Fr  | En  

Possibles Média | Projet XR et Série L'outre Temps

OUTER TIMES | SERIES AND STANDALONE XR

Hook

In 2136, Charlie, 16, has taken on the mission of exploring the suburban and desert sites of a former petro-state, with the goal of understanding the past, a mission that quickly becomes an initiatory test for him.

The XR Stand alone work | Outer Time - Charlie

Charlie is a troubled teenager, haunted by "the voice of the ancients" from which he tries to free himself. He is convinced that he must, to achieve this, explore the abandoned suburban site of a former Canadian Western petro-state. If his community has let him go alone, with the vague objective of "understanding the past," it is because he must, according to their tradition, accomplish a mission, which he has given himself, before he can return as an adult.

Outer Time - Charlie will be for the immersive traveler accompanying our young hero both the encounter with Charlie, the discovery of an absurd yet familiar world, and a journey that takes the form of a vision quest into the depths of the night.


Summary of the Series | Outer Time — The Voice of the Ancients

Built on the graphic development and rich narrative universe of the immersive work from which it originates, Outer Time — The Voice of the Ancients is a prospective series describing more broadly the world of 2136. While the World of then has become very different from what it was during the early 21st century, the 22nd is distinguished primarily from our world by the mentality of people, much more than by the technology used to adapt to the new living conditions. In this sense, Outer Time — The Voice of the Ancients is much less a sci-fi universe than it is a work of psy-fi.

On a temporal level, while the original immersive work takes place during the intense night where Charlie has his vision, the series will follow Charlie throughout his solitary journey. This quest will begin in his community located in the “burnt woods”, in northern Quebec, and will continue to the Writting-on-the-wall Theme Park, located in the middle of former Canadian oil fields. She will then find her conclusion throughout her journey back home, as a visionary…

Produced in synthetic animation on Unreal, with the same 3D resources that brought the unitary virtual reality work to life, our production will focus on procedural renderings, character animation cycles specific to gaming, and capture AI-assisted motion control to contain production costs.


The world of Outer Time

After the climatic catastrophy resulting from the humid dome that began in 2070; followed by the Flood of 2091; the remaining humans established new human societies, of varied ideologies, most often formed around centers of food production. Varied societies, but nevertheless united by the memory of the errors of the past, which remains vivid. One can also find everywhere, on the walls and the floor, traces of the “Extreme Era” (or “rotten era), the extremely humid heatwave period when mushrooms had their second hour of glory on Earth, even swarming over our plastics, which fortunately they helped us destroy.

The climatic catastrophy is therefore still visible everywhere. And as far as we know, no human societies still calls itself a “consumer” society. As for ancient imperial cultures, they are suspect, seen as a distraction that led to the worst scenarios. Some people in this new world sometimes watch the strange films of the past, full of car chases, scenes of perpetual destruction, and superheroes who save infantilized humans, but with the same morbid fascination that we have for Nazi works or the socialist realism. Culture of the time is primarily scientific, historical, and with some exceptions distributed free of charge. But even more, it is mainly local, and quite diverse.

The world of Outer Time is as vast in its ambitions as the difficult issues it addresses. But it does so, despite the harshness of its themes, in a human, sensitive and engaging way.


Interactive director bio

As a designer and director of interactive experiences, Colas Wohlfahrt's professional career has been marked by a constant exploration of the new frontiers of digital storytelling. Over the years, he has collaborated with artists, developers and producers to create experiences on different media: web, virtual reality, augmented reality, metaverse, and he has also collaborated on the implementation of interactive museum installations . His creations, presented at prestigious events such as the Festival du Nouveau Cinéma (FNC) and SXSW, have helped to assert his role as an innovative creator in the field of immersive experiences.

Bio of the producer and show runner

Serge Noël has an extensive practice in audiovisual, ranging from project design to their direction and production. In recent years, he has worked mainly as a producer (notably on “La Femme caché”, “It must be heaven) and as a scriptwriter. Many of his productions have had prestigious careers, which have made his mark in the world of Canadian cinema. In addition to being a curious mind, and always on the move, he is someone who follows through on what he undertakes.



Technical Designer Bio

Charlie Leroy is a French and Canadian artist living in Montreal. Through the use of emerging technologies in works of video projection, virtual reality, installations and more broadly digital creations, Charlie Leroy studies the interconnections between technologies, access to information, free will, societal and emotional impacts . He questions the impact of technology on human behavior and more broadly on their societal influence. His practice fuels his work and he likes to bring his artistic and technological monitoring to respond to complex projects and commercial works. He recently founded “ Après Minuit ” with Sébastien Samyn.

Art Designer Bio

Graduated with a Master's degree from the Belgian Academy of Fine Arts in 2011, Sébastien Samyn is a motion designer and an illustrator who has more than 10 years of experience in the animation sectors and events. Arriving in Montreal in 2015, he joined 4U2C, the Cirque du Soleil Group. This first as an illustrator then as artistic director until 2019. Today independent Sébastien collaborates with different creators for animation projects, special events and shows. He also founded “Apres Minuit” with Charlie Leroy.


Sound designer bio

A sound artist based in Montreal, Louis-Olivier likes to have fun with sound, regardless of its form: musical compositions, sound design, installations, radio/podcasts, music for image. He is particularly interested in the relationships between sound and spirituality, sound spatialization as well as the collection of intimacy and human voices. His personal projects are supported, awarded and distributed both locally and internationally. He also created sounds and music for productions by Moment Factory, the National Film Board of Canada, Les 7 Fingers, Magnéto, Float4, Lucion, Place des Arts and several others. Louis-Olivier holds a bachelor's degree in digital music as well as a master's degree in composition and sound creation from the University of Montreal.

CREDITS | Outer Time
Charlie

Stand alone XR experience | Quebec Canada | 10 minutes. | Synthetic VR fiction | Color | 2024
Languages: French and English


Original idea: Jean Dubois
Research and content production: Serge Noël (Possibles Média)
Interactive director: Colas Wolhfrath
Artistic conception: Sébastien Samyn (Après Minuiit)
Technical design: Charlie Leroy (Après Minuiit)
Sound design: Louis-Olivier Desmarais


CREDITS | Outer Time
The Voice of the Ancients

Animated series | Quebec Canada | 6 x 10 mins | Color | 2025
Languages: French and English


Original idea: Jean Dubois
Research and content production: Serge Noël (Possibles Média)
Artistic conception: Sébastien Samyn (Après Minuiit)
Technical design: Charlie Leroy (Après Minuiit)


design et code par Possibles Media 2024 | contact | info | skeets | news | English Site en cours de mise à jour - nous joindre pour info