Categories
Interview News

INTERVIEW: MILICA ZEC – New Reality Company

Milica Zec HeadshotMilica Zec is a New York City-based film and virtual reality director, editor, and screenwriter.Her directorial debut in the virtual reality medium was a short narrative piece called, “Giant,” which premiered at Sundance Film Festival New Frontier 2016. “Giant” is a virtual reality experience based on true events, that transports the viewer into the experience of a family struggling to survive in an active war zone. Since its premiere, “Giant” has been lauded as a seminal expression of the potential of virtual reality as a storytelling vehicle, and has been featured in numerous press outlets as one of the top VR experiences at Sundance 2016.

 

First​ ​of​ ​all,​ ​tell​ ​us​ ​how​ ​did​ ​you​ ​continue​ ​you​ ​career​ ​in​ ​New​ ​York,​ ​after​ ​graduating​ ​from​ ​the Faculty​ ​of​ ​Dramatic​ ​Arts​ ​in​ ​Belgrade?

After​ ​graduating​ ​from​ ​the​ ​Faculty​ ​of​ ​Dramatic​ ​Arts​ ​I​ ​moved​ ​to​ ​New​ ​York​ ​to​ ​pursue​ ​a​ ​career​ ​as​ ​a film​ ​editor.​ ​I​ ​was​ ​working​ ​on​ ​numerous​ ​feature​ ​narrative​ ​films​ ​and​ ​documentaries. I​ ​also​ ​worked​ ​for​ ​nine​ ​years​ ​with​ ​Marina​ ​Abramovic​ ​as​ ​an​ ​editor,​ ​director​ ​and​ ​producer.

Did​ ​political​ ​situation​ ​in​ ​Serbia​ ​and​ ​the​ ​wars​ ​in​ ​the​ ​former​ ​Yugoslavia​ ​pushed​ ​you​ ​into thinking​ ​more​ ​about​ ​the​ ​issues​ ​of​ ​conflict,​ ​identity,​ ​human​ ​struggle?

Yes​ ​definitely,​ ​because​ ​of​ ​that​ ​experience​ ​I​ ​wanted​ ​to​ ​create​ ​a​ ​VR​ ​project​ ​called​ ​Giant​ ​where​ ​I wanted​ ​to​ ​share​ ​my​ ​experience​ ​through​ ​a​ ​narrative​ ​fictional​ ​story.​ ​What​ ​mattered​ ​was​ ​to transfer​ ​the​ ​emotion​ ​and​ ​realism​ ​of​ ​what​ ​people​ ​are​ ​going​ ​through​ ​in​ ​conflict​ ​zones.​ ​I​ ​wanted​ ​to share​ ​that​ ​primarily​ ​with​ ​a​ ​Western​ ​audience​ ​who​ ​have​ ​never​ ​been​ ​in​ ​such​ ​situations,​ ​so​ ​that they​ ​can​ ​broaden​ ​their​ ​understanding​ ​through​ ​being​ ​immersed​ ​in​ ​the​ ​story.​ ​The​ ​family​ ​in​ ​Giant is​ ​Western,​ ​too,​ ​so​ ​the​ ​audience​ ​can​ ​relate​ ​more.

Giant_Still-web

As​ ​a​ ​director,​ ​screenwriter​ ​and​ ​editor,​ ​you​ ​have​ ​worked​ ​with​ ​Marina​ ​Abramovich​ ​on many​ ​projects​ ​with.​ ​Where​ ​does​ ​the​ ​interest​ ​in​ ​VR​ ​come​ ​from?

The​ ​reason​ ​I​ ​came​ ​to​ ​VR​ ​was​ ​to​ ​communicate​ ​the​ ​message​ ​in​ ​a​ ​stronger​ ​way​ ​by​ ​placing​ ​the audience​ ​inside​ ​the​ ​screens,​ ​in​ ​a​ ​VR​ ​environment.

During​ ​our​ ​CGA​ ​Belgrade​ ​conference​ ​audience​ ​will​ ​have​ ​the​ ​opportunity​ ​to​ ​see​ ​your latest​ ​project​ ​called​ ​“Tree”.​ ​Can​ ​you​ ​tell​ ​us​ ​more​ ​about​ ​it​ ​and​ ​what​ ​can​ ​we​ ​expect?​ ​What was​ ​the​ ​inspiration​ ​for​ ​the​ ​VR​ ​Tree​ ​project​ ​and​ ​how​ ​do​ ​people​ ​react​ ​to​ ​it?

In​ ​the​ ​early​ ​stages​ ​of​ ​writing​ ​Giant,​ ​I​ ​thought​ ​that​ ​if​ ​we​ ​are​ ​developing​ ​a​ ​story​ ​based​ ​on​ ​how humans​ ​harm​ ​each​ ​other,​ ​we​ ​should​ ​also​ ​show​ ​how​ ​people​ ​harm​ ​nature.​ ​My​ ​creative​ ​partner Winslow​ ​Porter​ ​and​ ​I​ ​thought​ ​of​ ​how​ ​to​ ​tell​ ​this​ ​story​ ​about​ ​climate​ ​change,​ ​and​ ​decided​ ​to place​ ​the​ ​audience​ ​in​ ​the​ ​body​ ​of​ ​a​ ​tree,​ ​with​ ​a​ ​first-person​ ​perspective.​ ​The​ ​piece​ ​was​ ​inspired by​ ​a​ ​sound​ ​composition​ ​called​ ​Nightmare​ ​of​ ​a​ ​Tree​ ​made​ ​by​ ​my​ ​friend,​ ​composer​ ​Aleksandar Protic.​ ​We​ ​worked​ ​closely​ ​with​ ​Aleksandar​ ​to​ ​adapt​ ​his​ ​composition​ ​into​ ​this​ ​new​ ​VR​ ​piece called​ ​Tree.​ ​There​ ​are​ ​no​ ​words,​ ​just​ ​the​ ​sounds​ ​from​ ​nature​ ​and​ ​you​ ​get​ ​to​ ​grow​ ​from​ ​a​ ​seed, interact​ ​with​ ​animals,​ ​butterflies​ ​and​ ​birds,​ ​and​ ​fall​ ​in​ ​love​ ​with​ ​the​ ​rainforest.​ ​It’s​ ​all​ ​wonderful until​ ​humans​ ​come​ ​to​ ​the​ ​forest.​ ​You’ll​ ​have​ ​to​ ​take​ ​part​ ​in​ ​the​ ​experience​ ​to​ ​find​ ​out​ ​how​ ​it ends!

We​ ​are​ ​witnessing​ ​terrible​ ​events​ ​around​ ​the​ ​world.​ ​Does​ ​art,​ ​thanks​ ​to​ ​new technologies,​ ​gain​ ​a​ ​greater​ ​power​ ​of​ ​influence​ ​on​ ​people,​ ​especially​ ​those​ ​who​ ​make decisions?

Over​ ​the​ ​past​ ​two​ ​years,​ ​Winslow,​ ​my​ ​team​ ​and​ ​I​ ​have​ ​been​ ​traveling​ ​the​ ​world,​ ​witnessing​ ​the moments​ ​when​ ​people​ ​take​ ​off​ ​their​ ​headsets​ ​and​ ​we​ ​see​ ​the​ ​faces​ ​of​ ​people​ ​transformed.
Many​ ​leave​ ​the​ ​experience​ ​in​ ​tears.​ ​We​ ​get​ ​to​ ​spark​ ​conversations​ ​with​ ​people​ ​about​ ​what​ ​can be​ ​done​ ​to​ ​create​ ​change.​ ​I​ ​definitely​ ​believe​ ​that​ ​VR​ ​has​ ​the​ ​power​ ​to​ ​make​ ​an​ ​impact.

Giant​ ​and​ ​Tree​ ​are​ ​part​ ​of​ ​your​ ​trilogy​ ​and​ ​you’re​ ​currently​ ​working​ ​on​ ​the​ ​third​ ​part.​ ​Can you​ ​compare​ ​the​ ​challenges​ ​of​ ​working​ ​on​ ​your​ ​first​ ​VR​ ​project​ ​to​ ​those​ ​you​ ​have nowadays,​ ​with​ ​two​ ​successful​ ​projects​ ​already​ ​behind​ ​you?​​How​ ​much​ ​the​ ​environment has​ ​changed​ ​and​ ​what​ ​advice​ ​would​ ​you​ ​give​ ​to​ ​anyone​ ​who​ ​wants​ ​to​ ​dive​ ​into​ ​developing content​ ​for​ ​the​ ​VR?

The​ ​third​ ​part​ ​of​ ​trilogy​ ​is​ ​called​ ​Breathe​ ​and​ ​speaks​ ​about​ ​hope​ ​and​ ​interconnected​ ​human experience. For​ ​us,​ ​the​ ​challenges​ ​are​ ​constant,​ ​because​ ​we​ ​always​ ​use​ ​the​ ​latest​ ​tools​ ​and​ ​technology. We​ ​don’t​ ​make​ ​projects​ ​that​ ​have​ ​been​ ​made​ ​before.​ ​This​ ​means​ ​that​ ​for​ ​every​ ​project​ ​we​ ​have to​ ​build​ ​a​ ​new​ ​pipeline​ ​that​ ​has​ ​never​ ​been​ ​done​ ​before.​ ​With​ ​the​ ​new​ ​developments​ ​in technology​ ​and​ ​finding​ ​new​ ​ways​ ​to​ ​tell​ ​our​ ​stories,​ ​it​ ​gets​ ​more​ ​challenging.

TreePoster_Tribeca.jpg
Tree​ ​has​ ​been​ ​on​ ​many​ ​festivals​ ​-​ ​from​ ​Sundance​ ​and​ ​Tribeca​ ​to​ ​Cannes​ ​and​ ​IDFA.​ ​Is there​ ​a​ ​big​ ​difference​ ​between​ ​VR​ ​communities​ ​in​ ​the​ ​US​ ​and​ ​Europe?

Yes,​ ​it​ ​seems​ ​like​ ​the​ ​US​ ​adopted​ ​VR​ ​earlier,​ ​with​ ​an​ ​open​ ​mind.​ ​Europe​ ​is​ ​catching​ ​up​ ​now, but​ ​began​ ​with​ ​more​ ​skepticism​ ​and​ ​questions​ ​about​ ​whether​ ​it​ ​can​ ​work.​ ​The​ ​truth​ ​is,​ ​no​ ​one knows​ ​whether​ ​it​ ​will​ ​work,​ ​but​ ​it’s​ ​on​ ​the​ ​creators​ ​and​ ​the​ ​technology​ ​developers​ ​to​ ​make​ ​it work.

How​ ​did​ ​you​ ​choose​ ​associates​ ​for​ ​your​ ​project?​ ​Do​ ​you​ ​have​ ​any​ ​favorite​ ​tools​ ​that​ ​you like​ ​to​ ​use?

We​ ​work​ ​with​ ​Unreal​ ​Engine,​ ​Maya,​ ​and​ ​Houdini​ ​as​ ​tools.​ ​We​ ​chose​ ​to​ ​work​ ​with​ ​both​ ​traditional film​ ​VFX​ ​companies​ ​and​ ​gaming​ ​companies,​ ​bridging​ ​the​ ​film​ ​and​ ​game​ ​worlds​ ​together​ ​to create​ ​cinematic​ ​VR​ ​experiences.

In​ ​your​ ​opinion,​ ​is​ ​VR​ ​the​ ​last​ ​step​ ​in​ ​the​ ​development​ ​of​ ​the​ ​entertainment​ ​industry?​ ​Do you​ ​think​ ​after​ ​that​ ​there​ ​will​ ​be​ ​no​ ​major​ ​discoveries​ ​in​ ​that​ ​area?​ ​(Is​ ​the​ ​next​ ​step maybe​ ​a​ ​hologram?)

No,​ ​this​ ​is​ ​just​ ​the​ ​current​ ​medium.​ ​Augmented​ ​Reality​ ​and​ ​Mixed​ ​Reality​ ​are​ ​coming​ ​as​ ​well. Who​ ​knows​ ​what​ ​else​ ​will​ ​come.​ ​Exciting​ ​times​ ​are​ ​ahead​ ​of​ ​us!

 

 

Thank you Milica for your time. See you on your presentation on CGA conference in Belgrade.

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Discover more from VFX Serbia

Subscribe now to keep reading and get access to the full archive.

Continue reading