VR game for the Christoph Winkler Company about Actor Network Theory.
ANT focuses on inclusiveness of thinking beings, all other forms of life, biological and created systems, and machine species to get rid of anthropocentrism, which has led us to global problems.
An egalitarian approach, rather than a hierarchical one, shows promise for slowing climate change.
Combing this theory with the new ability to interpret data using AI, we have new optics available to us, and with it the ability to borrow mechanics of interaction and problem solving not only from creatures visible to the naked eye, but also from large-scale phenomena and microprocesses.
Each scene carries symbolism, and together they are a linear fantasy transformation of our view.
Each scene carries symbolism, and together they are a linear fantasy transformation of our view.
Developing the concept

First storyboard

Stages of vision change
1. Past
The user sees himself standing on the planet. He notices a cage. He is asked to take a step forward.
This is a slime mold - something that people cannot classify as either a fungus or an animal. It is a living symbol of the problem of classification and hierarchy. And also a creature used for the development of bio-computer and AI.
Earth consists of multiple versions of itself so it is looks and behave as glued nucleosome proteins.
Blue DNA chains is wrapped around around various things that are precisely the genetic code and shape this way hands embracing the viewer.
By merging, we become part of the system. A multitude of objects surrounds us. Objects - man-made, natural, living and non-living, micro and macro worlds.





2. Transition






In the second act, the user himself takes part in anthropocentric ordering.
He collects objects of the world into a bouquet,
which turns to the chemical bridge of Octyl glucoside. This is a substance that is used specifically to break down proteins - in this scene we are restructuring our views by passing through this bridge.
He collects objects of the world into a bouquet,
which turns to the chemical bridge of Octyl glucoside. This is a substance that is used specifically to break down proteins - in this scene we are restructuring our views by passing through this bridge.
The bridge ends with the screaming reaction of transformed thinking which absorbs him.
3. Present
Now the viewer is inside the mouth-cave, in which the various objects are stalactites and stalagmites.
This is the place, where we revise old concepts.
The player gathers them around himself with his gaze and they turn into a slime mold cell, which he tried to get into at the beginning of the game.
We create a claustrophobic tension for the viewer. The same as when we realize the tightness of our worldviews at a turning point.





4. Potential of Limitations
The viewer turns around in this tightness of old ossified systems and the organic walls fall. Now he sees the world through the eyes of an animal in a zoo through a cage. But he sees a great diversity in the wild in a single moment.
We break through the outdated fundamental principles and become able to put ourselves in the place of anything else. Mastery of the situation is impossible, it is possible to play and dance with the manifestations of the world
on equal terms.
on equal terms.

