This document summarizes the work of Ruben Gandus and Lorenzo Micozzi Ferri from 2018-2022. It includes a selection of projects they collaborated on including interactive games, installations, graphic design work, and more. Their collaborative work explores new forms of storytelling and interactive experiences. They are interested in collective creation and investigating new models for collaborative art and design.
The document summarizes the Resonate festival held annually in Belgrade, Serbia. The 6-day festival features music, visual arts, digital culture and explores current trends. Guests from around the world in fields like graphic design, film, technology and more are selected to represent cutting-edge creative work. The document then profiles some of the speakers and artists participating in the festival like Martin Arnold, Nelly Ben-Hayoun, Teenage Engineering and Kimchi and Chips.
New Media New Technology Workshop 1, Spring Semester 2017, Media Technology. Covers purpose of the course, Hardwware/Interfaces/Humans, Early Cybernetic Art and Narrative.
Hybrid media and software are permeating all areas of culture and society. This document discusses how software has created a shared ecology where different media can interact and form hybrids. It examines examples of hybrid theatre works that blend performance with film, video, and interactive software in new ways. Works mentioned include Twin Rooms, X (ics) racconti crudeli della giovinezza, Voyage, Glima, Flicker and House of no More, and The Nose. The document argues that software has enabled a "deep remixability" where different artistic techniques can be united in new forms of hybrid digital media and theatre.
The document discusses the history and evolution of new media technologies. It covers early pioneers in fields like interactive computing, user interfaces, and augmented reality. Figures like Vannevar Bush, Douglas Engelbart, Ivan Sutherland, and Alan Kay are highlighted for their contributions to concepts like hypermedia, direct manipulation interfaces, virtual reality, and personal computing. Timelines provided give context for the development of new forms of narrative, interactive art, and alternative realities. The overall document serves as an introduction to exploring the intersection of technology and creativity throughout history.
This document provides information about Perspekt09, a two-day curated media arts event in Singapore showcasing developments in visual art, electronic music, experimental media and media culture. The event will include performances, workshops, presentations and an immersive visual installation exploring the theme of the sensory blending of light and sound. International artists from countries like Germany, France, Indonesia and Japan will perform alongside local Singaporean acts. The goal is to foster creative exchange and support experimental approaches that may inspire future collaborations.
This document provides examples of several artists who integrate 3D modeling and animation into their artwork. Brenna Murphy creates abstract digital forms combining different digital mediums. Sabrina Ratte's early video art incorporated 3D animation to create complex imagery. Snow Yunxue Fu examines the world through digital reality and virtual reality in her topographical computer rendered animation installations. Ian Cheng creates live simulations using video game engines. Refik Anadol explores the relationship between digital and physical entities through data-driven artworks grown from neural data.
Unity Technologies sponsors The Art of VR conference to promote the development of real-time 3D graphics and immersive technologies like VR and AR. Tony Parisi introduces himself as Head of VR/AR Strategy at Unity and discusses Unity's role in developing VR and AR experiences, with many popular apps and games being made with Unity's software. He explains how immersive art is different through its immersive, interactive, embodied, animated, shared, and ability to blur physical/digital lines qualities. Parisi envisions greater integration of real world objects and environments through technologies like photogrammetry and 3D printing. He introduces upcoming speakers like Brent Bushnell to further explore the possibilities of immersive art.
The document summarizes the Resonate festival held annually in Belgrade, Serbia. The 6-day festival features music, visual arts, digital culture and explores current trends. Guests from around the world in fields like graphic design, film, technology and more are selected to represent cutting-edge creative work. The document then profiles some of the speakers and artists participating in the festival like Martin Arnold, Nelly Ben-Hayoun, Teenage Engineering and Kimchi and Chips.
New Media New Technology Workshop 1, Spring Semester 2017, Media Technology. Covers purpose of the course, Hardwware/Interfaces/Humans, Early Cybernetic Art and Narrative.
Hybrid media and software are permeating all areas of culture and society. This document discusses how software has created a shared ecology where different media can interact and form hybrids. It examines examples of hybrid theatre works that blend performance with film, video, and interactive software in new ways. Works mentioned include Twin Rooms, X (ics) racconti crudeli della giovinezza, Voyage, Glima, Flicker and House of no More, and The Nose. The document argues that software has enabled a "deep remixability" where different artistic techniques can be united in new forms of hybrid digital media and theatre.
The document discusses the history and evolution of new media technologies. It covers early pioneers in fields like interactive computing, user interfaces, and augmented reality. Figures like Vannevar Bush, Douglas Engelbart, Ivan Sutherland, and Alan Kay are highlighted for their contributions to concepts like hypermedia, direct manipulation interfaces, virtual reality, and personal computing. Timelines provided give context for the development of new forms of narrative, interactive art, and alternative realities. The overall document serves as an introduction to exploring the intersection of technology and creativity throughout history.
This document provides information about Perspekt09, a two-day curated media arts event in Singapore showcasing developments in visual art, electronic music, experimental media and media culture. The event will include performances, workshops, presentations and an immersive visual installation exploring the theme of the sensory blending of light and sound. International artists from countries like Germany, France, Indonesia and Japan will perform alongside local Singaporean acts. The goal is to foster creative exchange and support experimental approaches that may inspire future collaborations.
This document provides examples of several artists who integrate 3D modeling and animation into their artwork. Brenna Murphy creates abstract digital forms combining different digital mediums. Sabrina Ratte's early video art incorporated 3D animation to create complex imagery. Snow Yunxue Fu examines the world through digital reality and virtual reality in her topographical computer rendered animation installations. Ian Cheng creates live simulations using video game engines. Refik Anadol explores the relationship between digital and physical entities through data-driven artworks grown from neural data.
Unity Technologies sponsors The Art of VR conference to promote the development of real-time 3D graphics and immersive technologies like VR and AR. Tony Parisi introduces himself as Head of VR/AR Strategy at Unity and discusses Unity's role in developing VR and AR experiences, with many popular apps and games being made with Unity's software. He explains how immersive art is different through its immersive, interactive, embodied, animated, shared, and ability to blur physical/digital lines qualities. Parisi envisions greater integration of real world objects and environments through technologies like photogrammetry and 3D printing. He introduces upcoming speakers like Brent Bushnell to further explore the possibilities of immersive art.
This workshop teaches video mapping and interactive performance skills. Participants will learn to use video mapping software to project scenes and imagery onto stage geometries. Motion sensors will be used to trigger interactive elements. The workshop aims to give participants experience in video mapping, interactive performance, and coding skills for use in arts, entertainment, and technology fields. Participants will develop a portfolio of work showcasing these new skills.
Alyssa Landry is an experienced creative director and writer specializing in experiential media such as virtual reality, augmented reality, and live entertainment. She has created both narrative and interactive VR/AR experiences for companies like Double Eye Studios and Incarna Studios. Her background also includes writing for live shows at Disney parks and original musicals.
This document discusses immersive journalism, which uses virtual reality technologies to place audiences directly within news events and allow them to interact with stories. It describes how immersive journalism can combine technologies like game development tools, head-mounted displays, motion capture, and 360-degree video to simulate environments. The document also covers topics like presence and how brain-computer interfaces could be applied to control virtual environments.
The Mission Business is a creator of immersive future scenarios for companies who want to explore, innovate, and change the world... but we started off as an interactive entertainment company. This presentation explores our roots, and our first three projects — the entertainment experiences ZED.TO and VISITATIONS, as well as our first corporate commission, a sci-fi experience come to life called ByoLogyc: Shadowfall for Autodesk IDEAS.
This document introduces some key concepts in new media and cultural practice. It discusses the differences between analog and digital technologies. Some principles of new media are identified, including numerical representation, modularity, automation and variability. New media culture is characterized as diversified, with mass distribution through individual viral sharing. Theories of representation, such as reflective/mimetic and constructionist views, are also introduced, as well as concepts like virtual reality and convergence.
The Apa Project, Scuola estiva Cineca 2012Miki Spigarolo
A 3D stereo cartoon open pipeline, l'esperienza del Cineca Visit Lab nella realizzazione di un cortometraggio 3D di edutainment per esperienze museali.
Entropika is a multidisciplinary design lab that focuses on interactive public art, participatory experiences, IoT furniture, and workshops on art and technology. They design playful urban experiences and artworks that explore public space as experience, how public participation shapes common experiences, interactivity and systems in cities, and using art and technology for participation and learning.
The topic of this presentation is a particular case among the different kinds of relationships that digital technology etablishes with architectural culture today. More precisely, I will discuss the concept of “post-digital” architecture, which is a concept that has been quite widely debated in the last few years, particularly in relation to architectural practices that recur to techniques of representation privileging 2d image-editing tools such as Photoshop and Illustrator, instead of using advanced 3D modelling and rendering tools. In a nutshell, what I want to discuss is the kind of architectural image, and therefore the kind of architecture, that emerges from a post-digital approach to representation.
This document provides information on several artists who incorporate 3D modeling and animation into their art practice. It discusses artists such as Alex McLeod who uses 3D software to produce large-scale digital prints, Claudia Hart who makes 3D animated media installations and projections, and Moreshin Allahyari who uses 3D scanning and printing to reconstruct ancient artifacts destroyed by ISIS. The document also briefly profiles the work of Brenna Murphy, Katie Torn, Sabrina Ratte, Snow Yunxue Fu, and Birch Cooper who integrate 3D techniques into a variety of media.
YESSI PERSE - NEW DARK AGE - DOSSIER EN.pdfYESSi PERSE
YESSi PERSE - NEW DARK AGE
"NEW DARK AGE" is a conceptual immersive VR game about what we have called Economystic* (the fiduciary economic system based on faith in the value of capital) and Techno-feudalism( the feudal power of technological corporations in the current socio-economic framework) that is structured in a journey through a cyber-medieval speculative scenario in which Big Tech Corporations have replaced the territorial nation-state model and run the world through the control of Big Data and corporate wars.
A walking simulator video game composed of 5 explorable levels corresponding to each of the five leading companies in the digital market: the MMAGA corporations (Meta, Microsoft, Apple, Google, Amazon). In the style of a first-person RPG, the viewer/player adopts the role of a USERF (USER+ SERF, servant) who moves through the data servers of these corporate kingdoms, getting to know their practices, rituals, laws, algorithms and feudal lords-CEOS.
NEW DARK AGE is a pilgrimage through this "New Dark Age" of information, where the contemporary fantasy of knowledge provided by technology brings the opposite: an era of uncertainty, post-truth, predictive algorithms and meticulous surveillance systems. In this New Dark Age capitalism has drifted into a neo-feudalism where corporations (data platforms) look like kingdoms, CEOS (CEOs) and IAS (Artificial Intelligences) act as Kings/Overlords and users as serfs/servants. Digital technology takes a dominant role, boosting the offshoring and precarization of the labor force; and where economics and politics are moving
away from democracy.
Urban Interaction Design: Exploring the Space between People and the CityMichael Smyth
Presentation at the Connecting Cities Urban Media Lab Event at iMal, Brussels, June 2014
Video of presentation can be viewed here https://www.youtube.com/watch?v=8xCxPlQoOa0
New media studio 2 veerle van der sluysMADNewMedia
The document discusses new media projects that can be linked to master's students' own projects. It provides examples of new media works including interactive installations, location-based games, data visualization, and more. Students are tasked with presenting the status of their master's project, linking it to new media, and defining a possible research project within the studio to further develop new media aspects.
The document advertises a free event in Berlin on May 9th to introduce the Millumin software for creating audiovisual shows. Attendees will learn about using video players, multi-screen configurations, organizing content in timelines, videomapping, lighting/LED management, and workflows in After Effects and Cinema 4D. Following a presentation, attendees can practice with projectors and foam boards using their own Macs. The event is recommended for those in the event industry or working with theater/dance companies to expand their knowledge and skills.
Virtual environments in design educationShubh Cheema
Virtual reality allows users to experience simulated environments, either similar to the real world or imaginary worlds, through visual and other sensory feedback. The Cave Automatic Virtual Environment (CAVE) is an immersive virtual reality system where projectors display 3D images on multiple screens surrounding users. Second Life is an online virtual world where users interact through avatars, explore the virtual world, and create virtual objects and environments. Some real-world projects have been prototyped in collaborative virtual environments like Second Life to allow geographically separated groups to jointly design projects.
Laval Virtual is the world's biggest VR festival held annually in Laval, France. It features the ACM VRIC academic conference, competitions including ReVolution, and public demonstration days. The document discusses the history and goals of the International Virtual Reality Contest (IVRC) which has been held annually in Japan since 1993 and aims to foster innovation among students through virtual reality and interactive technology projects. Notable achievements of IVRC include projects being featured at SIGGRAPH and partnerships formed with organizations like Laval Virtual and Carnegie Mellon to promote international collaboration.
Arts and Technology: A Creative Alliance (ECAWA 2004)Kim Flintoff
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
This document outlines the proposed plan for an animated trailer for an original Metroidvania-style video game. It begins by establishing the target audience as males aged 25-40 based on survey results, noting their preference for titles like Castlevania: Symphony of the Night and Super Metroid. The animation will reflect the gameplay and aesthetics of these influential games. Areas, enemies, and the player character will share a cohesive art style. Over 16 weeks, the plan involves research, pre-production such as character/area design, production of animations and editing in After Effects, and evaluation of the final product and process.
The cherry: beauty, softness, its heart-shaped plastic has inspired artists since Antiquity. Cherries and strawberries were considered the fruits of paradise and thus represented the souls of men.
This workshop teaches video mapping and interactive performance skills. Participants will learn to use video mapping software to project scenes and imagery onto stage geometries. Motion sensors will be used to trigger interactive elements. The workshop aims to give participants experience in video mapping, interactive performance, and coding skills for use in arts, entertainment, and technology fields. Participants will develop a portfolio of work showcasing these new skills.
Alyssa Landry is an experienced creative director and writer specializing in experiential media such as virtual reality, augmented reality, and live entertainment. She has created both narrative and interactive VR/AR experiences for companies like Double Eye Studios and Incarna Studios. Her background also includes writing for live shows at Disney parks and original musicals.
This document discusses immersive journalism, which uses virtual reality technologies to place audiences directly within news events and allow them to interact with stories. It describes how immersive journalism can combine technologies like game development tools, head-mounted displays, motion capture, and 360-degree video to simulate environments. The document also covers topics like presence and how brain-computer interfaces could be applied to control virtual environments.
The Mission Business is a creator of immersive future scenarios for companies who want to explore, innovate, and change the world... but we started off as an interactive entertainment company. This presentation explores our roots, and our first three projects — the entertainment experiences ZED.TO and VISITATIONS, as well as our first corporate commission, a sci-fi experience come to life called ByoLogyc: Shadowfall for Autodesk IDEAS.
This document introduces some key concepts in new media and cultural practice. It discusses the differences between analog and digital technologies. Some principles of new media are identified, including numerical representation, modularity, automation and variability. New media culture is characterized as diversified, with mass distribution through individual viral sharing. Theories of representation, such as reflective/mimetic and constructionist views, are also introduced, as well as concepts like virtual reality and convergence.
The Apa Project, Scuola estiva Cineca 2012Miki Spigarolo
A 3D stereo cartoon open pipeline, l'esperienza del Cineca Visit Lab nella realizzazione di un cortometraggio 3D di edutainment per esperienze museali.
Entropika is a multidisciplinary design lab that focuses on interactive public art, participatory experiences, IoT furniture, and workshops on art and technology. They design playful urban experiences and artworks that explore public space as experience, how public participation shapes common experiences, interactivity and systems in cities, and using art and technology for participation and learning.
The topic of this presentation is a particular case among the different kinds of relationships that digital technology etablishes with architectural culture today. More precisely, I will discuss the concept of “post-digital” architecture, which is a concept that has been quite widely debated in the last few years, particularly in relation to architectural practices that recur to techniques of representation privileging 2d image-editing tools such as Photoshop and Illustrator, instead of using advanced 3D modelling and rendering tools. In a nutshell, what I want to discuss is the kind of architectural image, and therefore the kind of architecture, that emerges from a post-digital approach to representation.
This document provides information on several artists who incorporate 3D modeling and animation into their art practice. It discusses artists such as Alex McLeod who uses 3D software to produce large-scale digital prints, Claudia Hart who makes 3D animated media installations and projections, and Moreshin Allahyari who uses 3D scanning and printing to reconstruct ancient artifacts destroyed by ISIS. The document also briefly profiles the work of Brenna Murphy, Katie Torn, Sabrina Ratte, Snow Yunxue Fu, and Birch Cooper who integrate 3D techniques into a variety of media.
YESSI PERSE - NEW DARK AGE - DOSSIER EN.pdfYESSi PERSE
YESSi PERSE - NEW DARK AGE
"NEW DARK AGE" is a conceptual immersive VR game about what we have called Economystic* (the fiduciary economic system based on faith in the value of capital) and Techno-feudalism( the feudal power of technological corporations in the current socio-economic framework) that is structured in a journey through a cyber-medieval speculative scenario in which Big Tech Corporations have replaced the territorial nation-state model and run the world through the control of Big Data and corporate wars.
A walking simulator video game composed of 5 explorable levels corresponding to each of the five leading companies in the digital market: the MMAGA corporations (Meta, Microsoft, Apple, Google, Amazon). In the style of a first-person RPG, the viewer/player adopts the role of a USERF (USER+ SERF, servant) who moves through the data servers of these corporate kingdoms, getting to know their practices, rituals, laws, algorithms and feudal lords-CEOS.
NEW DARK AGE is a pilgrimage through this "New Dark Age" of information, where the contemporary fantasy of knowledge provided by technology brings the opposite: an era of uncertainty, post-truth, predictive algorithms and meticulous surveillance systems. In this New Dark Age capitalism has drifted into a neo-feudalism where corporations (data platforms) look like kingdoms, CEOS (CEOs) and IAS (Artificial Intelligences) act as Kings/Overlords and users as serfs/servants. Digital technology takes a dominant role, boosting the offshoring and precarization of the labor force; and where economics and politics are moving
away from democracy.
Urban Interaction Design: Exploring the Space between People and the CityMichael Smyth
Presentation at the Connecting Cities Urban Media Lab Event at iMal, Brussels, June 2014
Video of presentation can be viewed here https://www.youtube.com/watch?v=8xCxPlQoOa0
New media studio 2 veerle van der sluysMADNewMedia
The document discusses new media projects that can be linked to master's students' own projects. It provides examples of new media works including interactive installations, location-based games, data visualization, and more. Students are tasked with presenting the status of their master's project, linking it to new media, and defining a possible research project within the studio to further develop new media aspects.
The document advertises a free event in Berlin on May 9th to introduce the Millumin software for creating audiovisual shows. Attendees will learn about using video players, multi-screen configurations, organizing content in timelines, videomapping, lighting/LED management, and workflows in After Effects and Cinema 4D. Following a presentation, attendees can practice with projectors and foam boards using their own Macs. The event is recommended for those in the event industry or working with theater/dance companies to expand their knowledge and skills.
Virtual environments in design educationShubh Cheema
Virtual reality allows users to experience simulated environments, either similar to the real world or imaginary worlds, through visual and other sensory feedback. The Cave Automatic Virtual Environment (CAVE) is an immersive virtual reality system where projectors display 3D images on multiple screens surrounding users. Second Life is an online virtual world where users interact through avatars, explore the virtual world, and create virtual objects and environments. Some real-world projects have been prototyped in collaborative virtual environments like Second Life to allow geographically separated groups to jointly design projects.
Laval Virtual is the world's biggest VR festival held annually in Laval, France. It features the ACM VRIC academic conference, competitions including ReVolution, and public demonstration days. The document discusses the history and goals of the International Virtual Reality Contest (IVRC) which has been held annually in Japan since 1993 and aims to foster innovation among students through virtual reality and interactive technology projects. Notable achievements of IVRC include projects being featured at SIGGRAPH and partnerships formed with organizations like Laval Virtual and Carnegie Mellon to promote international collaboration.
Arts and Technology: A Creative Alliance (ECAWA 2004)Kim Flintoff
I did a spate of presentations that were all quite similar and this is one of them, The emphasis shifts a litle but draws on similar stimulus materials.
This document outlines the proposed plan for an animated trailer for an original Metroidvania-style video game. It begins by establishing the target audience as males aged 25-40 based on survey results, noting their preference for titles like Castlevania: Symphony of the Night and Super Metroid. The animation will reflect the gameplay and aesthetics of these influential games. Areas, enemies, and the player character will share a cohesive art style. Over 16 weeks, the plan involves research, pre-production such as character/area design, production of animations and editing in After Effects, and evaluation of the final product and process.
Similar to Selected Works - Lorenzo Micozzi Ferri, Ruben Gandus (20)
The cherry: beauty, softness, its heart-shaped plastic has inspired artists since Antiquity. Cherries and strawberries were considered the fruits of paradise and thus represented the souls of men.
❼❷⓿❺❻❷❽❷❼❽ Dpboss Kalyan Satta Matka Guessing Matka Result Main Bazar chart Final Matka Satta Matta Matka 143 Kalyan Chart Satta fix Jodi Kalyan Final ank Matka Boss Satta 143 Matka 420 Golden Matka Final Satta Kalyan Penal Chart Dpboss 143 Guessing Kalyan Night Chart
Fashionista Chic Couture Maze & Coloring Adventures is a coloring and activity book filled with many maze games and coloring activities designed to delight and engage young fashion enthusiasts. Each page offers a unique blend of fashion-themed mazes and stylish illustrations to color, inspiring creativity and problem-solving skills in children.
❼❷⓿❺❻❷❽❷❼❽ Dpboss Matka ! Fix Satta Matka ! Matka Result ! Matka Guessing ! Final Matka ! Matka Result ! Dpboss Matka ! Matka Guessing ! Satta Matta Matka 143 ! Kalyan Matka ! Satta Matka Fast Result ! Kalyan Matka Guessing ! Dpboss Matka Guessing ! Satta 143 ! Kalyan Chart ! Kalyan final ! Satta guessing ! Matka tips ! Matka 143 ! India Matka ! Matka 420 ! matka Mumbai ! Satta chart ! Indian Satta ! Satta King ! Satta 143 ! Satta batta ! Satta मटका ! Satta chart ! Matka 143 ! Matka Satta ! India Matka ! Indian Satta Matka ! Final ank
This document announces the winners of the 2024 Youth Poster Contest organized by MATFORCE. It lists the grand prize and age category winners for grades K-6, 7-12, and individual age groups from 5 years old to 18 years old.
This tutorial offers a step-by-step guide on how to effectively use Pinterest. It covers the basics such as account creation and navigation, as well as advanced techniques including creating eye-catching pins and optimizing your profile. The tutorial also explores collaboration and networking on the platform. With visual illustrations and clear instructions, this tutorial will equip you with the skills to navigate Pinterest confidently and achieve your goals.
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: