Remembering VR
I collaborated with Monobanda and SonicPicnic on Remembering for VR. This resulted in an abstract, slow-paced experience about being born. Our main focus was the connection between embodiment and sound in VR.
For this project I did art direction, concept art, environment and color design.
{Read an interview with me written by about Remembering.}
One of our ideas was to have a character that would act as a guide and connect to familiar sounds. I explored the idea of characters with a body part (memory) floating around them.
Concept art for sound spots, objects that you can interact with and that have their own sound and movement.
A collage of early screenshots. I did a lot of color testing in Unity, setting up a mood and exploring how an environment looks in VR.
3D artist Meaza Jamal Pardoel created this model and animation for a sound spot, based on my concept art.
Concept art for cell trees. Instead of the individual sound spots we decided to have a forest of tall trees with sound spots attached to them in the first area.
One of the first scenes in Remembering. As a player you have limited control, and your gaze controls what you hear. 3D models by Monobanda's Niki Smit.
To create a transition between different scenes and moods we added a cell tree that acts like a portal. I love the idea of a small universe peeking through.
In-game screenshot of the womb. Plants modeled by Meaza Jamal Pardoel based on my concept art. Womb modeled by Niki Smit.
I created vector shapes and colors that were used as a particle system in Unity for the womb tunnel.
In-game screenshot of the area with plants that activate heartbeat soundscapes. We used the particle shapes I created as flower sound spots for the plants.
Screenshake 2017. Second + third photo courtesy of Zuraida Buter (zo-ii).