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selected.works
RUBEN GANDUS &&
LORENZO MICOZZI FERRI
2018-2022
LORENZO MICOZZI FERRI
New Media Artist, Musician
.	 Popular Music and Recording (2014-2015)
	 Salford University
.	 Electronic Music and Audiovisual Composition (2016-2019)
	 Conservatorio Licinio Refice (Bachelor)
.	 Study Abroad (2020)
	 ELISAVA | Barcelona School of Design
.	 Cognitive Systems and Interactive Media (2021-2022)
	 Universitat Pompeu Fabra (Master)
RUBEN GANDUS
Interaction Artist, Illustrator
.	 Product and Graphic Design (2016-2018)
	 Politecnico di Torino (Bachelor)
.	 Erasmus Interniship (2017-2018)
	 Politécnico de Tomar
.	 Interactive Arts (2019-2021)
	 Faculdade de Belas Artes de Lisboa (Master)
A selection of the projects, experiences, moments and people that inspired us the most through the years 2018 - 2022.
Thanks to everyone that helped us grow as artists and walks with us the life-lasting path that is creativity.
SOMETHING TO REMEMBER
3D Videogame - Interactive literature (2022)
Something to Remember is a first person exploration game that uses text as part of the scene and
scenography, investigating novel relations between literature and new medias.
The words are anywere, from the dialogues to the rain. The protagonist will journey across a metaphysical
world populated by tangible people and objects, longing and seeking answers.
This project was a collective creative effort to join the annual “New Media Writing Prize” hosted by
Bournemouth University. Something to Remember was selected as a shortlister in the prize and as one
of the 6 projects for the “Wonderbox Opening Up Prize 2021”.
Sound design: L. Pandolfi
Music: G. Cacciapuoti, G. Cosma aka “Moonari”, L. Pandolfi
Screenplay: J. L. Casañas
LASERBRAIN!
Investigation - Research (2020 - 2021)
Laserbrain! is a collective experimentation on co-creation and art co-direction.
We gathered many young artists, designers and students from Italy and investigated with them new
possible forms of collaborative art and design.
Laserbrain! explored not only what it means to co-create but also tried to formulate new detailed models
tackling projects managing and lifecycle, business and communication models and collective work.
Who joined us in this experience:
L. Pandolfi
W. Corneli
L. Di Paola
A. Papadiani
A. Cipolla
S. Angelucci
G. Cosma
MOONARI
Graphic Design - Album Covers (2021)
We’ve been working with Moonari (italian band) for the last year, designing album covers for their releases.
We’ve experimented with different styles and techniques (working 2D and 3D graphic design).
We’ve involved the band actively in our creation process, brainstorming with them through different
sessions and design thinking techniques. We’ve pushed the band to think synesthetically with us and
come to a common vision.
These are the covers appearing in the next page:
Back Home - Moonari (album)
Giocà a pallone - Moonari
Game and Watch - Moonari (single)
Isn’t she Wobbly - Moonari
Shjva - Moonari (single)
Stupidi Tappi - Moonari
Lei - Moonari
Are You Here With Me - Moonari (single)
Wrong Place - Moonari
PAS DE DEUX
Multiplayer videogame - Interactive literature (2020)
This experience is designed to be lived by two people through two different mobile devices. Work with
your partner, in the same room, in order to live theexperience. “Pas de Deux” is an experiment about em-
pathy and connection through reading. It’s an expanded interactive literary experience. It’s an interactive
meta-text that tells the universal story of the relationship between two human beings.
This project was a one month collective creative effort to join the annual “New Media Writing Prize” hosted
by Bournemouth University.
Sound design: F. Rabottini
Screenplay: L. Chiriatti
CHORDATA MOCAP
Investigation - Research - Coding - Art direction (2020 - 2021)
Chrodata Motion is producing the first Open-Source Motion Capture suit.
Lorenzo has worked with them in different areas of their path as a Startup.
They collaborated on the design and programming of the Blender add-on that allows the system to work
with this software, created visuals for promotional videos and live events, made videos and graphics for
different campaigns.
We collaborated with Chordata Mocap for the following events and institutions:
Mobile World Congress (Barcelona, 2021) - Technology and innovation fair
Matadero LEV (Madrid, 2021) - Technology and innovation conference
Festival Corsie (Perugia, 2022) - Artistic residence
Mobile World Congress (Barcelona, 2022) - Technology and innovation fair
FAMILY TIME
3D Videogame - Atmospheric thriller (2022)
Family Time is a first person short thriller game.
The protagonist is quarantined with his parents, and in a eerie atmosphere will have the chance to
discover a dark family secret.
Every night is a new chapter and in each of those the player explores the house and interacts with
objects, in a slow climax of tension and creepiness.
The core concept of the game revolves around two main points:
1.	 Empathy and identification of the player with the scenario: most of the people lives or have
lived a routine with family, especially in the pandemic years, when some has been forced to come
back home.
2.	 Deep distortion of a key positive element in life: parents are, in most cases, source of love and
represent protection and reliability. In the videogame, the clues lead to the conclusion that they are
wicked, perversed and evil in the worst possible way.
The videogame has been published and distributed on itch.io (open marketplace for independent digital
creators). Hereafter the data of the reception by the audience in a time-span of 4 months (january 2022 -
april 2022):
Spontaneous visits: 10,500
Downloads: 4,608
Average users rating (on a scale from 0 to 5): 4
Featurings in users’ videogame personale collections: 439
SPACE TRAVELLERS
Augmented reality theatre play (2019)
A performer controls in real time (thanks to the use of sensors) the movements of the animated
character protagonist of the show.
The 3D virtual world in which the narration is articulated was built with TouchDesigner, receiving
signals from motion sensors through the OSC network protocol. Using the same protocol, a tablet is used
for controlling the 3D scene in real time (camera, lights, scene change, events, audio triggers, etc.) and a
second computer for the music and audio management (with Ableton Live and the use of its API through
Max4Live).
Space Travellers has been commisioned by Codemotion and performed at MAST (Bologna, Italy)
OMBRE
Interactive installation (2019)
In a dark room a beam of light is projected onto a wall of the room. The public is invited to explore the
space between the projector and the wall, so that, facing the wall, they see their own shadow. As soon as
someone’s presence is detected in the projection area, a Kinect sensor aligned with the projector
starts a video recording. These shots are saved and processed algorithmically and automatically, to give
them the semblance of shadows. The shadows are re-projected randomly onto the wall, drawing on the
increasingly numerous saved recordings.
The result is the coexistence between the real shadows and the shadows reproduced by the system,
acquired during previous visits.
The sounds are treated similarly to the images, that is recorded and reproduced later, in synchrony
with the visual. Viewers leave traces (shadows) of their presence in the room and explore those left by
others. The floor is covered with dirt which over time is disrupted and covered with footprints, parallel to
the projection.
Ombre was presented at
Developed with F. Zambianchi
ERACLE E ILA
Art direction - Animation - Illustration (2022)
Eracle e Ila is a short film that reimagines an old poem written by the greek poet Theocritus inbetween
the IV and the III centuries B.C., transposing the plot in the contemporary age.
The animation is interposed in the movie to symbolise the shifting from reality to a magic world.
What happens underwater is uncanny but still related to hellenistic culture, drawing inspiration from the
imagination of authors such as Jules Verne.
The animated clip follows the journey of Ila, young and steady, and Eracle old and reluctant.
The clip is 2 minutes and 30 seconds long and divided in four main sections, descripted by the
freeze-frames in the next page:
1.	 Eracle drowning (first panel)
2.	 Eracle and Ila on a boat (second and third panels)
3.	 Eracle and Ila diving in the depths (fourth panel)
4.	 Eracle and Ila walking on the bottom of the ocean (fifth and sixth panels)
Directing: T. Miragoli
Production: CIP produzioni
TOUCH SERIE
3D modeling and composition (2018 - 2022)
We love to experiment with new techniques and tools and Touch Series is one personal project that kept
our creative and technical minds busy and running through the years. As for “One Image Stories”, these
are brief graphical experiments, trying to convey a powerful narrative through few elements. Touch Serie is
composed of 3D renders, and each tries to explore a different theme and a different technique.
ONE IMAGE STORIES
Illustration (2018 - 2022)
Selection of illustrations made for different scenarios but brought together by the will to tell a story
without using more than one board.
All the illustrations are made using digital softwares such as photoshop or illustrator but drawing free hand
on a graphic tablet.
These are the images appearing in the next page:
Panpragmata - Hike #1 (cover album)
Run - Il ponte del diavolo (screenplay by A. Palese)
Soft Armour boy #2 - poster serie
The duel of the ivory theet turtle - Daily Meetings #1 (Fanzine)
Il sesto giorno - Carie Magazine #12 (Magazine)
LIFEDEATHLOVEHATE
2D Videogame - Investigation (2021)
The videogame has been designed and developed for the Mix and Game Jam 2020. This game jam
lasted 72 hours and demanded to create a game whose core concept had to be a combination of two
different game genres: we decide to mix the card game genre and the choice-based narrative genre.
In the game the choices of the player will determine whether a character will live or die. Each
character is randomly generated with its own polarity of love and hate. Based on these values, they form
connections of love or hate with the others. A character lacking love will attract one with a positive love
charge. The same happens for hate.
Playing your life or death cards you’ll decide their faith, breaking bonds, creating new ones and writing
their story. But the mechanics of the game always balances life and death play a life card and you’ll be
dealt a death one.
For what concerns the narration, for every choice of the player a line of text is generated, describing
dramaturgically the event that occured such as the death of a charachter or the creation of a love
or hate link among the charachters.
The project has been an experimentation about new ways of generating stories as well as a effort of
ludification of the creative process.
Carrer de ruiz de padrón 44, Barcelona, Spain
rbn.gandus@gmail.com
lorenzomf@eml.cc
Thanks for your time.
We’re always happy to talk.
Our contacts:
2022
All rights reserved to Ruben Gandus & Lorenzo Micozzi Ferri

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Selected Works - Lorenzo Micozzi Ferri, Ruben Gandus

  • 1. selected.works RUBEN GANDUS && LORENZO MICOZZI FERRI 2018-2022
  • 2. LORENZO MICOZZI FERRI New Media Artist, Musician . Popular Music and Recording (2014-2015) Salford University . Electronic Music and Audiovisual Composition (2016-2019) Conservatorio Licinio Refice (Bachelor) . Study Abroad (2020) ELISAVA | Barcelona School of Design . Cognitive Systems and Interactive Media (2021-2022) Universitat Pompeu Fabra (Master) RUBEN GANDUS Interaction Artist, Illustrator . Product and Graphic Design (2016-2018) Politecnico di Torino (Bachelor) . Erasmus Interniship (2017-2018) Politécnico de Tomar . Interactive Arts (2019-2021) Faculdade de Belas Artes de Lisboa (Master) A selection of the projects, experiences, moments and people that inspired us the most through the years 2018 - 2022. Thanks to everyone that helped us grow as artists and walks with us the life-lasting path that is creativity.
  • 3. SOMETHING TO REMEMBER 3D Videogame - Interactive literature (2022) Something to Remember is a first person exploration game that uses text as part of the scene and scenography, investigating novel relations between literature and new medias. The words are anywere, from the dialogues to the rain. The protagonist will journey across a metaphysical world populated by tangible people and objects, longing and seeking answers. This project was a collective creative effort to join the annual “New Media Writing Prize” hosted by Bournemouth University. Something to Remember was selected as a shortlister in the prize and as one of the 6 projects for the “Wonderbox Opening Up Prize 2021”. Sound design: L. Pandolfi Music: G. Cacciapuoti, G. Cosma aka “Moonari”, L. Pandolfi Screenplay: J. L. Casañas
  • 4. LASERBRAIN! Investigation - Research (2020 - 2021) Laserbrain! is a collective experimentation on co-creation and art co-direction. We gathered many young artists, designers and students from Italy and investigated with them new possible forms of collaborative art and design. Laserbrain! explored not only what it means to co-create but also tried to formulate new detailed models tackling projects managing and lifecycle, business and communication models and collective work. Who joined us in this experience: L. Pandolfi W. Corneli L. Di Paola A. Papadiani A. Cipolla S. Angelucci G. Cosma
  • 5. MOONARI Graphic Design - Album Covers (2021) We’ve been working with Moonari (italian band) for the last year, designing album covers for their releases. We’ve experimented with different styles and techniques (working 2D and 3D graphic design). We’ve involved the band actively in our creation process, brainstorming with them through different sessions and design thinking techniques. We’ve pushed the band to think synesthetically with us and come to a common vision. These are the covers appearing in the next page: Back Home - Moonari (album) Giocà a pallone - Moonari Game and Watch - Moonari (single) Isn’t she Wobbly - Moonari Shjva - Moonari (single) Stupidi Tappi - Moonari Lei - Moonari Are You Here With Me - Moonari (single) Wrong Place - Moonari
  • 6. PAS DE DEUX Multiplayer videogame - Interactive literature (2020) This experience is designed to be lived by two people through two different mobile devices. Work with your partner, in the same room, in order to live theexperience. “Pas de Deux” is an experiment about em- pathy and connection through reading. It’s an expanded interactive literary experience. It’s an interactive meta-text that tells the universal story of the relationship between two human beings. This project was a one month collective creative effort to join the annual “New Media Writing Prize” hosted by Bournemouth University. Sound design: F. Rabottini Screenplay: L. Chiriatti
  • 7. CHORDATA MOCAP Investigation - Research - Coding - Art direction (2020 - 2021) Chrodata Motion is producing the first Open-Source Motion Capture suit. Lorenzo has worked with them in different areas of their path as a Startup. They collaborated on the design and programming of the Blender add-on that allows the system to work with this software, created visuals for promotional videos and live events, made videos and graphics for different campaigns. We collaborated with Chordata Mocap for the following events and institutions: Mobile World Congress (Barcelona, 2021) - Technology and innovation fair Matadero LEV (Madrid, 2021) - Technology and innovation conference Festival Corsie (Perugia, 2022) - Artistic residence Mobile World Congress (Barcelona, 2022) - Technology and innovation fair
  • 8. FAMILY TIME 3D Videogame - Atmospheric thriller (2022) Family Time is a first person short thriller game. The protagonist is quarantined with his parents, and in a eerie atmosphere will have the chance to discover a dark family secret. Every night is a new chapter and in each of those the player explores the house and interacts with objects, in a slow climax of tension and creepiness. The core concept of the game revolves around two main points: 1. Empathy and identification of the player with the scenario: most of the people lives or have lived a routine with family, especially in the pandemic years, when some has been forced to come back home. 2. Deep distortion of a key positive element in life: parents are, in most cases, source of love and represent protection and reliability. In the videogame, the clues lead to the conclusion that they are wicked, perversed and evil in the worst possible way. The videogame has been published and distributed on itch.io (open marketplace for independent digital creators). Hereafter the data of the reception by the audience in a time-span of 4 months (january 2022 - april 2022): Spontaneous visits: 10,500 Downloads: 4,608 Average users rating (on a scale from 0 to 5): 4 Featurings in users’ videogame personale collections: 439
  • 9. SPACE TRAVELLERS Augmented reality theatre play (2019) A performer controls in real time (thanks to the use of sensors) the movements of the animated character protagonist of the show. The 3D virtual world in which the narration is articulated was built with TouchDesigner, receiving signals from motion sensors through the OSC network protocol. Using the same protocol, a tablet is used for controlling the 3D scene in real time (camera, lights, scene change, events, audio triggers, etc.) and a second computer for the music and audio management (with Ableton Live and the use of its API through Max4Live). Space Travellers has been commisioned by Codemotion and performed at MAST (Bologna, Italy)
  • 10. OMBRE Interactive installation (2019) In a dark room a beam of light is projected onto a wall of the room. The public is invited to explore the space between the projector and the wall, so that, facing the wall, they see their own shadow. As soon as someone’s presence is detected in the projection area, a Kinect sensor aligned with the projector starts a video recording. These shots are saved and processed algorithmically and automatically, to give them the semblance of shadows. The shadows are re-projected randomly onto the wall, drawing on the increasingly numerous saved recordings. The result is the coexistence between the real shadows and the shadows reproduced by the system, acquired during previous visits. The sounds are treated similarly to the images, that is recorded and reproduced later, in synchrony with the visual. Viewers leave traces (shadows) of their presence in the room and explore those left by others. The floor is covered with dirt which over time is disrupted and covered with footprints, parallel to the projection. Ombre was presented at Developed with F. Zambianchi
  • 11. ERACLE E ILA Art direction - Animation - Illustration (2022) Eracle e Ila is a short film that reimagines an old poem written by the greek poet Theocritus inbetween the IV and the III centuries B.C., transposing the plot in the contemporary age. The animation is interposed in the movie to symbolise the shifting from reality to a magic world. What happens underwater is uncanny but still related to hellenistic culture, drawing inspiration from the imagination of authors such as Jules Verne. The animated clip follows the journey of Ila, young and steady, and Eracle old and reluctant. The clip is 2 minutes and 30 seconds long and divided in four main sections, descripted by the freeze-frames in the next page: 1. Eracle drowning (first panel) 2. Eracle and Ila on a boat (second and third panels) 3. Eracle and Ila diving in the depths (fourth panel) 4. Eracle and Ila walking on the bottom of the ocean (fifth and sixth panels) Directing: T. Miragoli Production: CIP produzioni
  • 12. TOUCH SERIE 3D modeling and composition (2018 - 2022) We love to experiment with new techniques and tools and Touch Series is one personal project that kept our creative and technical minds busy and running through the years. As for “One Image Stories”, these are brief graphical experiments, trying to convey a powerful narrative through few elements. Touch Serie is composed of 3D renders, and each tries to explore a different theme and a different technique.
  • 13. ONE IMAGE STORIES Illustration (2018 - 2022) Selection of illustrations made for different scenarios but brought together by the will to tell a story without using more than one board. All the illustrations are made using digital softwares such as photoshop or illustrator but drawing free hand on a graphic tablet. These are the images appearing in the next page: Panpragmata - Hike #1 (cover album) Run - Il ponte del diavolo (screenplay by A. Palese) Soft Armour boy #2 - poster serie The duel of the ivory theet turtle - Daily Meetings #1 (Fanzine) Il sesto giorno - Carie Magazine #12 (Magazine)
  • 14. LIFEDEATHLOVEHATE 2D Videogame - Investigation (2021) The videogame has been designed and developed for the Mix and Game Jam 2020. This game jam lasted 72 hours and demanded to create a game whose core concept had to be a combination of two different game genres: we decide to mix the card game genre and the choice-based narrative genre. In the game the choices of the player will determine whether a character will live or die. Each character is randomly generated with its own polarity of love and hate. Based on these values, they form connections of love or hate with the others. A character lacking love will attract one with a positive love charge. The same happens for hate. Playing your life or death cards you’ll decide their faith, breaking bonds, creating new ones and writing their story. But the mechanics of the game always balances life and death play a life card and you’ll be dealt a death one. For what concerns the narration, for every choice of the player a line of text is generated, describing dramaturgically the event that occured such as the death of a charachter or the creation of a love or hate link among the charachters. The project has been an experimentation about new ways of generating stories as well as a effort of ludification of the creative process.
  • 15. Carrer de ruiz de padrón 44, Barcelona, Spain rbn.gandus@gmail.com lorenzomf@eml.cc Thanks for your time. We’re always happy to talk. Our contacts:
  • 16. 2022 All rights reserved to Ruben Gandus & Lorenzo Micozzi Ferri