Immerse yourself in the future of entertainment with the world's first comprehensive book on the subject of hyper-reality design. Written by VOID founder and professional illusion/experience designer, Curtis Hickman, this book explores the theory and practice of creating virtual worlds that seem so real - guests often forget they're not.
In 2015, Curtis co-founded "The VOID," a company dedicated to immersive entertainment. By partnering with major studios like Disney, Marvel, Lucasfilm, and Sony, The VOID brought award-winning hyper-realities to life, allowing guests to experience incredible adventures such as facing Darth Vader on Mustafar or fighting Ultron with the Avengers.
What makes these experiences so special is that not only do everyday things seem real, but impossible things seem real as well. When guests see fire - they feel heat and smell smoke and when they see rain - they feel rain and when they magically walk through a wall, it feels as though they are defying physics and literally walking through a wall!
In "Hyper-Reality," Curtis shares his secrets for making the impossible a reality. He provides practical examples every step of the way, exploring concepts such as how to physically teleport someone without them knowing it, how to make a fictional reality feel very, VERY real, or how to give guests superpowers they will never forget.
Best of all, this is not only a resource for VR designers but also for anyone interested in experience design. Curtis provides real-world (non-VR) examples, making it an essential read for all those wanting to add magic and wonder to their guests' adventures. He also delves into the art and science of immersive storytelling, exploring the techniques used to craft truly unforgettable experiences. From world-building to player agency, this book offers insights and practical advice for anyone looking to create immersive narratives.
With the market for experiential entertainment booming worldwide, "Hyper-Reality" is a must-have addition to your collection. Don't miss out on the chance to learn from the inventor and "magician of hyper-reality" himself.
A solid read for anyone interested in immersive entertainment, experiential or game design. Goes into granular detail more than any book on the matter (granted, it’s a very niche genre), and is surprisingly well-written for a self-published book. Some truly inspiring and insightful looks at the relationship between immersive storytelling , audience experience, and technology. Much of the lessons are demonstrated by way of the techniques of magic. This was a good angle to take, mostly, though I do think it took much of the reading a little too “into the weeds.” It sometimes felt like the author just wanted to demonstrate their knowledge and experience of magic as a craft. Found myself skimming past many sections. Unless you’re literally planning on designing for hyper-reality specifically (talk about a niche of a niche), many of the granular techniques delved into are probably irrelevant to other forms of immersive storytelling. That said, it’s possible that these disparate looks at magic technique could inspire things one never thought of. Two other minor gripes with the book. One was the author’s frequent use of self-aggrandizing. At seemingly every possible opportunity, the author touted his accomplishments and “though of it first” ideas. While much of the technology and creativity created by the author (and his many, many collaborators and predecessors who perhaps don’t get quite the credit they deserve) is indeed impressive, many of those types of statements tended to work against the author, providing unnecessary distraction in otherwise thoughtful chapters. The other thing is the over use of footnotes. As the author literally points out in the second paragraph of the book, “I’m sure if I were to hand this book to just about any writing professional, they would advise me not to (include footnotes).” Spot on to that sentiment! I very quickly learned that by skipping the many footnotes on every page that I’d have a much more fluid reading experience and not miss much relevant content at all. In the end, these are minor issues in an otherwise extremely useful and technically detailed book. While it might not be for everyone, I do think it could be a tremendously useful tool for anyone involved in immersive, experiential or game based entertainment.