Saturday, March 5, 2016

Behind Invivo's Narrative


In order for us to really make Invivo the immersive experience we envisioned it will be, we have spent countless hours dishing out some great ideas on what we'd really like the place to be.
Starting from the very first seconds, all the way to the ending credits, the world is a culmilation of hard work, expressing a unified vision, all  concluding in one single sentence: "This is really, really sick"!
During the pre-production phase, the task ahead seemed quite difficult, as we had to overcome the lack of any graphical representation and create an accurate pitch, for a story that could, in the end, be properly presented to the audience. Basic questions, like "who", "where" and "why" had to be answered in a cohesive manner, so as to facilitate both the narrative as a medium of expression and create the appropriate level of immersion to the player.
After all the core elements had been sketched out, we proceeded with creating the world in detail.
Along with the progression of level design and set dressing, we traversed the dark, twisted hospital corridors, rooms and laboratories,  giving birth to what would make everyone love - and hate -  to be engaged with the hospital and its story, by implementing every bit of our vision in such a manner, that it will be seemingly - and disturbingly - natural.

We hope that, when you get to experience what we really have in store for you, you will be as enthralled as we are!

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