Production

Can't repeat the past? Why of course you can!

A Night at Gatsby’s provides viewers with an immersion into Gatsby’s world that serves as a new model for interactive storytelling. The production’s mix of one intimate practical set and expansive digital extension sets make it ideal for recording on either an LED virtual production stage or a green screen backdrop stage.

The graphic below provides a summary of the five dramatic scenes arrayed clockwise by time of night from 7pm to 4am around a diagram of the production stage that shows the practical and digital sets. The eye represents the central point-of-view of both the VR180 camera and the Guest. The stage integrates the practical set — Gatsby’s library and patio — with digital extension sets on the LED wall or green screen. The extension sets display the dynamic digital imagery of Daisy’s mansion and Gatsby’s car, bar and orchestra flanking his mansion, and the open spaces of the dancers, grounds, pool, and sky to complete the total immersion in Gatsby’s party and its dramatic conversations, activities, music, and atmosphere.

During this century, Fitzgerald’s words in the screenplay will remain unchanged, but not the production and delivery technologies. Gatsby is an American classic and its ongoing popularity makes the screenplay a perfect dramatic laboratory for evolving media over the coming decades. Today’s live-actor, mixed reality may be eclipsed by AI metahumans in the 2030s, holodecks in the 2040s, etc. 


Guest Interactivity 


While the Guest is a non-speaking partygoer, there are many opportunities for agency to inspect books, photos, letters, and other character-offered objects that both enhance the dramatic experience and provide additional backstory in a cinematic “Show, don’t Tell” fashion. The video’s immersive visual and aural cues function as virtual haptics, leading the Guest’s brain into imagining them as “real” experiences and creating memories around them.

Scene 1 (7 pm). The characters direct some of their dialogue about Gatsby's shady past to the Guest. The Guest may inspect the store receipt and book with uncut pages.

Scene 2 (8 pm). The conductor taps and points his baton directly at the Guest and says: “This song is for you” before the orchestra begins playing a fox trot. If wearing an MR headset/glasses, the Guest sees a digital hand give the conductor a thumbs-up or another acknowledgement. The Guest may inspect Gatsby’s war medal and Oxford University photo.

Scene 3 (10 pm). A waiter walks up to the Guest with a tray of hors d'oeuvres and asks: “Excuse me! Care for an appetizer?” If wearing an MR headset/glasses, the Guest sees a digital hand reach out for an appetizer. The Guest may inspect Gatsby’s Dan Cody photos.

Scene 4 (12 am). The Girl in Yellow walks up to the Guest with an extended hand and asks: “Hello! May I have this dance?” If wearing an MR headset/glasses, the Guest sees a digital hand reach out for the flapper’s hand. Throughout this confrontational dramatic scene, the characters direct some of their remarks to the Guest. The Guest may read the private eye’s letter about Gatsby.

Scene 5 (4 am).  The Guest may read Gatsby's telegram to Daisy.


Viewer Dream-Spaces      

Gatsby readers have their own American Dreams. During the afternoon it takes to read the novel’s 180 pages, readers will occasionally — consciously or unconsciously — slip from its exposition of Gatsby’s corrupted dream and, Gatsby-like, mirror elements of their own dreams on how to shape the future by orchestrating the present to recapture some nostalgic past. Readers will build bridges from what they’ve personally experienced to the story unfolding on the page.

The inexorable, directed progress of a traditional movie leaves little or no time for such effective daydreaming. But music preludes preceding video scenes 1 to 4 provide the Guest with these temporal opportunities. After each prelude’s mandatory first minute (to allow for musical start-ups and conductor-waiter-dancer interactions), the Guest may opt to have each music piece play on to completion (typically 4 minutes).

Coupled with the freedom to look about the production stage, the preludes provide for Guest “dream-spaces” to accommodate the active mind-wandering one may experience when reading the novel. The Guest may “wander” back to mentally associate what is being  seen to something familiar and intimate. As with the novel's readers, the Guest will build bridges from what has been personally experienced to the story unfolding on the video.  


Spatial Audio

Spatial audio is a powerful way to fully immerse the Guest and direct attention within a 180° 3D production via sound. With spatial audio, the entire spherical sound field is audible and responds to changes in the Guest's head rotation.

Spatial audio gives the Guest an impression of directionality and a believable auditory experience that matches what is seen. Spatial audio involves the manipulation of audio signals to mimic acoustic behavior in the real world. An accurate sonic representation of a virtual world creates a compelling immersive experience. Spatial audio is best heard through an enabled pair of headphones or earbuds — no special speakers, hardware, or multi-channel headphones are required.

Spatial audio not only serves to enhance the immersion but is also effective in alerting the Guest to dramatic moments within the presentation. It directs the Guest's attention during the music preludes when they are likely to be looking around the virtual stage. The conductor’s tapping baton in scene 2, the waiter’s “Excuse me?” in scene 3 and the dancer’s “Hello?” in scene 4 all alert the Guest to these characters’ subsequent comments and actions.


Haptic Devices

Haptic technology creates an experience of touch by applying forces, vibrations or motions to the viewer. These technologies can be used to interact with virtual objects in a digital environment and incorporate tactile sensors that measure forces exerted by the viewer. Haptics are gaining acceptance as a key part of MR systems, adding the sense of touch to visual and aural interfaces.

Future finger- or wrist-mounted haptic devices will provide the Guest's hands with sensations of texture, force, motion, resistance, and vibration during interaction with computer-generated and real-world characters and objects. Wirelessly paired to a smartphone, the haptic devices and MR headset or AR glasses will enable the Guest to touch and manipulate the many digital objects — books, photos, drinks, memorabilia, letters, and telegrams — presented throughout the production.

A more interesting haptic test could occur in scene 4 when the Girl in Yellow asks to dance with her hand extended to the Guest. The Guest would see and feel one device-equipped hand in the MR headset or AR glasses hold the flapper’s hand and, when standing up, extend the other device-equipped hand around the flapper and touch her back. To the spatial audio music of the foxtrot “Jimmy (I love but you)” the Guest would have the visual, aural and tactile experience of dancing at Gatsby’s party!

Address

250 East 87 Street
New York, NY 10128

About us

A Night at Gatsby’s is a reimagination of The Great Gatsby that preserves the novel’s voice while breaking the fourth wall and immersing audiences in an unforgettable Jay Gatsby party to relive his story over one night from the initial rumors and lies about Gatsby, through his reunion with Daisy and confrontation with Tom, and ending with his lonely farewell.


OHEKA CASTLE

Photo of OHEKA CASTLE by Elliott Kaufman Photography