Blackout

Intimacy among strangers in a darkened subway car

A generative volumetric documentary that places the viewer among real New Yorkers whose inner monologues surface during a subway blackout.

Period
2017
Status
Complete / Archived
Form
Room-scale volumetric VR documentary
Blackout — official trailer

The project

You enter a full-scale subway car, put on a VR headset, and find its metal poles in the same place inside the virtual train. More than forty New Yorkers appear around you as volumetric recordings. Proximity and gaze open their interviews, while a Story Engine recombines the cast for each viewing. New recordings were added live during Blackout’s 2017 Tribeca Storyscapes presentation.

Documentary field notes

We recorded multi-hour interviews with more than forty New Yorkers, looking for the places their minds go between destinations. During Tribeca, we kept capturing people and adding them to the piece. Each visitor entered a different temporary group of straphangers and chose where to place their attention. The custom capture and live-production problems kept pushing the tool forward. That software became part of Depthkit’s lineage.

Process study

The Pole Stays Put

At Tribeca, we aligned Blackout's full-scale physical subway-car installation with its virtual train. For example, when UploadVR reviewer Kelly Ohannessian reached for a metal pole in the headset, her hand found the cold metal of a real pole. The small gesture carried the simulation into the body and comforted audience members new to virtual reality.

  1. 01 / Starting point

    We needed physical landmarks to make the virtual subway car trustworthy.

  2. 02 / How it worked

    We registered the virtual train to a minimalist full-scale installation so the structural cues, including the floor, seating, walls, and pole, occupied the same positions in both spaces. Room-scale tracking let viewers move through the car while volumetric passengers and spatial audio supplied its changing social world.

  3. 03 / What it opened

    The real pole gave viewers one reliable point of contact with the virtual car. From that landmark, the floor, seats, walls, volumetric passengers, and spatial audio could occupy a shared scale around them.

Experience logic

Presence and attention organize the room

Presence

Volumetric recordings of New Yorkers occupy the room at human scale.

Attention

The viewer’s gaze determines whose private story becomes audible.

Variation

A generative Story Engine assembles a different temporary community for each encounter.

Films and exhibition documentation

The official trailer, a forty-second production film, and an exhibition walkthrough show the finished work, the live capture setup, and the physical installation.

Live capture at Tribeca

This short production film records the capture setup used to add new participants during the 2017 presentation.

Exhibition walkthrough

Engadget follows a visitor through the full-scale subway-car installation and speaks with the team at Tribeca.

My role

Director / Project Creator

Scatter

Co-Founder / Immersive Director

I directed Blackout and helped shape the relationship among volumetric cinematography, physical installation, and its generative documentary structure. I wanted the captured people to feel present and the limits of the simulation to stay visible. The viewer shares space with strangers and carries the responsibility of choosing where to place attention.

Supported by

Selected credits

Alexander Porter
Director / Project Creator
Yasmin Elayat
Co-Director
James George
Technical Director / Project Creator
Mei-Ling Wong
Scatter Co-Founder / Producer / Project Creator
Bil Thompson
Team
Charlotte Kaufman
Interviewer / Development Collaborator / Kickstarter Content
Cory Allen
Team
Cyndee Readdean
Story Producer
Giacomo Francia
Team
Hannah Jayanti
Co-Producer / Key Collaborator / Lead Interviewer and Editor
Jeremiah Joseph
Executive Producer
Jillian Morrow
Team / Designer
Kate Collings
Team
Kevin Watters
Developer
Kyle Kukshtel
Developer
Malcolm Pepin
Designer
Mark Fingerhut
Developer
Matt Shilts
Team
Matt Wilson
3D Generalist / Virtual Train Environment
Neil Purvey
Developer
Nik Hill
Designer
Pat Goodwin
Designer
Stacey Holman
Story Producer
Tim Scaffidi
Developer
Zara Hayden
Team

Links & presentations