Zero days vr
scatter
Lead Concept Artist
Concept Art / Various / 2017
Based on the Participant Media feature-length documentary “Zero Days” Directed by Alex Gibney, "Zero Days VR" is the story of a clandestine mission hatched by the US and Israel to sabotage an underground Iranian nuclear facility told from the perspective of Stuxnet, a sophisticated cyber weapon, and a key NSA informant. Audiences experience the high stakes of cyber warfare placed inside the invisible world of computer viruses.
CREDITS
Production Company: Scatter
Director: Yasmin Elayat
Technology Director: Elie Zananiri
Executive Producers: Alex Gibney, Sarah Dowland, Alexander Porter, James George
Producer: Mei-Ling Wong, Yasmin Elayat, Alexander Porter
Writers: Yasmin Elayat, Alexander Porter
Design Director: Bradley G Munkowitz
Lead Concept Artist: Michael Rigley
Lead Branding: Michael Cina
3D Artists: Thomas Meduri, Jillian Morrow
Software/Game Engine Development: Elie Zananiri, David Gochfeld, Kevin Watters
2D Artist: Linda Shirar
Technical Advisor: James George
DepthKit Director of Photography: Alexander Porter
Music & Sound Design: Antfood
Editors: Alexis Johnson, Linda Shirar
Additional 2D Design: Sofia Aronov
Installation Design: Alexander Porter
Cast: Joanne Tucker (NSA Informant), Eric Chien, Liam O’Murchu, Ralph Langner, David Sanger, Olli Heinonen, Sean McGurk, Amos Yadlin, Emad Kiyaei, Richard A. Clarke, Michael Hayden, Gary Samore, Yossi Melman, Vitaly Kamluk
DESIGN Process
We were immediately inspired by various forms of glitch and pixel stretching - the next phase would be translating these typically two-dimensional effects into a 3D world. Once this digital space was established we pushed forward with creating a character for Stuxnet itself.
Scatter brought me along to develop key concept art for the experience. Some of the primary challenges of adapting a documentary to VR were essentially the lack of material. Found footage and interviews work well for screens but fall short when translating to a three-dimensional space. We needed to create worlds that these two dimensional images would populate as well as develop a language for digital environments, give character to the malware and create a convention for transitioning between spaces.