Once upon a time, a group of creative individuals came together with a vision: to create an interactive and immersive 3D animation story for 6DOF headsets that would explore themes of acceptance and question traditions and cultural norms.
This dream team included Mathieu Rivero, Emmy-nominated Scott Turner Schofield, Alec Veniel, Allison Crank, and myself, a group of people who shared a love for fantasy stories and political fables.
Key Concept by Jaouen Salaün
Key Concept by Jaouen Salaün
The Blossom Crown was born under the wing of Fauns, developed to the prototype stage, and brought to life under the Unity engine.
The dynamic duo of Daniel Balage, the art director, and Gael Chaize, the 3D wizard, formed the in-house creative powerhouse for all those crazy ideas that would later define the project.
As you step into Lorne’s attic, a nostalgic space filled with memorabilia, you’ll find two windows that reveal a view onto an oak tree and a colossal, yet gentle giant in the distant horizon.
The centerpiece of the attic is a blossom crown adorning a virtual binocular, inviting you to step into a world of enchantment and discovery.
A unique setting in XR (concept-art by Daniel Balage)
A unique setting in XR (concept-art by Daniel Balage)
When users put on the headset, they’re immersed in a mythical world, taking on the role of Nigel. The home 🏡 is scaled like a dollhouse, allowing users to peek through the walls and into the lives of the characters. Behind each wall, a thin luminous thread ↗️ connects one character to the next, guiding the audience through the narrative like a breadcrumb trail.
But here’s the twist: the story is spatial, with several narratives happening simultaneously throughout the home.
To fully understand the story, users have to repeat the experience from different perspectives, increasing the replay value. It’s like a choose-your-own-adventure novel but in VR! 🔁
Sensory Perception designed by Allison Crank
Sensory Perception designed by Allison Crank
📓 The experience unravels over three days, each day being a chapter in the story. At the end of each day, the player is prompted to make a tough decision by answering a simple question.
Their choice alters the story, adding complexity and nuance to the narrative.
Grounded in an interactive branching storyline, The Blossom Crown offers users a range of moral choices to make. The experience lasts from 24 to 30 minutes, with four different play-throughs to explore. It’s an all-you-can-eat buffet of thought-provoking content. 🎆
The Blossom Crown doesn’t shy away from sensitive subjects like transidentity and the weight of childhood.
Through the power of VR and storytelling, we hope to foster understanding, empathy, and ultimately acceptance.
It’s a pretty noble cause, if I do say so myself.
The Blossom Crown itself (by Daniel Balage)
The Blossom Crown itself (by Daniel Balage)
Now, the project is still looking for the perfect home to grow and show itself to the world. It’s like a talented performer waiting in the wings, ready for the right stage and audience to make its grand debut. 🪄
The Blossom Crown, a brainchild of a group of creative minds, is a testament to the power of collaboration and the potential for exploring complex themes through 🔎 the lens of VR and storytelling.
Frame from our prototype at Fauns
Frame from our prototype at Fauns
The Blossom Crown, inspired by the likes of Dead Poets Society, Shadow of the Colossus, and The Craft, blends together questions on life, ambiguous mythology, and the exploration of childhood.
This incredible mix of influences creates a unique experience 🌿 that can only be brought to life through the magic of virtual reality.
Another frame of the prototype
Another frame of the prototype
🎭 As Co-Creator & Director, I tried to craft an interactive VR experience exploring tradition, trans identity, and choice, shaping the world, mechanics, and storytelling for a deeply emotional adventure.
🕯️ Shelved