"The Trip" is a transmedia project consisting of movie, documentary and archive mix together with digital technology and music. The result is really surprising .
2. "The Trip" tells a story of
"The Man who took America to the Moon".
It is based on the gossip that the first
fly to the moon was actualy a fake event. Why did you choose this
subject?
We didn't choose this subject This subject chose us.
We met this guy last year, he told us his story and then we decided to make a
project based on it.
3. Are there any connections between
your hero Jack Torrance and a fictional hero that got the same name from the
novel "The Shining" of Stephen King?
We decided not to reveal his details, instead of it
use the fictions name. Jack Torrance was a writer, in his life the line
between fiction and truth was totally blurred.
Isn't it the same with present day world created by
media?
4."The Trip" is a coproduction
between your company and Unit9 with music of Smolik. How the idea of this
project was born?
Everything started in January 2011 when Andrzej asked
us and UNIT9 to make an in interactive music video to his track 'Forget Me Not'
(www.forgetmenot.tv).
It was an obvious choice to use his music as
soundtrack to 'The Trip'. His music has got great 'cinematic'
atmosphere.
5. "The Trip" is an
interactive fiction or more complex transmedia project? What platforms do you
use?
It is much more complex. You can WATCH, INTERACT and
LISTEN TO THE TRIP.
It is a 10 minute short film, an interactive one, a
concept album released on Vinyl, CD and in digital format, the VHS tape and
finally large scale photo series.
6. Hard question: what was your business
model?
There was no business model with this project. It was
just a totally experimental piece.
7. What does it feel like to win Webby
Awards 2013 in the category of the best use of interactive video?
It is nice to win awards.
8. What are your future projects?
It is an erotic film. Revenge of Bee Girl. Emmanuelle
meets Dirty Harry.
Do you want
to travel to the Middle Ages, discover the mystery of the Strasbourg cathedral
and its builders, then put yourself in the shoes of the modern architects and
build the second tower?
"Tower
Builder" a web-documentary "built up like a video game" ,
immerses you in today’s world and challenges you: could you build the second
tower?
You get to meet experts, have
access to various documents including the archives of the Museum Oeuvre
Notre-Dame and unveil additional components to build your tower.
Mobile app is an interactive tour guide that offers you an exceptional visit of the cathedral. Moreover, mini-games are integrated into the app and if you solve tasks -you unblock more components for the web-documentary.
I'd like to
know more about this project, so I interviewed Edouard Gasnier, Associate Executive
Director of Bigger Than Fiction.
Edouard Gasnier, Bigger Than Fiction
Interview with Edouard Gasnier, Associate Executive Director of Bigger Than Fiction.
Excerpts: Could
you describe in few words the project "The Builders' challenge"?
"The
Builders' challenge" is a transmedia project about the Strasburg cathedral
in France, which was built through centuries. 3D movie was broadcast on ARTE on
December 2012. The project consists of 3 additional media platforms: a
docu-game, a mobile app and a media library.
The
transmedia part was conceived by Julian Aubert and developed by Bigger than
Fiction. Did you integrate the
transmedia part from the beginning of the project?
Not
exactly. The project began with the 3D movie, produced by the Strasbourg
producer SEPPIA.
After
working one year on the movie, SEPPIA and ARTE wanted to extend the project to
transmedia. This is the reason why they
came to us, Bigger than Fiction, to discussed the transmedia design and the “story
architecture” of the whole project.
How
much time did it take to conceive the transmedia part?
We began in
July 2012 and we finished in December 2012, so it took us about six months. It
was very quick and required a lot of work.
Mobile App
You
use QR codes and NFC codes technology on
mobile phone application. Could you describe
this application in details?
The
application is a tour guide that helps to visit the Cathedral in Strasbourg and
uses some content from the TV documentary. You can download the application
thanks to NFC in the Cathedral or in the Tourist office of
Strasbourg. You can have access to the content inside the Cathedral in
Strasbourg, and in the Museum of the Notre Dame.
We wanted
to use this technology in order to improve the way people visit the cathedral.
Of course the application is free.
Did your game "Tower builder"
attracted mainly architects or broader
audience?
The
"Tower builder" is a videogame inside the web documentary. It is
aimed at a very large audience although our targets were mainly people from
Strasbourg and the Alsace region.
Other
targets: people who are interested in history, property, technology, e-tourism
and serious games. We targeted a lot of communities on the web.
Tower Builder
You
organized a competition to design the best second tower. How many projects did
you receive?
In March
2013 we had received about 1 400 towers, that is in 3 month time.
What
was the prize to win?
Samsung
Galaxy mobile phones (thanks to Orange) and a weekend in Strasbourg (thanks to
the Tourist office in Strasbourg).
Could
you give me some more statistics about this project?
The movie
itself was a second best audience broadcast on ARTE on Saturday evening: 1,4
million viewers. The DVD was sold out already by December 2012. Our blog
registered 78 000 views- the third most
seen blog on the Arte platform. Web-documentary even today attracts around 3500 unique
views per month. Very good numbers.
3D
movie is a very expensive production, so is the development of the transmedia
part. What was your business model?
Strasbourg
producer SEPPIA obtained funds from the local institutions (city of Strasbourg,
Alsace region) as well as from Germany, because "The Builders Challenge"
works on both sides of the boarder (French and German). ARTE funded too.
During the
press conference, Cedric Bonin, head of SEPPIA, gave these numbers: budget of 1
M euros for the movie and 300 000 euros for the development of other devices
(web-documentary, blog, mobile app, website, community management).
How do you feel after 6 months work?
We are glad
because this project was successful. Arte is also very satisfied.
Moreover,
the institutions from Strasbourg will give a second life to this project,
because in two years there the cathedral will be 1000 year old. To them, our
content is very good and they want to explore it and use it more and more.
What
are your next plans? A serious
game is planed for the end of this year/beginning of the next year. We have a
lot of development to do around the celebration of the 1000 years of the
Cathedral. The movie will be broadcast once again on France 3 (FTV), and aired
on the big screen the front of Cathedral during the summer together with light
show.
We will
take this project to a lot of contests and festivals in a category of gamified
project, web documentary and transmedia.
Edouard Gasnier is associate
executive director of Bigger Than Fiction. He was previously Community Manager,
specialized in video games, and worked for Microsoft Xbox and Sony Playstation,
but also high-tech brands and web services. He is now managing the relationship
with communities in various transmedia project, which means that you
may have a nice chat with him aboutwebcomics,
Alternate Reality Games, or TV shows.
Transmedia
is everywhere. For the first time this year - in Festival de Cannes ( in Cabinet of Curiosities -well,
there is still some evangelization to do...). In Poland
this trend is in an early phase of development.
In April 2013 in Warsaw, together with Media
Desk ( Joanna Wendorff and her great team), we presented to a Polish audience
the bases of transmedia approach during the festival "Laboratory of Innovation". Well-known experts in transmedia: Alison
Norrington, Michel Reilhac, Jean-Pierre Magro and Christophe Cluzel revealed
the bases of multiplatform approach illustrated by numbers of practical cases. The
Polish audience received it with a huge curiosity and interest. I'm sure that
soon you will hear about Polish transmedia projects. You can count on me to
show them to you.
On the
second day I ran a workshop "Experiment Transmedia", a mix of theory
and practical use of transmedia with creative methods integrated into it.
I was nicely surprised by a few things: the number of professionals
taking part in it, their enthusiasm and curiosity, their great team working
skills and creativity. At the end of the
day they conceived the bases of projects that could be presented to potential
clients. I noticed also that Twitter and QR codes are still not used in
Poland, but it's only a matter of time.
Eastern -European market is developing rapidly.
Last year, during the festival Power to the
Pixel I was intrigued by Birthright, the project of BoomGen
Studios, pitched by Mahyad Tousi.
They dare use the complicated and painful
context of Palestinian - Israeli conflictand made a comedy out of
it.And they are right, as laughter is
the most powerful weapon. In Poland, during the communist period, comic cabarets were the most wanted and watched shows. This year,
the project was presented at the Festival International de Programmes
Audiovisuels (Fipa) in France.
Birthrightis a
romantic comedy and political satire told through two different points of view:
the film is about a shy Jewish-American kid Sam Raskin who follows the girl of
his dreams on a free trip to Israel, only to get lost in Palestine, and a graphic
novelshowing a young Jewish - American girl who
returns to Israel as pro-Palestinian peace activist.
Birthrights uses the following platforms: theater
movie, interactive graphic novel for mobile/tablet (Tear Gas in the Morning),
web, print experience.
Graphic novel Tear Gas in the Morning
The comical story untitled Tear Gas in the
Morning was written by a writer and artist Katie
Miranda and isbased entirely on her own
personal experience.
The ambition behind this project is "to explore
other political conflicts through the lens of classical and contemporary love
stories".
Interview with Mahyad Tousi, CEO and co-founder of
BoomGen Studios
Mahyad Tousi
Birthright is a transmedia comedy that
shows Jewish-Palestinian conflict - which is quite amazing as a mix. Why did
you chose this form, quite politicaly incorrect?
The power of storytelling is in its ability to break
through stereotypes and preconceptions and to reveal humanity even in the most
absurd and tragic of circumstances. Taking a light-hearted approach to a heated
political issue in this case helps to relieve manufactured tension and help the
audience to connect with the characters. At the same time, the beautiful thing
about this type of cross platform narrative design is that the story no longer
needs to be defined by genre or format. Birthright is neither just comedy, nor
just fiction. The motion picture layer of the transmedia property, however, is
a fiction comedy.
What kind of audience do you want to touch with
Birthright?
We believe that the project will have a young
international audience. What's interesting about having a motion picture,
graphic novel application, and a game element is that you touch very distinct
niches in each area. Having said that, we expect our core audience will be
progressive 18-36 year olds, and leaning female.
The story is declined on multiple platforms such as
an interactive graphic novel, a mobile game, and a feature comedy. From which
platform did you start the project?
Creatively it started with a film script penned by Ari
Issler and Ben Snyder that came to us. We started working with Ben and Ari in
further developing the script. Then we took a step back and asked ourselves
what is at the core of this story? What truth are we hoping to tap into? We
looked for and created other story layers that would further enhance that core
message, the core truth.
It's a long-term project. What are the phases of
its development?
Graphic Novel, Game, Motion Picture.
What is your business model? As you debuted the Tear Gas Teaser application in front of
a live audience equipped with Samsung Galaxy tablets, I suppose it's your
official partner, isn't it?
Samsung is not an official partner. The teaser is
available for download through the google play store for any android device
that has a screen resolution of 1280x800.
The business model is simple. By no longer confining
ourselves to the limitations of form, (i.e. book, tv, film, etc.), we create opportunities
for a story to exist in multiple forms. In this way we tell bigger and better
stories, and touch multiple niche markets and revenue opportunities for our
investors. I call it sustainable storytelling.
What are the next steps?
We're working on the Graphic Novel and casting the
film.
I'd like to present to you one of the biggest European transmedia
projects: "The Spiral".This
participative drama series was coproduced by 7 broadcasters, and a five-episode
participative TV series was broadcast in September 2012 across Europe reaching
more than 2,5M viewers.
"The Spiral" started
with a burglary where six major works of artfrom six different countries were stolen. Arturo, an enigmatic artist
who heads an art community called The Warehouse was behind it. The thieves invited everyone to search
for the paintings, hidden deep in www.thespiral.eu. You could simply enjoy
the thriller series on TV or experience the story through the game, the
online community and the physical events.
Peter De Maegd, producer and story architect of "The Spiral", reveals how
this gigantic project was born and the challenges he faced.
Interview with Peter De Maegd, story architect and producer of The
Spiral
Peter de Maegd
Peter De Maegd is an independent film
producer who focuses on the new opportunities of converging media. Over the
last decade, Peter was involved in the production and marketing of over a dozen
feature films. With his companyPotemkino he focused on innovative projects and
formats like "Where is Gary?", "Miss Homeless" and
"Jean Wordt Vlaming". He also collaborated for a few years with
Caviar Films. Peter gives lectures on storytelling for Converged media.
Excerpts:
How was the idea of "The Spiral" born?
4 years ago, SVT (public
broadcaster in Sweden) and VRT (public broadcaster in Belgium) teamed with the
ambition to build an innovative participative story project and to work on a
pana-European level.
They brainstormed with other broadcasters and focused on
two questions:
-What story theme pleased
viewers across Europe? The response was crime.
-What setting brings
together characters from different countries in a harmonious way ? The response
was an artistic setting within Europe.
That's how the concept was
born: 6 artists from 6 countries living in the artistic community and stealing
art.
Concerning the
participative part of the project, an audience was invited to recover the paintings
by hunting for them. Additionally, some of the artists were killed during the
process, so the series became a crime series.
The answers to these 2
simple questions enabled us to create the core of this project.
And I joined the project
at this stage of development.
Thus the idea of coproduction was presentfrom the beginning of the project. How did
you find other broadcasters?
SVT andVRT brought three additional partners
to the table. We needed a sixth broadcaster to make it work. And after a lot of
legwork and lobbying, we got two more broadcasters who teamed up: TV3 in
Denmark and ARTE for France & Germany.
You were the story architect for "The Spiral". How did you
develop the transmedia experience?
We already had a strong
idea from the start which was to introduce Larping ("Live Action
Role-Playing", a form of role-playing games where the participants
physically act out their characters' actions). Then we started to analyze the
project with the participation parameters. We decided to open the participation
to a higher level of involvement, knowing that fewer users would be involved at
the beginning. The Larpingwas done by
Martin Ericsson who also did “The truth of America"
produced by SVT.
We asked ourselves : What
would happen if the story on TV were real? How would that play out online and
in reality? We went through the script noting a long list of things and after
that we defined which elements we could develop, adding in the participation
parameters in a way that would build a coherent storyworld in relation to the
TV series.
What other platforms did you use?
www.thespiral.eu was our
main platform. It was a point of entry into our story world and we had 140 000
visitors there. Another point of entry was the Warehouse community, which was
only activeonline. Then we had a
Twitter channel, Facebook groups such as TheSpiral EU and The Warehouse, gamesand the physical events.
What was the audience participation? Could you give us some statistics?
We had 4 phases of our community
growth. The first one involved building the online Warehouse community as it
was a real community. That was done with about 40 selected and experienced
LARP’ers. This stage wasn’t public.
In the second phase we started
www.thespiral.eu. We announced this platform and encouraged our audience to
consult the Warehouse community if they wanted to know more about it. At the
same time we tested the challenges and games in the Warehouse community.It generated 7000 participations.
In the third phase we launched a game
on the 21st of August 2012 and we stole the painting.We actually removed 6 paintings from 6
different museums and we organized press conferences.
In the game people could find
additional information about "The Spiral" such as why there are 6
missing paintings, etc.
During the last phase we broadcast
the series on TV. The TV series helped the online players to understand the
plots in the game so they could be one step ahead.
Moreover, we followed the logic of
reality so if a paintingwas found by
internet users in Gotland, it really appeared in this place.
One hard question that many producers face: What was your business
model?
The game and multiplatform approach
accountedfor almost 10% of the total
fundingand was separated from the
fundingfor the TV production.
Business model of "The Spiral"
Concerning the investment per source,
one third of the investments came from the broadcasters. However, since it was
a coproduction, this participation could be higher and reach as much as 50%.
Another third came from partners such
as the Dutch Film Fund, and the European Media Program (Interactive Works and
Media Broadcast support).
The Media Interactive Works Fund was
extremely important for us because it gave us necessary investments for the
long phase of development for this project which lasted 2 years. Once Media Broadcast
support came in, the broadcasters were convinced that this complex project was
going into production because they knew how difficult it is to obtain this kind
of support. The combination of these two funds permitted us to build a new
financial model.
A quarter of our funds came from the Belgium
tax shelter and the remaining 8% came from our own investments and presales.
What did you learn from this experience?
The main lesson we learned
from this projectwas that we integrated
the social networks too late in our communication strategy (starting in May
2012). We therefore missed out on many opportunities to communicate about the
story.
From the beginning we
wanted to build a story as it was real, with paintings that disappeared from
the museums. So we thought that if we wanted to create a suspension of
disbelief across multiple platforms, we should not communicate about the story and
simply leave people free to explore it. In fact, as people want to believe, the
only thing that can damage their suspension of disbelief is bad storytelling,
bad acting and inconsistencies.
If you could change something in this project, what it
would be?
First of all I would have
started communicating about the project already during the development phase
and use this opportunity to build momentum for the fiction story.
Secondly, I believe we
should have one person on board who represents the 7 broadcasters. Since we
didn't have this person, each time we had a major discussion, I had to contact
each broadcaster. This was a major weakness in our very complex organization.
Now I know that when you have a coproduction you should have one team member
from the broadcasters who represents all of the broadcasters. In this way you
can communicate efficiently. Moreover, I was the only person who knew exactly
all of the details regarding the project and that created a bottleneck effect
at some points.
Where can we find "The Spiral" today?
In France you can find it
on Arte. And it will be released on DVD soon.We will also upload the behind the scenes on our website.
We recently posted a 5
minutes case study video onhttp://www.thespiraltheseries.com.And we plan to upload the video of the
presentation that I gave at Power to the Pixel (in October 2012) .
What can I hope for you now ? What is your next
challenge?
The next challenge is
pretty simple: to use the network and the know-how that I have acquired and to
work towards new projects. Innovative projects such as Jean Saves Europa which
is a participative documentary series based on Jean Becomes Flemish and of
course we’re looking into a second season forThe Spiral.
I'm also working on a
horror movie and we plan to do something very specific with it: to do a
crowdfunding by selling some traps around which the story is built. You can
follow the project on Facebook: WELP projecthttps://www.facebook.com/CUBthemovie?ref=ts&fref=ts