Category: Interview

  • Creator Spotlight: Sunny

    Creator Spotlight: Sunny

    Every hero has an origin story, and for iMyth’s first character, Tickle, that story began with the boundless creativity of Sunny Zheng. As a pioneer in immersive storytelling, Sunny embarked on an artistic adventure—transforming a simple concept into a living, breathing hero.

    From Inspiration to Creation

    Sunny’s journey began with research, gathering references from around the world to infuse Tickle with a unique identity.

    “My creative inspiration mostly comes from her background story. She is a tough girl who has been through a lot, but she still holds a good heart for people. I was drawn to her unique personality and wanted to express that through visual design. She reminds me of Jung Ho-yeon from Squid Game where she has that dangerous gesture but is still soft from the inside.”

    From there, she crafted concept sketches, shaping Tickle’s personality and visual appeal. But the real magic happened as she moved from sketches to initial sculpts, refining every detail to create a character that felt truly alive.

    “When I was creating Tickle, I was playing with the idea of dangerously cute. I have added sharp edges to her facial features but also maintain the softness of the overall feeling. She is playful but reliable when she interacts with people. Therefore, her body features should be light and lively, and the color green was mostly used to represent that she is safe and trustworthy.”

    With precision and passion, she applied texture painting, layering colors and materials to make Tickle’s skin, clothing, and expressions feel authentic. Once complete, Tickle was optimized for Unreal Engine, ensuring seamless integration into iMyth Heroes. Tickle was now ready to step into the world—bringing joy, wonder, and adventure to audiences everywhere.

    The iMyth Mission in Action

    Tickle is more than a character—she is a testament to iMyth’s mission to bring happiness through immersive storytelling.

    “I was really glad for the opportunity to learn about Tickle and use my expertise in 3D character creation to bring her from concept to life. I am excited for iMyth to include more variety of costumed characters and have them resonate with people and make a positive impact on the world!”

    Her creation exemplifies the power of interactive AR experiences, transforming storytelling from a passive activity into an engaging, magical journey.

    “I think the power of being able to speak to someone that doesn’t exist or might have decides what would be a really impactful iMyth experience. For example, if I could speak to Albert Einstein and have him guide me through learning physics, it would be more interesting than reading textbooks.”

    Join the Adventure!

    iMyth is just getting started, and we want you to be part of the journey. Whether as a supporter, collaborator, or co-founder, your involvement can help shape the future of interactive storytelling. Follow iMyth for updates and be the first to meet the next iMyth Hero!

  • Starbreeze Confirms Future of VR in Location Based Entertainment

    Starbreeze Confirms Future of VR in Location Based Entertainment

    In a a recent interview with Starbreeze Games Chief of Technology, Emmanual Marquez, Dean Takahashi of GamesBeat asks the gaming executive his thoughts on VR and where VR is headed in the near future. Starbreez overall is still very bullish with VR but not necessarily with the home enthusiasts:

    We’re doing Star VR. Since day one I knew it would be difficult to install VR in the home. We all know why. It’s expensive. You need space. It’s difficult to set up. It’s for geeks. When I created Star VR as a piece of hardware at Starbreeze—first of all, I did it because we believe in content, and I knew we could develop at the same time. We always planned to go for the arcades. I envisioned the console model. Console games grew out of the arcades. People played Pac-Man in cafes for years before consoles ever became successful as something everyone had at home. I think VR will follow the same path.

    Admittedly, many people are disappointed with the lack of progress VR has made of the last two years. iMyth has been very bullish on the Location based, Mall driven market. In fact, iMyth has never presented itself as a Game company but rather an Immersive Experience company. Here is what Marquez had to say on the subject:

    People that are disappointed by VR right now are the same people who were enthusiastic two years ago. It’s hobbyists and researchers. There are a lot of other markets, as we all know, and we work with them too, all the verticals outside of games. We know it works. We’re monitoring IMAX VR centers and stuff like that. It’s successful.

    My conclusion is that the audience isn’t necessarily gamers. It’s not the normal gaming audience. It’s anyone. It’s families out on a Sunday trying this out the same way they’d go and see a movie. It’s every age, so you need to provide an experience that works for everyone.

    When you get in the John Wick experience, you’re holding a real gun. Or not real, but it’s an exact replica. You don’t need an explanation of the game mechanics. You get in, you pick up the gun, and you shoot. It’s like going to the fair, the same principle. You play, win, lose, have fun, and come back. You rack up a leaderboard score and your friends try to beat you. Then you have an experience that people play together. The immersion becomes very social. VR is fun to play, but it’s also fun to watch and share.

    Indeed, Immersive Experiences are meant to be social experiences. However, where Starbreeze will focus more on the Esports, game driven community, iMyth will focus on the narrative seeking community. We both have different perspectives how social collaboration will happen. Regardless, that social collaboration will be one of the keep components of VR’s success.