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Dissertation Supporting Papers

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Sonderambla Environment

Placing the viewer in an all-encompassing crowd allows the feeling of sonder to take place naturally.

With film, the view is forced onto the player, but with VR, we can encourage the players’ curiosity through colour theory, blocking and architecture to discover these stories.

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Sonderambla (User)

Player – Anyone

Only Gatita acknowledges the player and thus the only clue to who the player is through these gloved hands exploring the stories and using a laser pointer.

  • Could be an artist/writer.
  • Could be a homeless person with their cat.
  • Could just be the user with fingerless gloves.

All of the above are appropriate for the user’s characterization.

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Sonderambla (Liza & Luca)

Fighting Couple – Liza Lasia (Lit. Promise of Relax ) Luca Erraza (Lit. Easy Light)

Basque couple that is shouting at each other, attracting the attention of everyone in the streets.

Characteristics:
Liza: Driven – Frazzled
Luca: Explosive – Dull

Intro – They argue about the husband losing his keys.

Conflict – The cat briefly distracts them. And we find out they might have had a break-in.

Resolution – After getting the keys back, they argue about being late and changing the locks.

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Sonderambla (Gianni & Mila)

Lost Tourists – Gianni & Mila Sperduti (Lit. Lost Gift & Grace)

Very lost Italian tourists trying to find their way to La Rambla.

Characteristics:
Mila: Rigid – Prejudiced
Gianni: Stout – Fidgety

Intro – Too caught up in the logistics of planning a holiday to embrace their environment.

Conflict – Whilst distracted by Gatita, the thief steals their phone.

Resolution – After receiving their phone again, they decide to not use it again and wander on.

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Sonderambla (Nick)

Thief – Nick Ayo (Lit. Sore Winner)

Telemarketer turned thief. He doesn’t need money, he just likes to steal.

Characteristics:

Confident – Slimy

Steals Keys from the couple before the story takes place – seen walking out of the apartment during the intro

Steals Phones from Tourist during Act 2 and attempts to ride off in Vespa during the climax.

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Sonderambla (Pedro)

Old ManPedro Vivas (Lit. Live Rock)

Widower and retired journalist waiting at a café for a first date.

Characteristics:
Pleasant – Wise

Conflict – After the cat knocks over a coffee cup on his table, he begins to converse with Gatita, telling her about his late wife and how his date should be arriving on green vespa, suspiciously the same colour as the thief.

Resolution – After the thief crashes, we learn it was his date’s Vespa. He walks back to the café feeling defeated, until a woman walks up behind the viewer and asks ‘I think you may have found my Vespa’ – ending the story.

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Sonderambla (Gatita)

Cat- Gatita (Lit. little female cat)

She is a stray orange tabby cat and acts as a narrative device/ icebreaker.

Characteristics:

Playful – Inquisitive

She will guide the player through the whole experience, being an integral part of the resolution of every conflict.

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Sonderambla Structure

PART ONE:

  • The scene starts in Paperwhite, with black paw prints appearing around the viewer.
  • The paw prints guide to user to turn a full 360 before seeing the Tabby Cat ‘Gatito’.
  • Gatito then walks away from the player. With each paw step, ink blotches from under the cat’s paws seep into the paper-white world revealing outlines of structures and buildings.
  • The world forms around Gatito as she saunters off
    • Up onto a balcony where a couple in pyjamas are fighting.
    • Across a clothing line and hops down, scampering between the legs of two tourists.
    • and under a café table, where an old man sits.
      • The cat then arrives in front of you, the player and the rest of the world is filled in with inked outlines and watercolour washes to reveal a busy day on Las Ramblas.
      • Gatito drops a laser pointer from her mouth and nods to the player to pick it up.
      • Upon activating the laser, the cat springs into action, following its every move.
      • Control is now handed to the player!

PART TWO:

  • With the laser in hand, the world turns paper white again, with only the silhouette of the gothic apartments and crowds of people. However, our three groups of protagonists still shine with an aura of saturated watercolour wash.  
  • The laser pointer has a couple of options:
    • Point at boxes to knock them over.
    • Point at hanging flowerpots to knock them over.
    • Point at the floor to have the cat jump on the laser.
    • Point at the Balcony to have the Cat jump onto the balcony fence – trigger the couple scene.
    • Point at the tourist to trigger the Tourists Scene.
    • Point at the café table to trigger the Old man scene.
      • Each scene provides clues of a thief stealing something from each character.
      • This culminates in a passerby noticing the thief on a Vespa and trying to apprehend them. them.

PART THREE:

  • Use the cat to knock over boxes in the thief’s path, causing them to fall over – spilling out all his stolen items.
  • Each character receives their individual resolutions.
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Sonderambla Concept

SONDERAMBLA


The theme of the story is SONDER:  

The realization that each random passerby is living a life as vivid and complex as your own.

The premise is:

A tabby Cat stumbles into the lives of passersby on the streets of Las Ramblas, Barcelona. 

A Basque couple fighting on a balcony, a pair of lost Italian tourists and an old man waiting at a café.

Their stories are lost in the sea of people passing by until a curious cat uncovers that all their lives are inexplicably connected.