Double Happy Vs. the Infinite Sadness is an energetic story driven experience interactively covering PC, iOS and Android, as well as animated short films and a web/social media presence.
The property stars a pair of neo pop edgy cute rabbits called Pink and Blue, as they set out on a quest to vanquish an all consuming entropic force called the Infinite Sadness from their homeland.
On the surface, Double Happy is a manic tale of good vs. evil, but the stories are underpinned by philosophical and spiritual themes, also exploring quantum mechanics and super science. The audience really can decide how deep they want the rabbit hole to go!
Double Happy Vs. the Infinite Sadness was a co-sponsor of the Indie Games Room at AVCon 2013 and 2014 alongside Uni SA, where it has become one of the most memorable properties at the annual event.
You can visit the Double Happy world at http://2xhappy.com
In a project produced and designed by ABC – Behind the News, Torrens Valley University and Novus Res, our animation team contributed to this world-first VR project to bring the Kokoda story to life like never before.
The experience sends students back to 1942 with a first-hand experience of the famous Kokoda Track campaign where they can pick up weapons, run through the battle fields and witness the victories and failures first hand.
Monkeystack was brought onboard to populate highly detailed, photogrammetrically created scenes with believable soldiers with the final product processed to work in a real-time VR environment.
As this project came into the studio with significant time constraints, it was crucial to work efficiently using a range of software programs to deliver quality work within tight timeframes.
First, we tackled character modelling using Zbrush and Substance painter to create a set of believable CG soldiers. Using captures of the original uniforms, hats, backpacks and boots, our experienced team of character animators brought the soldiers to life with realistic, real-time animated actions. By using a mix of motion capture for more generic movements and hand keyed animations for more specific actions, we’re able to streamline the animation process while still delivering a quality outcome suitable for VR.