Where AI Actually Fits In
For a production built at the leading edge of immersive technology, BLUR makes surprisingly limited use of artificial intelligence. That restraint is intentional. “We really didn’t use much AI,” Quintero said. “There’s one sequence where we need it to do real-time processing. It’s not to let the AI do the work, but to really use it as a tool to create effects.”
Greenberg pointed to the show’s dance sequence as an example of where the human touch mattered more than the technology. “That dance is embodied. It’s a real dancer, a real choreographer. The music is done by a composer,” she said. “What we’re discovering is that human touch, that sensibility, translates in a much more accurate way, and the audience feels it.”
Aptakin took a similar view of AI’s limits. “I don’t think [AI] can really create,” he said. “It takes information and clumps it together. When you put it in the hands of really creative people, they’re able to do some really great things with it. But it’s not the same as a human being’s creative concept or ability to execute creatively.” He’s also seen what happens when teams lean too heavily on AI. “Things start to look the same, things start to sound the same. It’s helping define mediocrity quickly.”

BLUR Photo Credit: You-Wei Chen
An Audience That Keeps Surprising Its Creators
Across audiences in four countries, the reaction Greenberg and Quintero describe is surprisingly consistent: People come out of it moved, and they need a minute to hold onto it before they can talk about it.
“In Venice and Germany, the audience came out, and they just sort of sat there, not talking,” Quintero said. “They needed time to process, to come back to reality.” He also described a very different moment in Taiwan, where a visitor in his late 70s, during his first VR experience, danced with one of the show’s hybrid characters and moved through a scene with what Quintero called “total abandon.” “To see them fully let themselves go, I did not expect that,” he noted.
“The deep emotional response was a surprise, that we somehow engaged people’s feelings,” Greenberg said. “And it wasn’t just the wonder of, ‘Wow, where was I?’” As for how U.S. audiences might respond differently, she pointed to a public already familiar with gaming and virtual worlds, while also navigating an ongoing conversation around AI. “There’s a level of sophistication with the American public that I think will work.”