Audiences experience the high stakes of cyber warfare placed inside the invisible world of computer viruses.
Found footage and interviews work well for screens but fall short when translating to a three-dimensional space. 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. Zero Days VR is available to watch on Oculus Platform for Rift and Samsung Gear VR and on Steam. 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. Scatter brought me along to develop key concept art for the experience. “Zero Days VR” is a companion piece to Alex Gibney’s 2016 feature documentary of the same name, which investigates the mysterious Stuxnet computer virus discovered in 2010 that disrupted Iranian nuclear facilities and examines the …
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.Based on the Participant Media feature-length documentary he 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. 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
Audiences experience the high stakes of cyber warfare placed inside the invisible world of computer viruses. Zero Days VR on Oculus Rift | Oculus The true story of the cyber weapon Stuxnet, a self-replicating computer virus hatched during a clandestine mission by the U.S. and Israel to sabotage an underground Iranian nuclear facility.
Zero Days VR places audiences inside the invisible world of computer viruses and allows them to experience and understand the high stakes of cyber warfare.“If [the project] communicates to someone what is at stake and how dangerous cyber warfare can be, and the fact that we are not allowed to even question it or talk about it or acknowledge it as a country… then I think that we did our job .”“Zero Days VR” is a companion piece to Alex Gibney’s 2016 feature documentary of the same name, which investigates the mysterious Stuxnet computer virus discovered in 2010 that disrupted Iranian nuclear facilities and examines the looming front of global cyberwarfare. In the VR film, the viewer learns about the history and path of the virus, takes the form of the malware itself as it winds its way through cyberspace and computer systems, interviews an NSA whistleblower and imagines the future dangers of cyberwarfare. Zero Days VR tells the Stuxnet story through two main characters: the Stuxnet virus, and an anonymous NSA informant who testifies about a cyber mission hatched by allies with clashing agendas. Based on the Participant Media feature-length documentary “Zero Days” Directed by Alex Gibney, "Zero Days VR" 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 invisible world of cyber warfare through the perspective of the Stuxnet virus on a clandestine mission hatched by the US and Israel … Based on the Oscar short-listed Participant Media documentary Zero Days, Scatter's award-winning, immersive documentary Zero Days VR visualizes the story of Stuxnet in a new way: placing you inside the invisible world of computer viruses, experiencing the high stakes of cyber warfare at a human scale. The project combines immersive virtual spaces, original illustrated graphics of the virus’ processes, and the juxtaposition of news-breaking reveals from the informant with public news archives to make the documentary’s experience native to virtual reality. Once this digital space was established we pushed forward with creating a character for Stuxnet itself. Some of the primary challenges of adapting a documentary to VR were essentially the lack of material.
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