We spent five years developing the story of The Exploding Girl VR, alongside other short and feature films. Over time, Candice aged. Her relationship to the world became sharper, more lucid, and also more brutal. In our previous works, violence was more abstract, often dismissed as mere teenage crisis. But Candice’s anger is the anger of an entire generation facing helplessness and collapse.
This same story, if filmed in live-action, would be unwatchable – too violent. Working in 3D allowed us to introduce distance and space for reflection. It gave Candice a voice.
We collaborated with Saradibiza and Lucien Krampf – who also contributed to the game world in our previous feature film Eat the Night – and sourced existing online 3D assets to reconstruct Candice as a hybrid avatar, like performing a form of digital reconstructive surgery.