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With VR’s coming of age, its pioneers are exploring the frontiers, striving to push back the limits shaped by the mediums that have preceded those of VR. These are times of experimentation, of playing with conventions and research by grasping for the true possibilities of the medium. A radicalness naturally assumed by DRIFT, who by their formal novelty and approach entirely devoted to VR, represent an ideal case-study to tackle the specific language of VR.
Fabbula has spent many long hours discussing all this with DRIFT team Ferdinand Dervieux and Aby Batti, the two Paris based souls behind Sharpsense studio. During the upcoming weeks, Fabbula will be publishing DRIFT’s creative journal, offering the occasion to dive into their creative process and to note along the way the particularities of the fictional world of games, in the context of our theme on Narration.
In this first entry of the creative journal, we’ll be exploring Sharpsense’s very particular principals and the origins of DRIFT.
Permanent debate as creative efficiency
“I need to have someone opposite me who’ll question what I say and who won’t always agree. This brings me to ask the essential questions.” Ferdinand Dervieux
Rock’n’ roll VR
“What does procuring sensations mean? Feeling speed, touching objects, that type of thing; right up to feeling dizzy?” FD
Conceptualization & DRIFT’s first occurrence
In the beginning, the creators discovered VR by visualizing experiences they developed themselves. They then participated in a jam organized by Oculus to launch the mobile platform Gear VR. Two other works were proposed, and not insignificant ones: Along the Trail, a visual exploration of personal data on Facebook, and Panopticon, a game illustrated by Julia Spiers [who also draws the cover for this issue of Fabbula - Ed]. One evening, when the team was working on Along the Trail, they had the idea to make a game of obstacles in a maze and to represent the player as a moving object. After a quick test, the experience was successful. The principle is both familiar – ah, those Doom mazes! – and new – controlling by looking, the gaze that is the only possible point of view in the game. The idea of the particular art direction quickly became established and came from an experience with Along the Trail. The 3D environment was overexposed with a strong light in Unity, and then lights were put in the shadows to tint them. An interesting degraded effect was obtained, but only if all the decors were completely motionless, as not to saturate Gear VR’s computing powers. From there, what type of object could move at high speed in a world suspended in time? The answer was simple: a bullet. And in this case, a special type of bullet with a seeker head and the possibility of making its own way once ejected from the revolver!
Suspended time and the player’s movements
“By freezing time, one can reveal all the facets of a moment of enormous dramatic tension.” FD