"2084"™ 3D Graphic Novel App
"2084"™ 3D Graphic Novel App
When reality and fantasy are interchangeable, how do you know what's real? Who can you trust?
When reality and fantasy are interchangeable, how do you know what's real? Who can you trust? Read more
About this project
"2084"™ is an entirely new type of graphic novel experience, combining traditional static panels, computer generated 3D sets, 3D photography, animation, sound, viewer interaction and a patent-pending 3D navigation system, all of which immerses you deep into the story like nothing you've ever seen. (I’ve toyed with calling this new form an “Ani-Graphic Novel” to better convey the more robust nature of the actual experience. What do you think?)
specifically as a Tablet App, "2084" is currently available for iPads
in the Apple iTunes App Store. An Android version is planned
for a 2013 release (once all of the content is completed. We will roll
out foreign language versions as well).
The introductory price for the App is $2.99 (Regular price will be $4.99), and additional episodic “Feeds” are sold inside of the App for $.99.
NOTE: Sept 29, 2012 The recent release of Apple's latest operating system, iOS6, has unexpectedly caused a lot of Apps problems. "2084" still runs as smoothly as ever on earlier iOS versions, but will not run on iOS6. Until we release our iOS6 compatible version, we have pulled the App from the App Store. I don't want someone to buy the App only to find it will not work on their machine. We will have the new version up within a month.
Three feeds come with the App, with more available for purchase in-app. There will be a total of 24 feeds in the novel. Eight are finished, another six are in process, with another ten yet to do. Everything will be finished by Fall 2013.
In addition to the Feeds, which are the core of the Graphic Novel, "2084" also contains a History of the 21st Century, from 2015 to 2084, spanning global famine, WWIII, genetically targeted diseases, profound technological advancements and cures for most of the diseases which threaten us today.
There is also a Cyclopedia which provides definitions, background information and overviews of the technology and social developments of the 21st Century.
Finally, there is background content on the VIVO (Virtual Interface Vision Overlay) technology everyone wears, all of which fleshes out this dystopian world of the future. The “tutorial”, presented as if the reader is about to have the technology installed on/in them, is presented front and center to the reader the first time they open the App.
“2084” portrays a world where everyone has a suite of communications and processing nano devices implanted directly on and in their bodies. These Rigs include a whole body, sub-dermal "tattoo" array of motion detectors, a Virtual Interface Vision Overlay -- or, VIVO -- heads up display applied directly onto the surface of the eyes, and a quantum processor/link to the universal cloud.
By 2084, the miracles and horrors of technology have created a world where environmental and economic devastation is simply ignored by its population, which uses lavish virtual fantasy to overlay the realities of everyday life.
Virtual decor, landscaping, clothing and settings wrap everything a person sees so that crumbling buildings appear to be palaces, and a view out an apartment window of row after row of dreary high-rise tenements becomes one of snow-capped mountains, lush forests and pristine lakes.
Smart systems, powerful quantum computing and the real-time capture of every person's every action give the world's governments, religions and corporations the ability to manipulate individuals' behavior, shape their opinions and drive consumption at a level never even conceived of by the marketers of the previous century.
And while the diseases that have plagued humankind forever are cured, the workings of the brain -- the processes that define personality -- become malleable, and the ability to control and copy them call into question what it means to be human.
Amid such flux, such opportunity and such danger,
a clandestine struggle heats to an inevitable and pivotal conflagration between the creators of these technologies which now affect every moment of every person's life across the entire planet.
In two-to-four years, 3D Tablets will be commonplace. You will be able to view these WITHOUT GLASSES. These Glasses-Free 3D tablets are already being manufactured and sold in Asia and the Middle East. If you have seen the Nintendo 3DS gaming device, the LG Thrill or Optima smart phones, or if you use a Fujifilm point-and-shoot 3D camera, you have an idea how this will look. The problem with those products is that the screen size is small, so the “sweet spot” – the amount of screen space where it is easy to see the 3D – can be difficult to see unless you hold the device at just the right place, at just the right angle. But even with that limitation, the LG phones show amazing 3D games, video and photos. On the larger tablet screens, the Glasses-Free 3D (GF3D) is spectacular.
At the 3D Entertainment Summit held in Hollywood last year, where James Cameron (Avatar), filmmakers , Mobile device carriers, Nintendo, Sony, etc. discussed their plans for 3D, independent research was presented that predicts that by the end of 2014, 85% of smart phones will have GF3D screens and by 2015, 45% of tablets. A glasses-free 3D television was introduced at a Berlin trade show the week of Aug 27, 2012.
Apple has had a number of patents for 3D technology approved in the last two years. If they come out with GF3D, it will obviously become main stream. When that happens, there will be a huge demand for 3D content. Other than repurposing some 3D movies and a handful of games there is NO SOURCE of 3D content currently available.
Except, that is, “2084.”
As of today, however, none of the installed base of any tablet in the North American market has GF3D. To overcome this, “2084” has been made using the traditional and very reliable anaglyph method that requires the user to wear glasses. When a person purchases the “2084” App, we send them the glasses for free. We have created all art, animation, etc. in a way that is ready for glasses-free 3D when it comes.
I started out as a copywriter then as Creative Director for various companies and agencies. In 1995, I went to work for CompuServe, the first online service. After being purchased by AOL, which then merged with Time Warner, I created cross- brand editorial content packages, including the first live message boards for CNN and Time digital magazine.
AOL started down the tubes in 2002, as the web began to overshadow them, and layoffs became common. When I was offered a "package", I left the company.
I had the luxury of taking some time off, so I started writing "2084" as a regular novel.
I have played around with 3D since college, when I came across an ancient (1950s) Kodak 35mm stereo camera at a used camera store. It was an expensive hobby since the film had to be cut and images printed by hand. But in the last decade digital imaging has gotten to the point where I found a way to sync two digital cameras to take 3D photos. There are now several 3D digital cameras available and both the Nintendo 3DS and LG Thrill/Optima phones have 3D cameras.
It occurred to me that since the entire “2084” storyline was rooted in technology that enabled its characters to see virtual sets, artificial intelligences and even virtual clothing wrapped over top of reality in 3D, the novel should actually be the basis for a 3D movie.
I changed the project’s direction and began rewriting the novel as a script, complete with storyboards. I began using Photoshop, Illustrator and 3D-specific software to mock up how 3D Virtual overlays on a person's heads-up display would look.
I was stunned by what was possible with 3D graphic images.
I changed direction again, working now on a 3D graphic novel version of the “2084” story. (I still have the movie script partially done, though!)
The partially-finished result is what you see here.
All my adult life I've used whatever talents and creativity I have in the employ of others (“Why don’t you make that blue?”); taking direction from suits whose idea of creativity is picking out a tie. (“Can you make the company name bigger?”) I advanced their interests. I made them money. I made them LOTS of money.
I decided that, for at least once in my life, I was going to dedicate my abilities to something born entirely of my own imagination, my ideas, my story, my creative vision. Success, for me, will be the completion of this Graphic Novel.
I've been working on this for over three years instead of “advancing my career.”
It’s entirely worth it.
But I've hit a wall, and I need your help.
Last year alone, the cost of costumes, 3D virtual sets, cloud rendering, stock photography, music rights, animation and design services, etc., ran over $30,000. The expenses this year so far will probably be similar, though now I've become much more efficient in churning out the Feeds and can reuse some of the assets I already have. But, I need the funds to acquire the assets to finish this.
To be honest, a 3D project that requires the reader to use special glasses won’t become an overnight financial success (though a movie deal would be sa-weet!). But in 1-2 years glasses-free 3D tablets will start to become mainstream. I’d rather be a bit ahead of the market with finished content than an also-ran when the market is there. That this has been conceived, designed and built from the ground, up with 3D in mind will make it unique and highly salable.
Besides, when it becomes apparent that there is money to be made in 3D content, the Comic World Big Boys – with their comparatively huge budgets and entire staffs of creative and marketing talent – will have a giant advantage over the independent (as usual!).
If you've gotten this far, I hope you've decided that contributing to this effort is something you want to do. But even if you don't, I hope maybe you've picked up a little hope, a little strength, to pursue your own creative vision.
What the hell? Go for it!!!!
Have a question? If the info above doesn't help, you can ask the project creator directly.
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