World Building Media Lab

2013-2016 AR/VR Media R&D Lab
World Building Media Lab video thumbnail

WBML is a lab directed by Alex McDowell. The lab is based on a conceptual model and methodology that shifts media production from single authored scripts to large scale, systematic and multi-authored story world construction.

"Leviathan" was an augmented reality experience created in conjunction with a virtual world, based on the YA fiction series of the same name.

I worked as the lab's UX and Narrative Designer to develop from initial concepts into a 2014 CES Keynote presentation by the Intel President. The project was a great for not only fabricating the imagined world but also designing the novel AR and VR user experience. The project had three final deliverables:

- Shared augmented reality experience with CES crowd

- Augmented Reality video game

- Virtual Reality interactive narrative game

Each of these experiences were developed with consideration for the scale of the audience and the amount of time and attention they had available.

All were developed with Unity3D, with the VR experience on the Oculus Rift and AR on Intel's proprietary tablet.

As an extension of the original Intel AR demo, we developed a VR interactive narrative experience. Players could explore our virtual world while interacting with different characters and storylines. In our demo space, the experience was enhanced through physical environments covered with tracking markers to create a one-to-one relationship with objects and furniture in the room.

“Tesseract” was a research project that investigates and reimagines cinematic and interactive workflows. By centralizing cross-media and multi-platform production, the project will open new narrative and technological possibilities for 21st-century media making.

I was the Research Director, leading a team of 4 interdisciplinary teammates: designer, researcher, filmmaker, and engineer. We spent the summer and fall conducting interviews with leading media professionals and theorists, to map out the “state of the industry” and develop a hypothesis for its future. Our final stage was to create a VR game and film experience that models an idealized structure for cross-media storytelling.