Annecy: Google Spotlight Stories Releases ‘Piggy,’ A New Approach To VR Interaction
A common comment made by those viewing vr or 360-degree films is that while watching one part of the action they fear they are missing another part of the story that might be happening behind them. The latest Google Spotlight Stories film â well, itâs more of an experiment â is aimed at addressing that concern.
Piggy, directed by Jan Pinkava and Mark Oftedal, and released this week at Annecy 2018, is a vr experience where the viewer has a role in determining part of the story. As you watch an animated pig considering whether he might indulge in a whole cake, your head and eye movements determine â to a degree â what the pig does.
That means Piggyâs filmmakers needed to develop real-time techniques to correspond with viewer head and eye movement while continuing to showcase what appears to be a normal animated short. Cartoon Brew caught up with Pinkava at Annecy 2018 to talk about why Piggy was made as an experiment, how it was produced, and where the director wants to take this immersive technology next.
Whereas the majority of Google Spotlight Stories that have come before have been short films, Piggy is intentionally an experiment â an experiment as a response to the way people have been viewing vr films. âIn this case,â said Pinkava, âwe really wanted to do a show that had an appropriate idea for pushing interactivity as much as we could, or take a big step in it.â

The pig character, who appears in the film against a simple white background, is still a fully realized animated character â i.e. it is not a video game character controlled in any real-time-like manner â but it does interact with the viewer. âFor this film,â said Pinkava, âwe asked, âHow far can we go with a fully animated character that is still interactive?â We wanted to really refine things that we hadnât quite fully fleshed out before so that we could pay very close attention to whether youâre looking at Piggy or the cake that heâs lusting after, or not at either of them, and the timing at which thatâs happening.â
New technologies implemented for Piggy made that possible. This included what Pinkava describes as âview-driven interactionâ that involves placing targets in the scene that are essentially areas that, if you look at them, something else will occur. So if you turn your head towards the targets, or move your head or your device while you are watching Piggy, different things will happen in the film.

âWe have an underlying engine that works with our story editor,â said Pinkava. âThe designer of the show can create a graph of all the different animations and parts and transition between them based on triggers of looking or not looking at one place or another. It matters to Piggy, during the film, whether or not you see him eat the cake.â
A further part of the interactive element of Piggy is the eye contact with the character. Piggy is designed to look directly into the viewerâs eyeballs â not over your shoulder or at your side, but directly at you as if he somehow recognizes you. To do that, the team created a way for Piggyâs eyes to move in real-time to point at the viewer. âIn 6-degree-of-freedom virtual reality where you can walk around the room, the eyelines change in real-time to line up with you,â said Pinkava. âSo that means that you get that eye contact, you get that feeling of connection, and you believe and understand and see that Piggy is seeing you and reacting to you.â

Then there is the sound and music of Piggy, another part of the interactive side of the vr experience. Most of the time, the film features a song from one of Schubertâs song cycles, with the words slightly altered so that the German language voice is actually singing about cakes and pigs. It was arranged by sound designer Scot Stafford. âScot just added this as a temp track,â said Pinkava. âHe said, âWhat about this?â Everyone started laughing. So I said, âWeâve got to go with it, itâs hilarious.ââ
âWhatâs great about that particular music track as well,â added Pinkava, âis that itâs rhythmic, which is why Scot chose it to go with Piggy running around. The way itâs structured within the story editor system that we have is that itâs interruptible. Multiple times in the show youâre interrupting Piggy as you discover him about to have to cake, and the music itself is structured in pieces so that there are points at which you can effectively interrupt it very well for comedic effect.â

Piggyâs sound mix also includes the pitter patter of the characterâs trotters where necessary, moving around the listenerâs field of hearing. But even here, the interactive elements continued. âWe do this thing,â said Pinkava, âwhere sometimes Piggy is just off screen, just where youâre not looking, and you can hear him, but heâs not actually there. So if you turn your head to see him, heâs gone. Heâs trying to lose you, heâd rather you werenât looking at him. So thereâs a couple of places in the show where the sound design is telling heâs somewhere where he isnât and itâs another way of trying to have an interaction with the audience through sound that allows you to have a â we hope â funny experience.â
With each new project, Google Spotlight Stories has ultimately been exploring new stories and new storytelling methods. Piggy is aimed, says, Pinkava, at being a jumping off point to perhaps a more complicated film with that same kind of interactivity where the viewer feels slightly more in control.
âWe now have the means to do something that before you couldnât do so easily â this idea that you can set up the system where the interaction is well-defined and you can polish it and really tweak it,â said Pinkava. Piggy is such a simple idea but it relies on, for its comedic effect, that the timing works and weâre letting go of a lot of timing. Thatâs the risk in these films. Comedy is timing, and in this case timing is sort of up to the audience.â
âPiggyâ is available now on the Google Spotlight Stories App for iOS and Android, on Daydream, Steam, and Viveport.