‘Whale Fall’ is an immersive project in Virtual Reality that addresses and informs on the issue of marine plastic pollution and its effect on whales. Using the intriguing whale fall phenomenon, this experience engages the audience in learning about the fate of the whales in our oceans. It is the pilot project for 'DeepDive XR' collective.
Formats: Interactive VR, 360 Dcoumentary, Multi-screen Immersive, Ambisonic Audio (TOA, 16 channel)
DeepDive XR is a collective creating interactive, immersive, gamified and inclusive XR experiences to tackle urgent climate issues. Their mission is to empower climate advocates and educate young minds for a sustainable future. The global climate crisis demands immediate, responsible action. VR experiences evoke strong emotional responses, crucial for learning and retention, making users feel truly involved. Through compelling storytelling, DeepDive XR highlights the urgency of environmental crises and solutions, empowering individuals for environmental stewardship and sustainable change. The initiative was publicly showcased at the London Design Festival (LDF) 2024.
Whale Fall has been developed by team DeepDive XR. My team members are -
Whale Fall has been developed in collaboration with Whale & Dolphin Conservation (WDC)
Natural History Museum (AMC) 2025
British Council Malaysia 2025
Institut Français Stuttgart 2025
SXSW x RCA Showcase 2024
Digital Creative Network West 2024
RCA Green Futures Day Workshop 2024
2025
2024
2024
According to the UN, life below water is the most overlooked sustainable development goal. Whales, one of the largest carbon accumulators, are crucial for the fertilization of global marine ecosystems and for keeping climate change at bay. However, human actions threaten their existence as plastic permeates into the marine environment that whales feed in, ingestion of which can lead to fatalities. Fishing gear and ghost nets pose major hazards. Our project emphasises this by referencing a real-life story in which a pregnant sperm whale was found dead with more than 22 kg of plastic in her stomach in 2019 in Sardinia, Italy. She died due to a Gastric shock.
We decided to address the story in VR since we aim to rely on the transformative power of immersive virtual reality to instil a sense of awe for whales and the marine ecosystem, a concern for their survival and hope that it is still not too late to act. We used Unreal Engine, Cinema 4D, Houdini to create the VR experience and 3D environments and Adobe Premiere to edit the documentary for viewing on the Oculus Quest headset.
‘Whale Fall’ is composed of two parts. The first one is an immersive and interactive Virtual Reality experience that addresses and informs the audience on the issue of marine plastic pollution and its effect on whales. A ‘Whale Fall’ occurs when a whale dies, sinks to the bottom of the ocean and sustains a rich marine ecosystem for decades. Using this phenomenon as an anchor, we have created a deep-sea environment in which viewers can virtually immerse themselves and interact with the fallen whale. Narrative: The experience starts with the players on the ocean floor who look up to see a deceased sperm whale, her body entangled in a ghost net, slowly falling toward them from the ocean surface. After she falls on the ground, the interactive experience begins and the players can walk around the whale’s body. As they get closer and see her body entangled in nets and human generated trash, they are nudged to pick it up. Their actions trigger the decomposition of the whale’s body and blooming of the marine ecosystem. Witnessing first-hand how their proactive efforts to clean up the oceans contribute to the thriving of the marine ecosystem, the experience ends with a sense of hope.
The second part of ‘Whale Fall’ is a 360 documentary. Collaborating with Whale and Dolphin Conservation’s experts, we created a gripping documentary video, displaying the effects of plastics in the cycle of the cetacean’s life. More serious and factual than our VR experience, ‘Whales and the Plastic Problem’ compliments the eery feeling of the VR experience and provides the audience with crucial informations on the context.
Narrative: The documentary begins with a submerged scene, prompting viewers to hold their breath until all trash disappears. It then transitions to various environments, starting with a beach scene illustrating the impact of shopping habits on the environment and whales. Subsequent underwater footage reveals polluted oceans and the pervasive issue of microplastics, highlighting their harmful effects on whale ingestion. The documentary further explores whale incidents, particularly focusing on those in Sardinia, Italy, and immerses the audience in these environments. In conclusion, experts call for action, emphasising that there is still hope if we act swiftly.