One of the challenges of this way of working is adapting the character to the virtual world. Niquille explains that in our real world there are all sorts of ergonomic assumptions: “You know how high a step is, or how a door handle works. This can be seen as a form of ‘ableism’, most systems and spaces are designed for ‘average’ bodies. In the virtual world, you can play with this: high steps, short or long legs, big or small steps.”
This way, Niquille was able to create absurd struggles for the character that reveal how the body relates to the world. For most people, the real world works fine, but in the virtual world you can experiment and show, in a playful way, what happens when these assumptions no longer hold.
Space for serendipity
For Niquille, the Fellowship was an important moment, because after her earlier work The Beauty and the Beep it gave her the luxury to look back and look ahead. It gave space to explore how to continue. The chair came along, as a moment of reflection and the start of something new, where time was an important factor: often you get support for a specific project, but having the trust to spend time on exploration without immediate measurable results is essential. Without that space, nothing can happen.
“For me, this moment really marked a mid-career reflection: it gave me the chance to calibrate, to think about how I want to reach people and with whom I want to collaborate.”
Part of Niquille’s research was about the Chair Don’t Care project itself, but also about how to proceed afterwards. It offered the space to ask questions and think about the direction to take, without an immediate answer or result being demanded. There was room for serendipity, which is essential to the process.
What, then, is the end product?
“It feels strange not to have a finished end product for such a long time. The question ‘what have you done all year?’ inevitably arises. But for me it was precisely a period in which I learned and developed a lot.”
The outcomes of this process are interesting. In filmmaking, many decisions are often made during production, because there’s no time to prepare everything fully: character profiles, world-building, preparing soundtracks. This project gave her the chance to do that preparatory work and lay a solid foundation before actually starting the animation.
For Chair Don’t Care, Niquille set up Unity worlds within the programme in which the character can navigate and experiment—including a small interface to trigger earlier versions of the “brain”—allowing her to switch back and forth between different versions while animating. Instead of a character simply getting better linearly, it can now be used as a dramatic-narrative element. By working closely with a musician, she also developed a shared language, created sketches, and researched how music can support the story.