PETA "EYE TO EYE"

TitlePETA "EYE TO EYE"
BrandPETA DEUTSCHLAND E.V.
Product/ServicePETA
Category A09. Sound Design
Entrant KOLLE REBBE | ACCENTURE INTERACTIVE Hamburg, GERMANY
Idea Creation KOLLE REBBE | ACCENTURE INTERACTIVE Hamburg, GERMANY
Idea Creation 2 DEMODERN Hamburg, GERMANY
Production DEMODERN Hamburg, GERMANY
Production 2 MARKENFILM Hamburg, GERMANY
Production 3 GERMAN WAHNSINN Hamburg, GERMANY
Credits
Name Company Position
Fabian Frese Kolle Rebbe GmbH Chief Creative Officer
Andreas Brunsch Kolle Rebbe GmbH Executive Creative Director
Nicole Holzenkamp Kolle Rebbe GmbH Creative Director
Christian Rentschler Kolle Rebbe GmbH Creative Director
Lorenz Ritter Kolle Rebbe GmbH Creative Director
Lea Zaydowicz Kolle Rebbe GmbH Account Manager
Martin Bergmann Kolle Rebbe GmbH Art Director
Max Wort Kolle Rebbe GmbH Copywriter
Rachel Hoffmann Kolle Rebbe GmbH Agency Producer
Ole Brand Kolle Rebbe GmbH Agency Producer
Falko Tilgner Kolle Rebbe GmbH Editor, Grading
Alexander Hildenberg Kolle Rebbe GmbH Cutter, Grading
Alexander El-Meligi Demodern GmbH Managing Director, Creative Director
Deborah Montag Demodern GmbH Project Manager, Digital Producer
Daniel Harrison Demodern GmbH 3D Artist
Mirko Wiedmer Demodern GmbH 3D Artist
Bastian Hantsch Demodern GmbH 3D Artist
Robin Janitz Demodern GmbH Designer, Art Director
Michael Schmück Demodern GmbH UX Designer (mobile only)
Christopher Baumbach Demodern GmbH Lead Creative Engineer
Franziska Neu Demodern GmbH Creative Engineer
Sebastian Schuchmann Demodern GmbH Creative Engineer
Sam Bäumer Demodern GmbH Creative Engineer (mobile only)
Michael Sturm Demodern GmbH Web Developer (mobile only)
Juliane Geusendam Markenfilm GmbH & Co. KG Producer
Frank Schlotterbeck Markenfilm GmbH & Co. KG Director
Philipp Feit German Wahnsinn GmbH Audio Engineer

Tell the jury about the elements of sound design.

As a one-of-a-kind combination of Virtual Reality and live acting, the impromptu conversation between user and virtual animal lies at the very core of the application and its sound design. Our goal was to create a tangible audio environment that convincingly places the user-driven dialogue at the center of the experience, subsequently branching off to the various scenarios and events – containing interactive sound elements which amaze, dazzle, shock and impress the user through absolute sonic immersion. Strong contrasts between tranquil quiet and menacing situations are the decisive design choice which makes this emotional impact possible. In addition to meticulously capturing and programming 3D audio of animals in their natural environment – which are dynamically triggered via foot-switches by the live-actor, translating binaurally on the user’s headphones – we recorded several musicians and even Germany’s last barrel orchestra for the circus cage scene.

Write a short summary of what happens in the film

Eye to Eye is an interactive Virtual Reality experience featuring live acting and dynamic sound design. The user is greeted by a virtual rabbit which is played and dubbed live by an unseen motion-captured actor. During conversation, the rabbit dynamically guides the user through different scenarios while discussing the value of life and animal cruelty based on the user’s values and interests. The forest: at first peaceful and tranquil, then the user is suddenly trapped in a circus cage. The slaughterhouse: The viewer learns about the cruel details of butchering. The laboratory: The user is trapped in a box like a rat, listening in on a merciless conversation between scientists. The Million Souls scenario: The user is surrounded by ghostly figures of the massacred animals. The experience concludes with the rabbit leaving a personal letter – which turns out to be real once the VR goggles are removed.

Cultural/Context information for the jury

As a one-of-a-kind combination of Virtual Reality and live acting, the impromptu conversation between user and virtual animal lies at the very core of the application and its sound design. Our goal was to create a tangible audio environment that convincingly places the user-driven dialogue at the center of the experience, subsequently branching off to the various scenarios and events – containing interactive sound elements which amaze, dazzle, shock and impress the user through absolute sonic immersion. Strong contrasts between tranquil quiet and menacing situations are the decisive design choice which makes this emotional impact possible. In addition to meticulously capturing and programming 3D audio of animals in their natural environment – which are dynamically triggered via foot-switches by the live-actor, translating binaurally on the user’s headphones – we recorded several musicians and even Germany’s last barrel orchestra for the circus cage scene.