
A Virtual Reality walkthrough experience from a unique perspective
FORGOTTEN GIANTS
VR, 10-15mins
‘Forgotten Giants’ celebrates ancient Bristolian culture through a retelling of the folklore surrounding the creation of the Avon Gorge - including other Bristol based geological landforms - as the story in its current state is stagnant and largely forgotten/unknown. This is due to little reference material and lack of exposure, where the tale has been passed down largely verbally.
Relatable elements of the story are discussed in reference and comparison to the folklore, culminating into a narrative which re-ignites the tale of the two giants, whilst also providing as an educational experience to better connect and inform people about Bristol and its local landscape.
A teaser trailer, for my experience
Due to the manner of his death in the folklore, Goram, yourself, has lost all memory of his life. He is lost. You are lost, and this is where you begin in the experience. As a result, in continuity with British folklore, the Will'o Wisp - a spirit known for guiding lost souls - guides you through your home, the caverns underneath the Suspension Bridge, as you are periodically shown and told your story, discovering who you were and how you died.
CURFEW VR
VR, 10-15 mins

Calico
“Curfew VR is an empathy training tool which explores the fem experience of public spaces at night. Funded by Innovate UK, Curfew uses Virtual Reality to invite users to step into our shoes as we travel through Birmingham at night. Curfew is built with the verbatim voices of 16-86 year-olds from our community, aiming to encourage victim-centered approaches to VAWG reduction.”
The artwork for Curfew VR was created in Virtual Reality to support 360 degree film and ambisonic audio, culminating in an immersive, interactive choice based narrative in which a participant travels. My role as part of a larger team was the VR Artist, where the art I created was animated depending on where the participant was in the experience, and highlighted choices they made.
“Curfew VR is a revolutionary project that responds to a pressing societal issue: the pervasive fear that one in two women experience when walking alone in public spaces (stat from the Office of National Statistics). We recognise that this fear not only affects women's feelings of safety but also their choices and behaviour in these spaces. Victim blaming and microaggressions further exacerbate this issue.
To address this challenge, Curfew VR employs innovative technology to unbound empathy in decision-makers who govern public spaces. The project harnesses the power of VR to simulate real-life scenarios and act as a mirror of our reality, giving users a visceral understanding of the psychological impact of victim-blaming, microaggressions, and the inherent fear of the femme experience, and how these can impact women’s choices and behaviour in public space.
To represent the reality of this experience, Curfew VR is being co-created with diverse community groups of women aged 16-70, through partnerships with Birmingham City Council, Solihull Borough Council, West Midlands Police, Transport for West Midlands and the University of Birmingham.
Our mission is clear: we aim to transform society's approach to and conversation about gendered violence. Creative innovation drives this transformation.”
Reviews are in from our Curfew VR pilot training sessions