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WHAT PEOPLE ARE SAYING
 “The most experimental story told at this year’s
 Sundance Film Festival in Park City wasn’t just on a
 movie screen… What it all amounts to is something
 distinctly new.” - GIZMODO

 “The experience was exhilarating, creating the feeling
 that we were in the middle of an action thriller where we
 were the protagonists.” - TURNSTYLE NEWS

“Leveraging emerging platforms, the project takes the ideas
of interactivity to the next level.” - HUFFINGTON POST

                                               www.lanceweiler.com @lanceweiler
An official selection of the Sundance Film Festival, PANDEMIC 1.0 was an immersive
storytelling experience designed for 40,000 festival attendees as well as a global audience. 

                                                                           www.lanceweiler.com @lanceweiler
Crafted as a Story R&D experience, PANDEMIC 1.0 mixed social entertainment with research and
development. The goal - to enhance the story world, test new business models and study social
interactions. Medic Mobile and FreedomLab worked with us to model various game play interactions in
hopes of gaining insights into how items spread in social environments. 
                                                                             www.lanceweiler.com @lanceweiler
Participants online and those at the Sundance Film Festival worked together to stop the spread of
a fictional pandemic outbreak over the course of 120 hours. 
                                                                          www.lanceweiler.com @lanceweiler
PANDEMIC 1.0 had numerous access points across film, mobile, online and the real world. At its
core was the story of a strange sleep virus that infects adults and leaves the youth struggling to
make sense of the world around them.
                                                                            www.lanceweiler.com @lanceweiler
At the center of the PANDEMIC experience was a short film. The short tells the story of a young boy and
his sister as they struggle to come to terms with the fact that their mother has fallen ill. The short
premiered at the festival, on TV, via mobile and online outlets. It screened in the US Shorts section, one
of 44 films out of over 6,000 entries. Later this year and into 2012 a series shorts will be shot in London,
Berlin, Paris, Barcelona and Rome which expand the story world of PANDEMIC. 

                                                                                  www.lanceweiler.com @lanceweiler
Online players remixed digital assets in order to unlock the locations of objects hidden throughout Sundance.
Fifty GOLDEN OBJECTS and fifty BOTTLES OF WATER were unlocked by online play. Once an object was
unlocked online players worked with festival-goers on the ground at Sundance to find and return the items to
MISSION CONTROL. 
                                                                                  www.lanceweiler.com @lanceweiler
x





MISSION CONTROL was a physical space designed to give the sense of a Center for Disease Control
(CDC). It provided an overview of all the game play. All of its data visualizations were powered by
participants game play. Real world and online actions impacted the pacing of the story world and also
unlocked hidden elements within the game.
                                                                               www.lanceweiler.com @lanceweiler
Fifty NFC (near field communication) enabled Nexus S phones were circulated throughout the festival.
Distributed in biohazard bags along with hand cranks to keep them charged - the phones were randomly
passed from one festival-goer to the next. When activated the phones presented a series of morality
questions. Based on the userʼs response a simple task was presented – “shoot a photo with your eyes
closed.” Thousands of photos were taken over the 120 hours. 
                                                                            www.lanceweiler.com @lanceweiler
When the phones made their way back to MISSION CONTROL, users could set them on the Microsoft
Surface table located in the center of the room. As the phone rested on the Surface all the media that
had been shot with the phone would become accessible. 
                                                                                www.lanceweiler.com @lanceweiler
Hidden objects brought to MISSION CONTROL that touched the Mircosoft Surface table were able
manipulate the walls of the room and impact the spread of the pandemic. For instance all the hidden
objects had health properties that when found and touched to the Surface table would combat the
pandemic and reduce the number of people infected.
                                                                              www.lanceweiler.com @lanceweiler
A special room was created as a memorial to those who contracted the virus. Players discovered that each
person is related to a GOLDEN OBJECT. The objects hold stories and memories that show how the people
in the room know each other and provided insight into how the virus has spread socially. 
                                                                               www.lanceweiler.com @lanceweiler
Over 600 NFC tags are utilized making it the largest deployment at a public event to date. When scanned
with an NFC compatible device story elements are unlocked. For instance, holding a phone up to a
“closed eye” portrait results in the “person” opening their eyes on the phone. This action symbolizes a
connection and unlocks a story about the person. 
                                                                               www.lanceweiler.com @lanceweiler
All fifty GOLDEN OBJECTS hold a story that provides insight into the victims of the pandemic. The level of
engagement between those online and those at the festival was amazing. During the course of the 120
hour experience each phone passes on average at least twenty times per day. At points throughout the day
phone numbers of the fifty phones are released. This resulted in calls which connected those online with
random strangers at the festival. Together they would work to get items to MISSION CONTROL.

                                                                               www.lanceweiler.com @lanceweiler
Based on a theme within the story world related to memories and material possessions four special
BEARS were created. The BEARS moved throughout the festival. Each one is a connected toy with a
camera in the stomach, an mp3 player in the arm and a slide viewer for an eye. The BEARS are also
dockable and can easily connect to a laptop or desktop. 
                                                                             www.lanceweiler.com @lanceweiler
As the 120 hour experience moves into the last day, the narrative of the story leads online and offline
players to a secret location at Sundance. In a seamless flow the narrative thread of the previous play
melds with a special secret show with world renowned DJ - Kid Koala. 
                                                                                 www.lanceweiler.com @lanceweiler
The show with Kid Koala is streamed live for all the players of the game and the 120 hour experience
comes to a close. Within the narrative of the story online players and those playing at the festival lead 33
of the phones that had been in the wild for 5 days back to us. 
                                                                                   www.lanceweiler.com @lanceweiler
PANDEMIC 2.0 will be heading to Europe later this year as the story world continues to expand along
with its player base.


                                                                             www.lanceweiler.com @lanceweiler
THE TEAM 
Story Architect / Experience Designer
   Integrated Marketing & PR
            HOPE IS MISSING book
Lance Weiler
                            Fleishman-Hillard
                                                                               Creative Director

Data Visualizations
                     Digital Strategy and Research
        Lance Weiler
Kinetic Fin
                             Freedomlab Future Studies
Jeff Clark
                                                                    Designed by

                                         Mobile app / surface design and UX
   Laura Mazzeo & Janine Saunders
Creative Technologist 
                  Vectorform
Mark Harris
                                                                   Produced and Casted by

                                         NFC chips provided by
                Janine Saunders
Producer
                                NXP
Zeke Zelker
                                                                   Production Manager

                                         Water bottles by
                     Tim Farrell
Community Engagement
                    ARTWATER
Janine Saunders
                         Grime (art)
                          Portrait Photographer

                                         Bradley Farrell (design)
             Lorenzo de Guia
Creative Producer
Nick Childs
                             Nexus S phones provided by
           Artifact Photographer

                                         Google
                               Eniko Szucs
Social Transmedia Platform

Monteur & NetVentures
                   Surface Unit provided by
             Writers

                                         Microsoft
                            Nick Childs, Tim Farrell, 
Microsite
                                                                     Jason Hood, Brent Cole, 
Bastiaan Grutters (development)
         Unit Photography
                     Daniela Croci, Jenny Nasal
Dim Rooker (design)
                     Elaine Zelker & Mike Hedge
                                                                               Special Thanks

Transmedia Unit
                         Additional Production Support
        Faith Weiler

The Sabi Company
                        Jennifer Nasal
                       Josh Cramer

Zak Forsman
                                                                   House of Trim
Kevin Shah
                              Twitter Story Editor

Gary King
                               Chuck Wendig

Comic Panels by
                         Twitter / Short Fiction 
Dean Haspiel, Tim Hamilton 
             Chuck Wendig, Andrea Phillips
           Project developed at
George OʼConner, Rick Parker
            Jesse Scoble, Will Hinmarch,
            The Sundance Institute 
                                         Stephan Blackmore 
                                                                                   www.lanceweiler.com @lanceweiler

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BEST IN CLASS TRANSMEDIA SHOWCASE: Down the Rabbit Hole with Lance Weiler.

  • 1.
  • 2. WHAT PEOPLE ARE SAYING “The most experimental story told at this year’s Sundance Film Festival in Park City wasn’t just on a movie screen… What it all amounts to is something distinctly new.” - GIZMODO “The experience was exhilarating, creating the feeling that we were in the middle of an action thriller where we were the protagonists.” - TURNSTYLE NEWS “Leveraging emerging platforms, the project takes the ideas of interactivity to the next level.” - HUFFINGTON POST www.lanceweiler.com @lanceweiler
  • 3. An official selection of the Sundance Film Festival, PANDEMIC 1.0 was an immersive storytelling experience designed for 40,000 festival attendees as well as a global audience. www.lanceweiler.com @lanceweiler
  • 4. Crafted as a Story R&D experience, PANDEMIC 1.0 mixed social entertainment with research and development. The goal - to enhance the story world, test new business models and study social interactions. Medic Mobile and FreedomLab worked with us to model various game play interactions in hopes of gaining insights into how items spread in social environments. www.lanceweiler.com @lanceweiler
  • 5. Participants online and those at the Sundance Film Festival worked together to stop the spread of a fictional pandemic outbreak over the course of 120 hours. www.lanceweiler.com @lanceweiler
  • 6. PANDEMIC 1.0 had numerous access points across film, mobile, online and the real world. At its core was the story of a strange sleep virus that infects adults and leaves the youth struggling to make sense of the world around them. www.lanceweiler.com @lanceweiler
  • 7. At the center of the PANDEMIC experience was a short film. The short tells the story of a young boy and his sister as they struggle to come to terms with the fact that their mother has fallen ill. The short premiered at the festival, on TV, via mobile and online outlets. It screened in the US Shorts section, one of 44 films out of over 6,000 entries. Later this year and into 2012 a series shorts will be shot in London, Berlin, Paris, Barcelona and Rome which expand the story world of PANDEMIC. www.lanceweiler.com @lanceweiler
  • 8. Online players remixed digital assets in order to unlock the locations of objects hidden throughout Sundance. Fifty GOLDEN OBJECTS and fifty BOTTLES OF WATER were unlocked by online play. Once an object was unlocked online players worked with festival-goers on the ground at Sundance to find and return the items to MISSION CONTROL. www.lanceweiler.com @lanceweiler
  • 9. x
 MISSION CONTROL was a physical space designed to give the sense of a Center for Disease Control (CDC). It provided an overview of all the game play. All of its data visualizations were powered by participants game play. Real world and online actions impacted the pacing of the story world and also unlocked hidden elements within the game. www.lanceweiler.com @lanceweiler
  • 10. Fifty NFC (near field communication) enabled Nexus S phones were circulated throughout the festival. Distributed in biohazard bags along with hand cranks to keep them charged - the phones were randomly passed from one festival-goer to the next. When activated the phones presented a series of morality questions. Based on the userʼs response a simple task was presented – “shoot a photo with your eyes closed.” Thousands of photos were taken over the 120 hours. www.lanceweiler.com @lanceweiler
  • 11. When the phones made their way back to MISSION CONTROL, users could set them on the Microsoft Surface table located in the center of the room. As the phone rested on the Surface all the media that had been shot with the phone would become accessible. www.lanceweiler.com @lanceweiler
  • 12. Hidden objects brought to MISSION CONTROL that touched the Mircosoft Surface table were able manipulate the walls of the room and impact the spread of the pandemic. For instance all the hidden objects had health properties that when found and touched to the Surface table would combat the pandemic and reduce the number of people infected. www.lanceweiler.com @lanceweiler
  • 13. A special room was created as a memorial to those who contracted the virus. Players discovered that each person is related to a GOLDEN OBJECT. The objects hold stories and memories that show how the people in the room know each other and provided insight into how the virus has spread socially. www.lanceweiler.com @lanceweiler
  • 14. Over 600 NFC tags are utilized making it the largest deployment at a public event to date. When scanned with an NFC compatible device story elements are unlocked. For instance, holding a phone up to a “closed eye” portrait results in the “person” opening their eyes on the phone. This action symbolizes a connection and unlocks a story about the person. www.lanceweiler.com @lanceweiler
  • 15. All fifty GOLDEN OBJECTS hold a story that provides insight into the victims of the pandemic. The level of engagement between those online and those at the festival was amazing. During the course of the 120 hour experience each phone passes on average at least twenty times per day. At points throughout the day phone numbers of the fifty phones are released. This resulted in calls which connected those online with random strangers at the festival. Together they would work to get items to MISSION CONTROL. www.lanceweiler.com @lanceweiler
  • 16. Based on a theme within the story world related to memories and material possessions four special BEARS were created. The BEARS moved throughout the festival. Each one is a connected toy with a camera in the stomach, an mp3 player in the arm and a slide viewer for an eye. The BEARS are also dockable and can easily connect to a laptop or desktop. www.lanceweiler.com @lanceweiler
  • 17. As the 120 hour experience moves into the last day, the narrative of the story leads online and offline players to a secret location at Sundance. In a seamless flow the narrative thread of the previous play melds with a special secret show with world renowned DJ - Kid Koala. www.lanceweiler.com @lanceweiler
  • 18. The show with Kid Koala is streamed live for all the players of the game and the 120 hour experience comes to a close. Within the narrative of the story online players and those playing at the festival lead 33 of the phones that had been in the wild for 5 days back to us. www.lanceweiler.com @lanceweiler
  • 19. PANDEMIC 2.0 will be heading to Europe later this year as the story world continues to expand along with its player base.
 www.lanceweiler.com @lanceweiler
  • 20. THE TEAM Story Architect / Experience Designer
 Integrated Marketing & PR HOPE IS MISSING book Lance Weiler Fleishman-Hillard Creative Director
 Data Visualizations
 Digital Strategy and Research
 Lance Weiler Kinetic Fin
 Freedomlab Future Studies Jeff Clark Designed by
 Mobile app / surface design and UX
 Laura Mazzeo & Janine Saunders Creative Technologist 
 Vectorform Mark Harris Produced and Casted by
 NFC chips provided by
 Janine Saunders Producer
 NXP Zeke Zelker Production Manager
 Water bottles by
 Tim Farrell Community Engagement ARTWATER Janine Saunders Grime (art)
 Portrait Photographer
 Bradley Farrell (design) Lorenzo de Guia Creative Producer Nick Childs Nexus S phones provided by
 Artifact Photographer
 Google Eniko Szucs Social Transmedia Platform
 Monteur & NetVentures Surface Unit provided by
 Writers
 Microsoft Nick Childs, Tim Farrell, Microsite
 Jason Hood, Brent Cole, Bastiaan Grutters (development)
 Unit Photography
 Daniela Croci, Jenny Nasal Dim Rooker (design) Elaine Zelker & Mike Hedge Special Thanks
 Transmedia Unit
 Additional Production Support
 Faith Weiler
 The Sabi Company
 Jennifer Nasal Josh Cramer
 Zak Forsman
 House of Trim Kevin Shah
 Twitter Story Editor
 Gary King Chuck Wendig Comic Panels by Twitter / Short Fiction Dean Haspiel, Tim Hamilton Chuck Wendig, Andrea Phillips Project developed at George OʼConner, Rick Parker Jesse Scoble, Will Hinmarch, The Sundance Institute Stephan Blackmore www.lanceweiler.com @lanceweiler