Title | PETA "EYE TO EYE" |
Brand | PETA DEUTSCHLAND E.V. |
Product/Service | PETA |
Category |
A05. Music / 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
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 |
Describe the creative idea
What if mankind could exchange thoughts with an animal? What if it could ask us inconvenient questions and make us realise how deeply related animals and humans actually are? Empathy grows through personal dialogue. The idea was to engage people in an eye-level conversation with an animal to discuss the value of life. For the Virtual Reality Live Acting Experience Eye to Eye – the world’s first real dialogue between an animal and humans – we devised and implemented a groundbreaking dynamic audio concept from the ground up. From binaural 360-degree interactive sound design over loop-free and dynamically evolving music all the way to capturing and transmitting both the user’s as well as the actor’s voice in a soundproof environment, our goal was to provide the user with a realistic sounding and truly captivating sonic immersion.
Describe the execution
Three elements were of particular significance to accomplish this purpose: A loop-free and interactive dynamic sound design and music concept, authentic sounds and instrumentation, and targeted binaural / 360° recordings. Over the course of five months, we devised and continuously revised both concept and execution to reach for new technical and artistic heights in dynamic audio and to maximize the emotional impact of the application. By means of various game engines, we developed dynamic music and sound design scenarios for the various virtual environments visited during the experience. Dynamically programmed sound events – modified by the actor during the session, or randomized by programming – ensure that no repetition in sound and music occurs over the entirety of the user sessions. To achieve a hundred percent realistic imaging and implementation, we recorded animals in their natural environment over the course of several weeks, making use of state-of-the-art ambisonic microphone technology. For the scene where the user is trapped in a circus cage, we captured various performances of Germany’s last barrel organ orchestra. Everything was then mixed as 3D sound events which binaurally translate on custom noise-canceling headphones, creating true 360° sonic immersion with interactive elements. Finally, to bring the application to conventions, festivals and concerts, we designed a mobile sound-proof VR booth with a one-of-a-kind live audio setup, allowing the actor to dynamically guide the user through the experience. In real time, the actor uses a customized foot switch system to trigger events and room transitions. Hands free, the actor engages in dialogue with the user through a unique microphone array feeding into the game engine, lending his voice, facial expressions and gesticulation to the computer-generated rabbit.