CASE STUDY · CULTURE VR · VENICE IMMERSIVE 2023

A VR memorial, shown in Venice

For an immersive documentary about the Holocaust death marches of 1944 and 1945, we built the VR memorial space that accompanies the film. Visitors stand inside a dome of portraits while survivors’ testimonies surround them. It was shown at Venice Immersive 2023, part of the Venice Film Festival.

CLIENT
An immersive documentary project (name confidential)
INDUSTRY
Culture and remembrance
WHAT WE BUILT
VR memorial experience
WHERE IT WAS SHOWN
Venice Immersive 2023, on Meta Quest
Illustration generated in code
AT A GLANCE
  • Shown in VeniceAt Venice Immersive 2023
  • No controllersVisitors explore with their gaze
  • A 360° domePortraits and memories all around
  • Spatial soundSurvivor voices placed around the visitor
THE PROBLEM

How do you make history personal?

Between 1944 and 1945, hundreds of thousands of prisoners were forced on death marches, and many never survived. For most people today, these events are numbers in a textbook.

The documentary team wanted visitors to meet the people behind the numbers, with dignity, and to leave with something they would not forget.

It had to work for festival audiences of every age and background, most of whom had never used VR.

HOW WE SOLVED IT

A quiet space to listen and remember

We built a VR memorial where the people and their stories, not the technology, are the focus.

  1. 01

    A dome of faces

    Visitors stand inside a dome lined with photographs of people who died on the marches.

    THE CHALLENGEA memorial space must feel respectful and calm, never like a game.
    HOW WE SOLVED ITWe designed a quiet, slow paced environment where the photographs are the focus and nothing distracts from them.
  2. 02

    Voices that surround you

    Survivors’ testimonies play from around the visitor, as if the speakers were in the room.

    THE CHALLENGEMany voices in one space can easily become confusing.
    HOW WE SOLVED ITWe placed each voice carefully in 3D space, so visitors naturally turn toward the person speaking.
  3. 03

    Look, and it responds

    There are no controllers. Visitors move through the experience simply by looking.

    THE CHALLENGEFestival visitors have little time and often no VR experience, and controllers would pull attention away from the moment.
    HOW WE SOLVED ITWe built gaze based interaction so anyone can explore just by looking at what draws them in.
  4. 04

    Ready for a world stage

    The experience ran on standalone headsets at one of the most important film festivals in the world.

    THE CHALLENGEAt a festival, every visitor needs the same smooth experience, all day long.
    HOW WE SOLVED ITWe optimised the experience for Meta Quest so it runs smoothly through long festival days.
THE OUTCOME

Shown in Venice

The experience was presented at Venice Immersive 2023, the immersive section of the Venice Film Festival, alongside the documentary.

  • Personal stories, told with dignity
  • Open to every visitor, with no controllers to learn
  • Built to festival standards for quality and reliability
FOR YOUR TECHNICAL TEAM

What it is built with

Not technical? You can skip this part.
HEADSETMeta Quest 2
ENGINEUnity
INTERACTIONGaze based, no controllers
AUDIOSpatial audio testimonies
DESIGNDome environment with archival photographs
SHOWN ATVenice Immersive 2023
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