Animation Guild

Winter 2020

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"Thinking about the end as I was coming up with the beginning was the biggest challenge of all. Everybody had to go back and study what had been done before to try to connect with it, myself included." The Batman adventure is for mature audiences. There are fewer overall choices which, Vietti says, is deliberate since he wanted his end product to feel more like a story and less like a game. Given the way the technology is evolving, Vietti sees future watchers interacting in subtle and more sophisti- cated ways. If a smart watch can help gauge heartbeats and moods, the same device might be able to help a program determine your choice. So if you are experiencing an adventure as Batman, for example, the biorhythms you express whether looking at a corpse, a weapon, a computer terminal or a newspaper clipping may help the program decide which story path you choose. "We're talking about harnessing technology to create stories that are interactive in ways we can't even imagine," Vietti says. "I'm hoping we get started on this sooner rather than later." 26 KEYFRAME F E AT U R E opposite: Though incorporating fewer overall choices, the Batman team tried to create story lines that surprised the viewer. from left: Gary Goldman, Don Bluth and John Pomeroy

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