Infinite forms is an infinite generative VR world with lots of beautiful creatures to play with. Many of the creatures can be controlled with physical movements using VR motion tracking:
There are three types of components in Forms. Generators are used to instantiate creatures from prefabricated parts such as heads, tails and fins. Behaviours are used to add movement to the creatures such as seeking to a point on the scene, wandering and schooling, moving in formation or avoiding obstacles. Animators are used to animate creature bodies such as the spine of the creature, tails, wings and tentacled. Forms is unique because it can be used to bring a variety of creatures to life such as whales, dolphins, jellyfish, mermaids schools of sardines, formations of manta rays and octopuses. Forms is multithreaded and so it can simulate hundreds of creatures interacting with other, the player and the environment at 90 FPS in virtual reality. A great variety of creatures with different configurations of bodies and limbs can be prototyped quickly and when an artist is ready, a creature can be animated without having to write any code.
Forms is used to create the animations and behaviours for the underwater creatures in DEEP, an award winning virtual reality experience designed to relieve anxiety. Set in a fantasy underwater environment, DEEP uses a custom breathing sensor to encourage players to relax by using their breath no navigate the experience. DEEP has been experienced by thousands of people at international festivals such as Re:publica (Berlin), Cinekid (Amsterdam), DOK (Leipzig), NowPlayThis (London) and it was one of 23 projects featured as part of the Tribeca Film Festival in Manhattan in the summer of 2016.
Some earlier versions of Forms:
The world of Forms, the creatures, their behaviours and animations are all programmed in C# using the Unity game engine. This is a presentation I gave at the Dublin Unity Users Group where I talk about how Forms works: