Plague 1679 - Vienna

This VR cinematic were part of a 6 scene experience for a walking tour operator in downtown Vienna. Built on the exact physical location, the project combines historical research with real-time rendering to deliver an experience that is both immersive and educational.

5/27/20241 min read

Overview

This VR cinematic recreates the atmosphere of Vienna during the 1679 plague outbreak, one of the most devastating epidemics in the city’s history. Built on the exact physical location, the project combines historical research with real-time rendering to deliver an experience that is both immersive and educational.

The client’s goal was to give audiences a visceral way to understand the scale and impact of the plague through a historically accurate VR reconstruction — blending storytelling, environment design, and interactivity.

Outcome for the Client

The final VR cinematic places viewers directly into the streets of plague-stricken Vienna. They witness plague doctors patrolling, burning pyres of bodies, abandoned carts, and the haunting emptiness of a once-thriving city. By faithfully reconstructing the environment and mood of the time, the project provides powerful historical storytelling that can be used in museums, cultural heritage programs, and immersive education projects. The outcome is an experience that makes history tangible, emotional, and unforgettable.

Our Role

We handled the project from concept to final delivery, including:

Historical Research & Environment Recreation
- Studied the urban layout and architecture of 17th-century Vienna. - Reconstructed the exact location using historical references.

Environment & Asset Creation
- Modeled plague characters, carriages, props, and period-accurate architecture. - Created debris, pyres, and environmental storytelling elements (fallen carts, plague pits, scattered remains).

Lighting & Atmosphere
- Designed a dark, moody night-time scene with firelight and atmospheric fog. - Used volumetric effects, sparks, and embers to heighten the sense of dread.

Cinematics & Storytelling
- Directed sequences showing plague doctors navigating the city, body collections, and the eerie stillness of abandoned streets. - Balanced horror-like atmosphere with historical authenticity.

Technical Details
  • Engine: Unreal Engine

  • Lighting: Real-time dynamic firelight, fog volumes, particle systems for sparks/embers

  • Materials: Custom PBR shaders for burned wood, stone, fabric, and character costumes

  • Effects: Niagara for fire, smoke, and ambient particles

  • Optimization: VR-ready scene with baked lighting passes for performance where possible