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True Crime Reborn: Live the Unsolved Mystery of D.B. Cooper in Virtual Reality

The project

Concept and Prototype development of an interactive Virtual Reality experience based on the famous highjacking case of »D.B.Cooper«.

True crime in VR

Skyjack71 is the only VR-Game where you are actually „playing“ an actual pop-icon that actually lived. Your are not „remote-controlling“ an avatar YOU are the man known as D.B.Cooper.

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Composite sketch A, November 1971

Why VR? — Immersion

Traditionally in games the player is a pueppeteer that controls a gamecharacter through a 3D world in either third person or first person view and yes — Screen based games can gives immersive experiences but itś very rare that they reach en emotionla depth that a vritual reality experoience is able to do.

In VR your actually ARE the person, which is oven more intersting when your able to BE a character that has actually existed. Even though the real skyjacker has only existed for 5 (!) hours.

is a new medium that has its own intricacies. Just like 100 years ago where the moving pictures came along. At first they were filmed stage plays and overtime they evovled into their own art form and developed its own language to tell a story.
With interactive VR we are in the same situation as there seems to be the tendency to adapt typical game genres to VR. Skyjack71 is specifically made for VR and focuses on experiences and situations that are rewarding but also emotionally challenging.

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Gameplay

Gameplay in VR opens up a whole new world of possibilities. Traditionally, players needed a game controller to interact with the game world—opening doors, steering cars, etc. In VR, you can use "your" hands to interact naturally with objects and people, rather than pressing a button to open a door or shoot.

Gameplay is being tested intensively once the vertical slice is completed. Several situations have been designed to be rewarding in VR while also being emotionally challenging.

Building a world – Research

Skyjack71 takes place in between 1965 and 1975 and therefore extensive research had to be done, in order to be able to create a believable world that the player can interact with.

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Character design

In Skyjack71, characters are more than just NPCs—they are complex, emotionally driven individuals shaped by the tensions of the 1970s. As D.B. Cooper, you don’t just control him—you become him, embodying his calm, calculating demeanor while navigating a web of fear, suspicion, and desperation.

The flight crew and passengers are not mere extras; their reactions—whether defiance, panic, or reluctant cooperation—directly influence the story’s direction. Each character is designed with period-accurate visuals and behaviors, from their clothing to their speech patterns, ensuring an authentic experience. Even off-screen forces like the FBI and air traffic control loom large, their voices over the radio adding pressure and urgency to every decision. The result is a cast that feels real, unpredictable, and deeply human.



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Character Design by Maik Beiersdorf
to seattle please
Character Design by Peter Böhme
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Early Character Modeling by Lara Meyer 

Objects

Since players can use their "hands" to interact with "real" objects, significant effort was put into making these interactions meaningful. Objects not only empower the player but also serve a narrative purpose as part of environmental storytelling. 

For example, a specific whiskey brand can reveal the player character’s favorite drink, books can convey relevant information, and a radio set can make communication a vital part of the story.

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Model by Christopher von Bronsart
Whiskey
Label design Rene Eichenblätter
Book
Cover design by Diana Chacon

Environment design

Skyjack71 transports players into a living, breathing 1970s world, where every detail—from the cramped interior of a Boeing 727 to the dimly lit motel rooms—reflects the era’s raw authenticity.

The environment isn’t just a backdrop; it’s an active participant in the story. Players interact with objects like vintage telephones, whiskey bottles, and newspapers, each carrying narrative weight and deepening immersion.

 The atmosphere shifts dynamically—ambient sounds, lighting, and even the weather respond to the player’s actions, creating a world that feels alive and unpredictable.

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Concept Design Peter Böhme

Current status

The project is now in the Vertical Slice phase which will end up as a playable demo, made available on Steam.



Watch this space for updates!

Concept and prototype funded by

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Contact.

Slice3

Built with love in Cologne, 2026. Imprint