Tag: Interactive Storytelling

  • 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!

  • Living Heroes

    Living Heroes

    Awaken the Hero Within: Your Journey with iMyth Heroes Begins!

    Imagine stepping into a world where magic is real, where adventure awaits at every turn, and where you are the hero of the story. iMyth Heroes aren’t just characters—they are legendary guides from fantastic realms, stepping into your reality for the first time. With wide-eyed wonder, they explore your world just as you explore theirs, inviting you into an unforgettable journey that will change you forever.

    Heroes Who See You

    These aren’t scripted NPCs or passive entertainers. iMyth Heroes see you. They ask questions, they listen, they learn—because their story isn’t complete without you in it. With the curiosity of an explorer and the heart of a companion, each Hero is eager to unravel the mysteries of your world while guiding you through theirs. Through augmented reality, they don’t just step into your space—they pull you into theirs, transforming the ordinary into the extraordinary.

    Adventure in the Palm of Your Hand

    One moment, you’re in your living room. The next, you’re deciphering an ancient prophecy, escaping a crumbling temple, or unlocking a long-lost secret. Every interaction with an iMyth Hero is an invitation—an opportunity to break free from the mundane and embark on a tale woven just for you. Powered by groundbreaking technology and inspired by the legendary Hero’s Journey, these experiences are designed to leave you forever changed, returning to your world just a little braver, wiser, and happier.

    Your Story Starts Now

    The call to adventure is sounding—will you answer? With iMyth Heroes, the journey begins wherever you are, whenever you’re ready. The only thing you need is the courage to say yes.

    Step forward, hero. Your adventure awaits. [Join us today!]

  • Meet Tickle: The First iMyth Hero—A Trickster with a Heart of Gold

    Meet Tickle: The First iMyth Hero—A Trickster with a Heart of Gold

    What if laughter was a weapon? What if teasing could be an art form? What if the power of playfulness could change the world? Meet Tickle—iMyth’s first Hero, and a force to be reckoned with.

    Tickle bends reality with her own invention: tickle bending—a mysterious skill that makes people feel like they’re being playfully tickled, without ever being touched. Sassy, fearless, and sharp-witted, she turns every encounter into a game, using humor and mischief to outsmart even the toughest opponents. But beneath her cocky bravado lies a heart searching for something deeper—significance, connection, and a way to rise above her past.

    Born Thi Beiphong, Tickle’s early life was shaped by comparison—overshadowed by her sisters’ brilliance and abandoned by the people who should have loved her most. She reinvented herself, crafting a skill no one else could master, carving out an identity that was truly her own. Now, as the go-to problem-solver in the city’s underworld, she walks a fine line between chaos and heroism. She may be a trickster, but her ultimate goal? To make the world a little brighter, one laugh at a time.

    Tickle isn’t just a character—she’s an experience. And soon, through iMyth Heroes, you’ll be able to meet her yourself. Ready to step into her world and see what tricks she has up her sleeve? Join the adventure today.

  • The Future of Interactive Storytelling: How iMyth is Redefining Immersion

    The Future of Interactive Storytelling: How iMyth is Redefining Immersion

    A New Era of Storytelling Has Arrived

    Imagine standing in your own living room, talking to your favorite hero—an interactive, fully immersive character that remembers your name, responds to your emotions, and invites you on a journey beyond your wildest dreams. This isn’t the future; this is iMyth Heroes, and it’s happening now.

    At iMyth, we are pushing the boundaries of storytelling by blending augmented reality, interactivity, and deep character engagement. Our mission is simple yet groundbreaking: to bring happiness and wonder to children of all ages by making their dreams come alive in the palm of their hands.

    Breaking the Barriers of Traditional Entertainment

    For decades, books, movies, and video games have transported us into incredible story worlds—but they have always remained static, unable to react to who we are as individuals. With iMyth Heroes, that changes. By integrating cutting-edge AI and augmented reality, we create dynamic, real-time experiences where:

    • You are the protagonist – Every child (or child-at-heart) is the hero of their own story.
    • Your choices matter – Conversations with iMyth Heroes aren’t scripted; they’re interactive and personal.
    • The world responds to you – Our characters learn, adapt, and grow alongside their users, making each experience unique.

    The Road Ahead: What’s Next for iMyth Heroes?

    Our journey is just beginning. We are actively refining our first commercial product and collaborating with partners who share our vision. Here’s what’s on the horizon:

    • More heroes, more adventures – New characters from beloved stories and original worlds are coming soon.
    • Expanded interactivity – Enhanced voice recognition and deeper storytelling mechanics.
    • Global reach – Bringing iMyth Heroes to children everywhere, in multiple languages and cultures.

    Join the iMyth Revolution

    We believe in the power of storytelling to inspire, uplift, and transform lives. And we want you to be part of this journey. Whether you’re a supporter, collaborator, or potential co-founder, your contributions help shape the next generation of interactive storytelling.

    ? Stay connected, explore opportunities, and help us bring magic to the world by following this link and registering with iMyth.

  • Hyde Horror Maze

    When it rains it pours. I also encountered an article today on Kataku about the Hyde Horror Maze.

    Not entirely dissimilar to The Void or the IMyTH experience, these folks wish to create an interactive maze where the players must navigate through a real maze in order to “survive” the experience. The maze is evidently sentient and monitors and controls the players progress through the maze in order to ensure a challenging and horrifying experience. I know they are on to a good thing. Let’s hope they can raise their money and display the commercial viability of the interactive narrative experience.

  • The Link between GBUs and Interactive Storytelling

    Things in the VR/AR world have been going crazy lately. My website went down recently. However, after many hours of keyboard pounding, my lovely wife was able to get my site back up and running.(Thanks Ha!)

    I was very pleasantly surprised to bump into a couple of articles written by a young programmer from Cambridge, UK, Josh Newland. He posted two very nice articles on Gamasutra about procedural world building in Unity and Interactive Storytelling.

    Josh’s first article on Procedural World Building in Unity gives a brief description the the techniques Josh utilizes to generate procedural worlds in the Unity game engine. Throughout the article he provides helpful links to explanations of the algorithms he employs and how he integrates them into one system. This is an outstanding example of how GBUs can be generated utilizing basic modern game engines.

    Josh’s second article on Games and Interactive Storytelling, provides a wonderful introduction to the currently locked puzzle of Interactive Storytelling. He quickly describes the inevitable contradiction of Player Agency Vs. Linear Narrative. Reduced to a simple sentence, “How does one generate an engaging interactive, linear narrative experience while without constraining the full immersive experience?” He goes on to describe one possible solution to resolve this by employing social agents (Smart NPC’s) to marshal an enriching interactive experience. This is the approach legendary game designer, Chris Crawford, is employing to create Interactive Storytelling.

    I find it very refreshing to encounter yet another soul who has paired procedural world building with Interactive Storytelling. Anyone familiar with this blog is aware this is the entire foundation with which this blog is written. Great Job Josh!

  • Automated Third Person Camera Stategy

    One of the essential elements for creating the immersive Interactive story experience is the implementation of the the third person perspective. I have long maintained that the third person person perspective is just as crucial as the first and second perspectives. This is especially true in creating a passive or relatively non-interactive story experience. This perspective of course will be crucial for transporting the interactive experience beyond the first or second perspectives.

    However, since the third perspective is not driven by an individual, how then is the center of focus to maintain itself on the crucial elements of the story? A potential solution, or at least the beginnings of a solution, has been provided by those crazy folks at Disney. Disney Mimics Human Camera Operators.

    By mimicking the learning techniques of human camera operators, the Disney folks are proposing a methodology for programming automated cameras. The cameras not only focus where the excitement is but also follows the noisiest or “Most Interesting players”. I have not had an opportunity to study the paper. However, I do feel the mechanics between following a sports event and following an interactive story are all that different.

    This is definitely an area of future discovery and exploration.

  • Binaural Immersive Sound

    This is really cool. Folks are starting to re-discover a century old technique for recording immersive audio. Binaural sound duplicates the human head by recording with two microphones positioned 180 degrees from eachother. The microphone containers even look like squishy human ears. I’m not sure how important the human ear shape is but the sound quality is pretty impressive.

    This is a really exciting development in the realm of immersive interactive storytelling. Sounds plays a crucial role in the immersive experience which we has modern humans take for granted. Just look at some of the greatest movies with award winning sound. Folks don’t come out of the theater saying, “Gee, the sounds was remarkable.” They come out saying, “Wasn’t the cinematography amazing?” We are so hardwired in with our visual senses that when we have a truly immersive experience, we have no way of justifying it other than through vibrant visual stimulus.

    I have a strong feeling this is going to be one of the lynch-pins for immersive interactive storytelling.

  • Twine2

    While Choose you own adventure is not really Interactive Storytelling, it does touch along some of the same themes. The folks who created “Twine” have followed up with their second version , “Twine2”.

    I have not had too much opportunity to play with this or generate my own story. However. it could seem like a really bright idea. Since everything happens in your web browser, there are no annoying apps to deal with.

    A full review of Twine 2 can be followed  through this link.

    You can start creating stories immediately by going to the twine website.

    If I am not mistaken, Chris Crawford references the original Twin in his Interactive Storytelling book. This new version should make fans of this particular genre very happy. Results of some of their work can be found in the Twine Repository.

    As mentioned before, I do not have a lot of experience with this genre. However, if I was ever to find myself with time on my hands and only a web browser, the creation of a Twine story may be just the necessary solution to pass the time.

  • Oculus Story Studio

    I never knew about these guys until today but they really seem to be on to something. I used to be a huge Imagineering wannabe. I still am. But now I’m an Occulus Story Studio wannabe!

    Oculus Story Studio

    In their introductory video, they introduce many of the concepts dealing with immersive technologies and storytelling. I am so glad they are working on these problems. It’s not as easy as “jump on to Maya, create a short and toss on an Oculus headset.”  The craft of visual story telling needs to be re-invented. Techniques such as the camera cut are no longer valid tools. Creative editing is no longer at the disposal to the crafty film director. New devices and techniques must be generated to not only pull the audience into the story world but provide sufficient reward for exploration that will keep them coming back for more.

    Note that these new concepts are not quite fully “Interactive”. The audience has limited control of the camera but nothing else. In my hierarchy of interactivity, groups such as Oculus are crafting the Second and Third perspectives of the interactive storytelling experience. The first perspective still has even more hurdles and barriers to overcome. However, if the the second and third perspectives are mastered then they will provide the platform upon which the first perspective is built.

    Really exciting times!