To Kiss Bullets looks to subvert the noir story telling not only with it’s story but also interaction design. If a viewer is to stare to much at the woman’s chest that they are interrogating they are “punished”. Rather than having a typical game punishment like detracting points or losing, To Kiss Bullets shakes the camera. When in a headset this punishment is quite physical. The interaction is designed to take advantage of the physicality of VR within the experience.
In order to give the artistic director and narrative designer of the project the ability to test different branching narrative structures I designed a system which allows them to create targets and edit the videos those targets send to the video manager.
I have gone on to model a similar structure in A-Frame using Glitch as an example when teaching filmmakers interactive 360 video design and development. Find example code here with some excerpts from To Kiss bullets in the web app here.