Immersiverse 1.0, 2.0, 3.0


Created a series of virtual immersive art parties set in a narrative universe, exploring the relationship between humanity and technology at the start of the pandemic.

At the onset of COVID-19 quarantine, Liminalia staged a series of internal events titled “Immersiverse.” In a world marked by distance and disconnection, Immersiverse became an experimental lab for creativity and connection designed to strengthen community. Immersivere also functioned as a place for Liminalia to experiment the cutting edge of transmedia experience.

My contributions

  • Co-Founder (with Erica and Scarlet)

  • Creative Direction

  • Development & Technical Direction

  • Systems Development

  • Narrative Development

What I loved about this project

  • Launched 9 days after being conceptualized

  • Led to collaborations with Burning Man, Esalen, MAPS, Topia among others

  • Contributed towards Zendo creating virtual offerings

  • Was an incredibly meaningful experience for a large community in need of connection and inspiration

  • Catalyzed major metaverse technology, including Gather, Sparkleverse and Topia

  • How much care and consideration was directed towards peer support and harm reduction

  • Having our case study become widely re-shared for a few weeks after the even, with incredible feedback

  • The space felt safe and supportive, amongst a satirical overtone

  • We were called by one of my idols “the Meow Wolf of the fucking internet”


Immersiverse 1.0 & Immersiverse 2.0

THE EXPERIENCE

Immersiverse 1.0 & 2.0 were billed as immersive art parties set in the year 3020, with storylines focused on the relationship between humanity and the technological forces that threaten to overwhelm us.

There were multiple experiences on offer:

  • Art Rooms - 30 planned experiences created by

  • Dance Experiences - 6 DJ experiences, community members accompanied by a single shared dance floor

  • Headquarters - The main crossroads “open”

  • Peer Support - “Come as you are” room staffed space for the event (center camp of sorts) by counselors

  • Emergent Art Rooms - Experiences submitted by attendees in real time


THE PROCESS

We conceived of and executed each Immersiverse from start to finish. This included:

  • Designing the narrative

  • Recruiting artists and collaborators

  • Creating digital ranger & peer support programs Managing experience design

  • Training staff and collaborators on relevant tech Managing marketing and communications Fielding customer and artist support request Building a web portal for secure access

THE RESULTS

  • Over 800 unique website visitors and 15,000 page views during the three-hour event.

  • Approximately 1,000-1,500 attendees.

  • 30 live experiences submitted (48 hour turnaround from announcement of event to deadline for art room applications)

  • Several thousand dollars raised in donations (tickets were free; event was donation only).

48 hours after the event we had published an open template to guide similar virtual events emerging in the current conditions.

View it here

Immersiverse 1.0 Invitation Video

Immersiverse 2.0 Invitation Video

Immersiverse 1.0

Immersiverse 2.0


Immersiverse 3.0

Liminalia continued its Immersiverse series with an innovative third event that focused on a radical new concept for COVID-safe gatherings, emphasizing small- group connection and reduced screen time.

Immersiverse 3.0 featured experiences designed to bring quarantine pods closer together, as well as a phone-based phone tree that participants used to navigate the party via audio.

The event was designed specifically to strengthen community bonds and build stronger relationships.


THE EXPERIENCE

This episode was unique because it focused on physical presence, small-group connection, and minimal screen time.

  • Phone Navigation: Participants dialed into a phone tree system to be directed to live and/or pre-recorded experiences.

  • Pod Model: Participants were encouraged to attend in an in-person or virtual pod of 2+ people; experiences were designed to connect participants with one another.

  • Live Audio Experiences: The majority of experiences created by artists were audio based, in a conscious effort to reduce screen time.


THE PROCESS

The Liminalia team conceived of and executed each Immersiverse event from start to finish. This included:

  • Designing an overarching narrative

  • Recruiting artists and collaborators

  • Creating digital ranger & peer support programs

  • Managing experience design

  • Training staff and collaborators on relevant tech

  • Managing all marketing and communications

  • Fielding customer and artist support requests

  • Building a web portal for access to the events

  • Building a phone tree system

THE RESULTS

  • Approximately 500-1,000 attendees 40 concurrent experiences

  • 50+ artists contributed

  • 3.4 people per pod on average

  • 83% of participants said they would be very likely to attend again


FEEDBACK

  • “ SO IMPRESSED! the level of artistry, cohesiveness (even though chaotic) and 'architecture' so excellent. I felt I was actually in a sci-fi movie -- a class of it's own.”

  • “ It felt like we were part of the inventing the future of interactive art. “

Immersiverse 3.0 Video Invitation

Twilio Architecture


Year : 2020 / Contributions : Co-Founder, Creative Director, Technical Director, Project Manager / Collaborators: Erica Blair, Scarlet Masius, Brooke Daily, Wes, Romie Littrell, Wesley Evans (and many more I will continue to add over time, this list is incomplete).

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