reckless glitch design – benjamin kiesewetter

soft kill option - bionic design


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virtual woods and stones of steel

Caveman VR, was a virtual reality showcase designed  by TRIAD Berlin. It transports the user into an archaic, prehistoric environment. The journey begins with a fire pit, which can be experienced both audio-visually and tactilely. We used to actually have the visitors sit and grab the torch.

Uhm, yes, central interactive element was a virtual torch that in reality was  represented by (and modeled after) a wooden branch (collected from Berlins Tiergarten park near the office) and outfitted with a VR tracker. No controller, no buttton, no tutorial, the torch was simply lit at the campfire, which created a seamless connection between the real and the virtual world and people were immediatly conected. The scenery was based on high-resolution nature scans and then remodeled to be easily rebuild in reality.  Yes, we welded a campfire from lasercut steel plates in a Berlin backyard workshop and added electrical heat emitters to make the warmth of the fire pit perceptible.

For the sound design we extended the Unity game engine with a spatial audio plugin. We developed our own system to map the environmetal sound on the position of the player to be able to adjust the sound dynamically when entering the cave.

At that time we had a colaboration with the Museum of Natural History in Berlin, that provided audio samples from their animal sounds archive fiting to the prehistoric times. (Source: Project Natural History 365/24).


Back then I was the guy to talk to at TRIAD when it came to VR and so it ended up on my desk. We put a lot of effort into details. One part of the concept was to see and show how far we could go in total and we had a good team of motion designers and developers for that. At the time the German Frauenhofer Institute had started to develop a real volumetric 3d video (not that stereoscopic psoido 3d from the movies) and we even got the oportunity to try out the first sample ever made in history.

While that was a nice playground for experiments for everyone I had to keep people from running too far “into the woods” with too many weired ideas (nope, no neongreen tiger!) or even literally. And sometimes I had to explain, what a burning prehistorical torch really looks like (no industrial cotton at the end) and how to make that glowing texture in photoshop. It was important to me to produce something small in terms of gaming but consistent that yust felt right immediately.

That way we even got the toughest, hi ranked, gray haired, old school managers from our high tech industry customers to accept VR within seconds – not to mention the queues of university students that occasonly visited the office in groups.

And no, virtual fried saussages are not that rewarding…


2016, 2017


TRIAD Berlin

  • VR showcase made within unity
  • High fidelity nature scans and fire simulation
  • spacial audio with self developed mapping system and archeologically correct sound samples
  • one of first examples using volumetric 3d video in history
My Part
  • developing show case (teamwork)
  • supervision of software devlopers and media asset team
  • developing and supervising building of real world model
  • welding (at last)
  • presenting the show case in house and on multiple VR events
first cardboard model of the campfire