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Cristalino: An interactive experience that approaches discomfort through the bizarre, grotesque and the abject
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Cristalino: An interactive experience that approaches discomfort through the bizarre, grotesque and the abject

Alejandro Lobo Barrera
by wlobo on 1 Jun 2024 for Rookie Awards 2024

Do we really think something is beautiful or have we just been constantly told throughout our lives that this is how it should be perceived? Cristalino seeks to delve into the existence of aesthetic pleasure through the uncomfortable, abject, grotesque and bizarre with a random and overwhelming nature.

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Cristalino

Do we really think something is beautiful or have we just been constantly told throughout our lives that this is how it should be perceived?

My goal is to look for beauty within the ugly and the awkwardness and demonstrate that people are naturally attracted to that which rejects them, that challenges them.

I achieved this through an interactive real-time rendering experience, that transforms an empty space into a portal to a bizarre place, where meaninglessness is overwhelming and beautiful at the same time

Through Cristalino I seek balance which invites the user to want to experiment with their discomfort and not reject it. Take them out of their comfort zone and let them play with the monstrous, the deformed, the randomness of it all and obtain pleasure from it. Introduce uncertainty, divert their expectations and challenge their ability to adapt, generating awareness and contemplation through their participation and interaction, generating aesthetic pleasure during the process.

Character Design

Our main character had to convey discomfort. This was achieved through aging, imperfections, illness and blind staring eyes. The meaning of this old man is subjective, because each person interprets it with their own experiences, but everyone relates him to strong emotions that take them out of their comfort zone. 

Two rigs were made, one for motion capture, and another one for IK keyframe animation. Both connected to be game ready for Unreal Engine.

The most important thing about texturing was focused on the subdermis and imperfections such as baggy eyes and wrinkles.

Interactive Design

The people who enter the room will face the transparent cubic body, which is the object as a method to communicate with the monstrous old men. The user will discover new types of interactions while moving the cubic object around the room.

Each time you complete an interaction, the cubic body expels a black liquid. It does not congratulate you, it rejects you and the accumulated tension is released. The cube serves the function of a performative stage body, generating interest in the audience, relating and interacting with the rest of the actors.

The tracking and communication of the cubic body is done through HTC Vive sensors and TouchDesigner using  OSC protocol, which allows the experience to be adjusted to the size of the room required.

Documentation Video


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