‘Wolves in the Walls’ is Immersive, Emotional, & Strangely Fulfilling, Final Chapter Now Available

You might have had a chance to try the first two chapters of Wolves in the Walls when it came to Rift last year, which left users of the interactive VR experience on a pretty intense cliffhanger to say the least. Today, Fable Studio, a team made up of veterans from Oculus’ now defunct Story Studio, released the third and final chapter of the story. And it’s nothing short of masterful.

“Masterful” isn’t a word I use lightly.

I had a chance to experience all the way up to the second chapter last year, and was already impressed with what I’d seen then. But the ending answers some pretty big questions, and it does it in a not-so-on-the-nose way that you’re still allowed to come to your own conclusions and inevitably think about your own ‘wolves in the walls’.

While I won’t spoil the experience for you (especially not the ending), the first two acts give you a sense of the emotional metaphors at hand. The wolves are real insofar they terrorize our protagonist, the wide-eyed, eight-year-old Lucy, and leave her truly frustrated, alienated, and incapable of thinking about anything else but the beasts causing mischief in her home.

It’s not until I sunk my teeth into the third act that it really comes together, and the wolves become three-dimensional creatures, both literally and figuratively speaking.

Image courtesy Fable Studio

One of the biggest takeaways was my absolute inability to not disappoint Lucy, as she asks you whether you believe her, or if you’re really a sincere friend. I like to break games, if only to see how they react, but this is one I couldn’t bring myself to contort. I couldn’t hurt Lucy, and it’s because she, in some sense, is as close to a real person as I’ve ever seen in virtual reality. Not in a purely visual sense, but in the confines of the world, she wasn’t a thin mannequin. She is a person, or at least enough of a person to get those millennia-old parts of my non-rational brain firing.

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Outside of her Pixar-esque character design and infectious personality, I would say she’s also a pretty big achievement in VR immersion; if only all VR games and experiences had her ‘closeness’ of character—close in the sense that some part of you feels they exist, even when you accidentally clip through their bulbous head and see the back of their eyes by mistake.

Image courtesy Fable Studio

Not to delve into my own pseudo-understanding of philosophy, but Wolves in the Walls seems like a great starting point for an open-ended discussion on how our sense of reality is shaped by our individual perceptions, and how spaces and situations can be perceived differently in our minds depending on emotional context.

In a way, broaching the very subject as I sit in a quiet room on my own (prepared to write a hands-on article no less), I feel a little more at ease with my ‘wolves’, and also strangely a bit more fulfilled too. Granted, you may draw more or less the same conclusions by reading the original children’s book by Neil Gaiman and Dave McKean, but for a 30-something guy with no kids (and consequently no interest in owning or buying children’s books), Wolves in the Walls easily fits into one of the best VR experiences I’ve had to date. Wading past the artifice that’s inherent in the current generation of VR devices, there’s definitely a kernel of something here that I won’t soon forget.

You can download all three chapters of Wolves in the Walls for free on the Rift platform here.

The post ‘Wolves in the Walls’ is Immersive, Emotional, & Strangely Fulfilling, Final Chapter Now Available appeared first on Road to VR.

Wolves in the Walls Chapter 3: They’re Everywhere Out Now on Oculus Store

Today sees the launch of Fable’s third Wolves in the Walls chapter, titled They’re Everywhere. While using the medium of virtual reality (VR) the studio describes itself more as a ‘Virtual Beings’ company because of the main protagonist in the series, Lucy, who is more than just a character from a book.

Lucy screenshot

In the previous two chapters, Wolves in the Walls: We Need Proof and Wolves in the Walls: It’s All Over Lucy has been learning and forming memories of her interactions with the audience, adapting and weaving those into the final story resolution.

Lucy has a vivid imagination and as the viewer, you’re her imaginary friend. But Lucy’s imagination proves to be a reality, and you need to help her discover what’s hiding inside the walls of her house. Based on the 2003 children’s book by Neil Gaiman and Dave McKean, this final chapter expands upon the mystery and you’ll connect with Lucy’s Nana.

“Having lost their house and all of their possessions, they finally come to terms with the fact that Nana is gone. It was the memories of all the things they did together that made their house a home, and something worth fighting for,” explains co-creator Pete Billington. “Lucy is the first one to realize this. Her beloved Pig Puppet is the talisman gift that Nana gave her, charged with all of that mnemonic energy. She must rescue Pig Puppet, the same way we run out of a burning house saving our photo album of irreplaceable memories.”

Wolves in the Walls

“We constantly ride the line between what is real and what is imagination. As Lucy’s imaginary friend, we see the world through her eyes, her mind and her thoughts. We are an extension of her. When she starts to doubt herself — wondering if the wolves are just her “imagination”, if it’s all “in her head”, our abilities as an imaginary friend start to come into question as well. In that moment, we start to see the world in fragments… through Lucy’s drawings. This sequence, when the wolves finally come out of the walls, was designed by Carlos Felipe Leon,” adds co-creator Jessica Shamash.

At the end of the experience, you can decide to continue being Lucy’s friend, offering an opportunity to create new memories together.

Wolves in the Walls Chapter 3: They’re Everywhere is available now on the Oculus Store for Oculus Rift. For further updates on Fable’s virtual beings keep reading VRFocus.

Wolves In The Walls Chapter 3 Is A Thrilling Conclusion To Lucy’s Story

Wolves in the Walls, the VR adaptation of Neil Gaiman and Dave Mckean’s classic children’s book by the same name, reaches its thrilling conclusion with the release of Chapter 3: They’re Everywhere! out today for Oculus Rift.

From the opening moments of the first chapter to the closing moments of the finale, Wolves in the Walls is a gripping, emotional story that feels not only enhanced by existing exclusively in VR, but feels like that’s the only way it could be experienced.

In it you take on the role of Lucy’s seemingly “imaginary” friend that she draws out of chalk. When no one believes her that wolves are living in the walls she has to create someone that will.

“No one believes Lucy, so she had to go as far as to create someone who does… that’s why she created us, the audience, her imaginary friend,” said Jessica Shamash, Wolves in the Walls VR co-creator. “A companion, someone who will listen to her and go on this adventure with her. We are responsible for creating the inciting incident. By taking a photo, and getting evidence of wolves, you send Lucy on her quest. It’s as if you gave Harry Potter his wand, or you steal the bicycle in The Bicycle Thief. Your actions are that important. It’s not Lucy’s picture who gets proof, it’s yours. You finally provide the evidence she’s been looking for.”

Lucy doesn’t just exist to let you watch her experience things as a passive viewer, but looks to you as an active participant throughout and the degree of believable interaction on display here is a spellbinding kind of magic that I hope to see in VR far more often going forward. The team at Fable managed to make me truly care about a fictional, digital character.

It’s both the small things, like how she believably follows you with her eyes and seems aware of your physical space inside the digital world, and the major things, like how she speaks with you directly and remembers your actions. Those memories and callbacks to previous Chapters in the narrative and further establish Lucy as a virtual character that really feels alive.

“This is an experience about togetherness, a relationship between a character, Lucy and a person, You,” say co-creators Pete Billington and Jessica Shamash. “This is about a child’s imagination and taking you back to your childhood friendships. The feelings where anything was possible and everything was larger than life. It’s seeing the world through an 8-year old’s eyes. We go so far as to rescale you to Lucy’s height, which creates this intimate bond and connection so you are literally seeing the world through her eyes. You’re not just watching a character’s story, you’re a part of it. “

At the end of Wolves in the Walls: They’re Everywhere! there is a tease of what’s to come next. The next step in the story is Whispers in the Night, which will further lean into the memories Lucy has formed with you and carry them over into the forthcoming new experience. Whispers in the Night is reportedly focused even more on building and expanding your relationship with Lucy so I can’t wait to see where things go next.

Fable have done incredible work with Wolves in the Walls — even winning an Emmy for their efforts — so I’m absolutely strapped in for wherever they take me next.

wolves in the walls lucy all cover art work


The entirety of Wolves in the Walls is available FOR FREE for Oculus Rift on Oculus Home today as of 10AM PT and we highly recommend checking it out. Additionally, Fable is putting on the Virtual Beings Summit on November 19th in Los Angeles, CA with speakers from the worlds of virtual assistants, influencers, and machine learning/AI.

The post Wolves In The Walls Chapter 3 Is A Thrilling Conclusion To Lucy’s Story appeared first on UploadVR.

These Sleepless Nights Highlights America’s Eviction Crisis Using Mixed Reality

Immersive technology can be a powerful medium when used correctly to draw attention to particular issues, such as when the United Nations (UN) and Here Be Dragons created Ground Beneath Her. Currently, the United States is going through a housing crisis with eviction cases on the rise. It’s why a new mixed reality (MR) installation These Sleepless Nights was created to highlight what’s actually going on.

These Sleepless Nights

Commissioned by The Next Amendment, an initiative whose goal is: “Eventually a national right to shelter could be added to the Constitution as the 28th amendment,” These Sleepless Nights is a dual piece, a documentary which premiered this week at the 76th Venice Film Festival and an MR installation involving a giant cube in San Francisco and Washinton D.C.

“A large part of US homelessness hinges on the facilitation of court-ordered evictions. These Sleepless Nights is a mixed reality documentary that uses cutting edge spatial computing technology to allow visitors to listen, connect and engage in new ways with those on the frontline of America’s eviction crisis,” explains the synopsis. When it comes to numbers the exhibition uses 2016 figures from the Eviction Lab, noting that 2,350,042 eviction cases were filed and 6,349 people were evicted per day.

These Sleepless Nights was inspired by Matthew Desmond’s Pulitzer Prize-winning book EVICTED, with the documentary directed by Gabo Arora (ZIKR: A Sufi Revivalwith music by Philip Glass. At the installations, guests will be able to wear Magic Leap headsets to view imagery on the cube as they walk around it. Each side of the cube is a stage in the eviction process, so as visitors slide their hands across the walls characters appear through audio stories and spatialized audio. The locations will also be used to help raise funds towards the right to shelter, accessible via an iPhone app.

These Sleepless Nights

Executive produced by Fable’s Edward Saatchi (Wolves in the Walls) and co-produced by Montreal based studio DPT in association with Johns Hopkins University Immersive Storytelling and Emerging Technologies Lab, The Next Amendment aims to raise $1 million USD for local action networks providing Housing First solutions from Oakland to the Bronx.

VRFocus will continue its coverage of the latest MR projects and installations, reporting back with further announcements.

Virtual Being Project Wolves in the Walls Wins Emmy Award

Over the last few years, there have been several virtual reality (VR) projects nominated and even successfully taking home an Emmy Award. This week, creative studio Fable and its project Wolves in the Walls achieved the coveted award. In doing so, helping lead character Lucy become the first virtual being to win an Emmy.

Lucy screenshot

Wolves in the Walls: It’s All Over (Part 1) won the primetime Emmy Award for ‘Outstanding Innovation in Interactive Media’, a project which was a VR adaptation of Neil Gaiman and Dave Mckean’s children’s book. Originally an Oculus Story Studio project, when it closed Edward Saatchi and Pete Billington co-founded virtual beings company Fable, taking on the project with support from Facebook.

The story follows Lucy, a young girl who has a seemingly vivid imagination until events prove that that isn’t the case. She hears noises within the walls convinced that wolves are making the eerie sounds, and the only way to keep them at bay is believing they’re real. As an interactive story, you accompany Lucy around the house helping fend the wolves off while none of her family believes her.

One of the main aspects of Lucy is the fact that she is one of the earliest examples of a virtual being, an AI-powered character with which viewers can build a two-way friendship. Thanks to machine learning Lucy will interact with viewers in natural ways, helping build a greater emotional connection. Fable also has plans to introduce memory, so that viewers actions will have consequences in later instalments.

“Sometimes when you are exploring in the dark it’s comforting to know that others are not too far away, hands outstretched, searching alongside you. It has been inspiring to be part of this juried award category. We are humbled and grateful for the encouragement and recognition,” said Pete Billington, Creative Director and co-founder of Fable Studio in a statement.

Wolves in the Walls

“This is the first Virtual Being project to receive an Emmy but it won’t be the last. Virtual Beings from Lil Miquela to Mica, from Alexa to Lucy are revolutionizing storytelling and beginning to harness machine learning to create meaningful relationships with us. Eventually, a Virtual Being will win an Oscar for their performance in a live-action movie, win a Grammy for best album of the year, be your favourite celebrity on Instagram, your favourite spiritual guide and, eventually … your OS,” adds Edward Saatchi, Executive Producer and co-founder of Fable Studio.

Virtual beings are going to become more and more prominent as developers strive for greater immersion within VR worlds. To check out the experience for yourself, Wolves in the Walls: It’s All Over can be downloaded for free for Oculus Rift/Rift S. For further updates on the project, keep reading VRFocus.

Thinking About Creating a Virtual Being? Applications now Open for Grants up to $25,000

Yesterday saw the launch of the first Virtual Beings Summit in San Francisco, a conference aimed at those interested in the idea of digital humans. As part of the event, the organisers announced the launch of the Virtual Beings Grants, an initiative designed to help fund creators with interesting ideas for a virtual being.

Virtual Beings Summit

The new programme will provide successful applicants with grants ranging from $1,000 to $25,000 USD depending on the idea. While creators projects can cover a range of Virtual Beings, whether that’s a Digital Human; Virtual Influencer, Virtual Assistant; Creative AIs, AI Tools for Virtual Beings or an Enterprise Virtual Being application, for example, there are four key grant categories applicants need to be aware of:

  • Games – how we play with virtual beings.

  • Enterprise – how a virtual being can assist us with our work

  • Social – How a virtual being can connect us

  • Education – how a virtual being can teach us things

There’s plenty of time to enter with the submission deadline being 17th September. Once in, applications will be judged by top founders, VCs, CEOs and researchers across Virtual Beings ecosystem. And winners will be announced 15th October 2019. For further information on the Virtual Beings Grant head to the official website.

Lil Miquela Instagram
Image of Lil Miquela off Instagram: @lilmiquela

If you’re unsure who or what a virtual being is, you may have already come across one. Those who use Instagram will likely have come across Virtual Influencers such as Lil Miquela, or in the realm of VR there’s Lucy from Wolves in the Walls, created by one of the biggest proponents for Virtual Beings; Fable, a company co-founded by Edward Saatchi, Executive Producer and Pete Billington, Creative Director.

Unlike a normal videogame character a Virtual Being such as Lucy utilises AI and machine learning, enabling her to evoke an emotional response from interactions and eventually have memories – thus creating a character with tangible human qualities. While still in its early stages the goal is to have Virtual Beings who – as Fable describes – ‘have their own lives and stories’, of which you can then become a part.

As the Virtual Beings Summit proved, there are plenty of industry professionals interested in this tech path, with the likes of Epic Games, Niantic Labs, Google, Microsoft and many more holding talks. As the technology develops VRFocus will keep you updated.

Wolves In The Walls: It’s All Over Made Me Truly Care About A Virtual Being

Wolves In The Walls: It’s All Over Made Me Truly Care About A Virtual Being

It’s extremely easy to become jaded. I’ve played countless video games over the years and reviewed hundreds of games and VR experiences at this point, murdering a truly innumerable number of virtual characters. I’ve slain dragons, saved the universe, and rescued dozens of princesses. While plenty of video games have made me cry, smile, and laugh, it’s highly rare to play experience something that makes me really feel like I am connecting with a digital, virtual being.

But that’s exactly what Wolves in the Walls: It’s All Over accomplished.

I originally tried the first chapter for Wolves in the Walls over a year ago, it was the debut for Fable Studio, a brand new VR content studio founded by ex-Oculus Story Studio creators. This means many of the minds that worked on things like Lost and Dear Angelica, such as Fable founder Edward Saatchi, are teaming up again to continue making powerful VR experiences.

Wolves in the Walls: It’s All Over is the first two chapters, combined together as one experience, and lasts about 20 minutes. It’s premiering at Tribeca this week, but Saatchi sent me a build a few days ago to try at home.

Earlier this year I talked to Saatchi about their pivot to becoming a “virtual beings” company rather than just another “VR experience” creation studio and that switch was landmarked by the announcement of Whispers in the Night. It features the same exact 8-year old girl from Wolves in the Wall, Lucy, but is all about talking to her and sharing secrets.

“Memory is the core concept for us in Wolves [in the Walls] so that everything you do is remembered,” Saatchi says. “We don’t want Lucy to become a horrifying person from what you do, she has her own journey and her own life and her own story, but she will remember. We’re focused on what we call an ’emotional POV’ almost like you’re wearing Lucy glasses.”

It’s a good analogy because it all begins with Lucy literally drawing you into existence out of chalk. She erases the first version of your eyes because she accidentally makes you too tall, then redraws you at her height. Throughout the experience she is looking at and talking directly to you, as a person. She makes you feel grounded and real even though you’re actually her imaginary friend and experience the world how she does.

One of my favorite ways this manifested itself is in how the environment is designed. Many of the physical aspects of scenes such as the scale of a room or the furniture inside is distorted or twisted to seem bigger than it really is because she’s such a small child. In one scene Lucy’s mother actually subtly changes in size as her attitude shifts. In the GIF above you can see the world around you shift and change in real-time as Lucy guides your attention and interacts with things. It looks snazzy in a GIF, but seeing it for yourself in VR, standing there with Lucy, is magical.

“Wolves [in the Walls] and Dear Angelica started development at the same time, along with Quill” Saatchi says. “Quill was being developed as we were making Wolves so we used it to start doing visual development…We wanted to have a scene that looked like a therapy drawing, like Lucy digesting the trauma of what’s happening and you’re in her imagination and seeing how she is experiencing it. So not CG like the rest, but instead a more Quill painted look…We wanted to take what we did in Dear Angelica to the next level in terms of being in a character’s mind.”

From what I’ve seen Wolves in the Walls tells a powerful story full of layers and nuance for those that care to look, but also has plenty of pure entertainment to keep people entertained on a surface level. Everything from the way Lucy looks at you to the things you do to interact with her sells the illusion that she actually sees you and cares what you think.

She might look like a cartoon, but she feels real.

Wolves in the Walls: It’s All Over (aka Chapter 2) is debuting this week at Tribeca. It’s co-created by Pete Billington and Jessica Shamash and is directed by Pete Billington and is based on the illustrated book Wolves in the Walls by Neil Gaiman and Dave Mckean.

There is no firm release date for the entire Wolves in the Walls story (which will eventually include a third chapter and total around 40 minutes altogether) or Whispers in the Night. Hopefully not too much longer so everyone has the opportunity to experience what Fable is building.

Let us know what you think down in the comments below!

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Fable to Debut Chapter 2 of Wolves in the Walls at Tribeca

This week it’s the annual Tribeca Film Festival in New York, with over 30 immersive experiences to make their debuts like Felix & Paul’s Gymnasia and Doctor Who: The Runaway by the BBC and Passion Animation Studios. Also set to make an appearance is the next instalment of the Wolves in the Walls series by Fable.

Wolves in the WallsWolves in the Walls: It’s All Over is the latest in The Lucy Stories, a series based on the Wolves in the Walls book by Neil Gaiman (American Gods) and Dave Mckean. The original Wolves in the Walls made its debut in 2018 at the Sundance Film Festival, with Whispers in the Night – confusingly the first in the series – set to premiere later this year at the Virtual Beings Conference.

“What makes the noises we can’t explain? 8 year old Lucy is convinced it’s the wolves,” explains the story summary for chapter 2. “Her family is not so sure. But something’s been stealing Mom’s jam, glitching Brother’s games and howling over Dad’s music. Lucy desperately wants to warn them all, and she needs your help to do it. Will you believe her? Because when the wolves do, in fact, come out of the walls, it’s all over.”

Guests at Tribeca will be able to help Lucy discover what is precisely hiding inside the walls of her home as well as enjoying live actors choreographed by New York’s critically acclaimed immersive theatre company, Third Rail Projects.

lucy poster

The star of the show is Fable’s AI-powered virtual being Lucy with which viewers can build a two-way friendship. Fable sees virtual beings as the next step in storytelling, able to interact with viewers in more natural ways. There are several unique aspects being introduced in Wolves in the Walls: It’s All Over. Apart from Third Rail, chapter two shows that Lucy has memory and that the audience’s actions do have consequences. They’re also able to see her evolve as the story progresses. Finally, Fable has revealed that Oculus’ Quill was used in the previsualization, asset creation and final animation of Wolves in the Walls.

Co-Created by Pete Billington and Jessica Shamash, there’s no official release date just yet for Wolves in the Walls: It’s All Over. When that happens VRFocus will let you know.

The VR Job Hub: Fabrick Games, DeepQ, Fable

And now for the first official VR Job Hub of 2019. Now that Christmas and New Year seem like distant memories it’s time to look to the future, and more particularly the coming year. Have you made your last custard cream or chocolate hobnob soggy and inedible not through too many dunks in your brew but from those tears of employment dispair? Well, fear not as VRFocus has more job possibilities to enrich your Sunday afternoon spirits.

Location Company Role Link
Manchester, UK Fabrik Games Tech Director Click Here to Apply
Manchester, UK Fabrik Games Programmer Click Here to Apply
Manchester, UK Fabrik Games Senior QA Click Here to Apply
Manchester, UK Fabrik Games Accounts Assistant Click Here to Apply
Taipei, Taiwan DeepQ/HTC Computer Vision Algorithm Engineer Click Here to Apply
Taipei, Taiwan DeepQ/HTC Deep Learning Research Engineer Click Here to Apply
Taipei, Taiwan DeepQ/HTC Sales Specialist/Manager for Healthcare VR Click Here to Apply
Taipei, Taiwan DeepQ/HTC Deep Reinforcement Learning Research Engineer for Health Care Click Here to Apply
San Francisco, CA Fable Studio Assistant Click Here to Apply
San Francisco, CA Fable Technical Animator Click Here to Apply
San Francisco, CA Fable Sound Designer Click Here to Apply
San Francisco, CA Fable AI Consultant Click Here to Apply
San Francisco, CA Fable Machine Learning Engineer Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.