Perplex City. Projects like JeJune and Sleep No More are highlighted as pioneering new forms of interactive narrative. The class will involve designing and testing a prototype immersive storytelling experience.
1. THE ART
OF IMMERSION
New Media Producing
Building Storyworlds: the art, craft & biz of storytelling in 21c
Class 1 9.12.12
Columbia University - Fall 2012
Taught by Lance Weiler
Visit www.buildingstoryworlds.com
Released under a Non-Commercial ShareAlike Creative Commons License
2. 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.
www.buildingstoryworlds.com @lanceweiler
3. 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.
www.buildingstoryworlds.com @lanceweiler
4. Immersive storytelling is a shift from unidirectional mass media
to omnidirectional engagement.
STOR PLAY
Y
SOCIAL
www.buildingstoryworlds.com @lanceweiler
6. 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 harder
To design one that intuitively comprises three.
www.buildingstoryworlds.com @lanceweiler
7. Early transmedia works have been rooted in marketing and promotion.
www.buildingstoryworlds.com @lanceweiler
8. Sundance has formed
a new lab focused on
immersive storytelling
called the New Frontier
Storytellers Lab.
www.buildingstoryworlds.com @lanceweiler
12. Early notable projects…
the beast
I love bees
perplex city
world without oil
hope is missing
www.buildingstoryworlds.com @lanceweiler
13. COLLAPSUS – an energy conspiracy
Experience Design: SUBMARINE CHANNEL – AMSTERDAM
www.submarinechannel.com
Additional project info www.tegenlicht.vpro.nl/dossiers/energy-risk.html
www.buildingstoryworlds.com @lanceweiler
14. OVER 40 people working
6 Plus Month schedule
Narrative filmmaking
Animation
Interactive site
Casual games
Released with VPRO
Energy Transition TV doc
in Netherlands
Nominated for an
International Emmy
www.buildingstoryworlds.com @lanceweiler
15. “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
www.buildingstoryworlds.com @lanceweiler
16. JeJune - in 3 episodes
Experience Design by NONCHALANCE – SAN FRANCISCO
www.nonchalance.org
www.buildingstoryworlds.com @lanceweiler
22. “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
www.buildingstoryworlds.com @lanceweiler
23. Sleep No More – NYC
Experience by Punchdrunk – LONDON
www.sleepnomorenyc.com
www.buildingstoryworlds.com @lanceweiler
25. Over 100 rooms
5 stories
6 Months to build + 200 volunteers
Boston run had over 30,000 people attend
www.buildingstoryworlds.com @lanceweiler
26. “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
www.buildingstoryworlds.com @lanceweiler
32. STORY R&D Research & 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)
www.buildingstoryworlds.com @lanceweiler
33. Make sure to checkout the @frankrose
book “The Art of Immersion.”