2049:VR

interactive VR experience

2049:VR is a transmedia virtual reality experience in which users can travel in a virtual tour of Frankfurt, Chicago and Los Angeles in 2049. Mobility of the future will frame the event as a central theme and show how deeply and comprehensive computer-controlled mobility will shape our cities.

Two current questions will decisively shape the life and appearance of our cities in 30 years. For one thing, how much space we give to autonomous vehicles; on the other hand, who programs their algorithms and knows about them. The VR Experience is a journey back in time to the year 2049, where the user gets a first impression and a feeling for the very different visions of the future of real cities in Europe and the USA, which arise from these questions. The film shows what makes the cities what they will be in 2049 – and that we now have the choice.
Between VR experience and film, a study examines which feelings and attitudes trigger the visions of the future in the users.

interactive VR experience with stunning visuals

The Experience starts in the Los Angeles of the future. Myra, future anthropologist and tour guide, welcomes the user. In front of her is a large, futuristic table, behind which the skyscrapers in the warm glow of the sun of Los Angeles can be seen through the window and a palmtree sways in the wind in front of the window.
After Myra explains what awaits the user, she then takes her from the present into the future. During the journey, she makes it clear that mobility will be much more than the mere transportation of people and things after the completion of digitization.

Drone Interior - Brave New Mobility

About the VR Experience

Project Details

Showrunner: Alexander Herrmann
Director: Peter Baumann
Director of Photography: Chris Iwanow
Editor: Bettina Oberhauser
Writer: Alexander Herrmann /
Peter Baumann
Production: expanding focus GmbH
Co-Production: Hessischer Rundfunk
Producer: Thomas Bernhardt
Technical directing: Simeon Conzendorf
Unity Programming: Friedrich Schadow
VFX: Lumalenscape / blendFX
3D Modelling: Sebastian Nerlich
Shading: Marco Habeck
Sounddesign: Stefan Hannig
Costumes: Helen Nordmann
Makeup: Katharina Kraft
Acting: Kirsten Bush
Lighting directing: Daniel Pauselius
Lighting: Oliver Joest
Lighting assistance: Viktor Boche
Concept Art: Sam Burton /
Martin Kepler
Genre: Transmedia VR Experience
Status: filming /
Release ready: Q2 2019
Language: English
Partners: Blend FX / Lumalenscape /
Hessischer Rundfunk / Fraunhofer IAO
Funders: MDM / TSK / SLM / Auswärtiges Amt / Goethe-Institut / BDI

The VR experience is based on 3D city models of the different cities.
Cities are selected in which the two questions of power for the cities of tomorrow are urgent and in which already now various trend-setting answers can be observed. In Germany Frankfurt is the European transport hub for people and goods that all want to be transported.
As an exciting contrast, the cities of Chicago and Los Angeles can be experienced in the USA.

The VR experience lets the user dive into all levels of cities: airspace, surface and underground. It glides through the cities at different speeds, depending on whether it is lively and human or lonely and uniform. The experience catapults him into various perspectives and proportions: the bird’s eye view, from which the city’s expansion becomes clear, and the plaza or chamber play perspective, which shows the colorful or monotonous life – and even the various algorithms that control autonomous vehicles. networked with each other – and the data we want to bring us from A to B. Whether these algorithms are offered open source, that is, visible to all, or whether they remain close source and only known to their programmers, makes a difference. On the VR Trip, this can only be rough, the documentary will reveal what this difference is.

The goal of VR for the user is: an intoxicating experience that captures the user for the topic; a feeling, a first impression that makes you curious about the mechanisms and forces that made our future cities what they are.
A first impression of the user could be: What a fascinating simulation game – if only not so much would be at stake!

Our cities in 2049 feel different. While close-source cities are uniformly and exclusively focused on efficiency, open-source cities are more colorful, vibrant and imaginative.

What happened between 2019 and 2049?

Frankfurt 2049:VR

Project Details

Showrunner: Alexander Herrmann
Director: Peter Baumann
Director of Photography: Chris Iwanow
Editor: Bettina Oberhauser
Writer: Alexander Herrmann /
Peter Baumann
Production: expanding focus GmbH
Co-Production: Hessischer Rundfunk
Producer: Thomas Bernhardt
Technical directing: Simeon Conzendorf
Unity Programming: Friedrich Schadow
VFX: Lumalenscape / blendFX
3D Modelling: Sebastian Nerlich
Shading: Marco Habeck
Sounddesign: Stefan Hannig
Costumes: Helen Nordmann
Makeup: Katharina Kraft
Acting: Kirsten Bush
Lighting directing: Daniel Pauselius
Lighting: Oliver Joest
Lighting assistance: Viktor Boche
Concept Art: Sam Burton /
Martin Kepler
Genre: Transmedia VR Experience
Status: filming /
Release ready: Q2 2019
Language: English
Partners: Blend FX / Lumalenscape /
Hessischer Rundfunk / Fraunhofer IAO
Funders: MDM / TSK / SLM / Auswärtiges Amt / Goethe-Institut / BDI

Shooting

vr with suddenlife gaming elements

After developing the complete story world we are now producing a testimonial for a VR series (10 x 15 min.) with Suddenlife Gaming elements. Through social media users will learn of the fictitious cryptocurrency and artificial intelligence UTOPIA, which has come to us from the year 2054. With the help of the “Time Machine” – a VR headset that can be “constructed” with a cell phone – we can see into the future. In addition to the VR series, which offers us glimpses into sensitive historical periods in the future, a further interwoven narrative level will function primarily through social media. In this way users get to know the protagonists from the future as young people in the present. The testimonial now in production provides an idea of the features described above – including social media elements, an internet portal and a twelve-minute VR experience.