Mental Marble Super Race
Prototype based on Mentalista brain interface
2021
Team:
Pierre Bourdon (project leader)
Léa Taing (designer)
Quentin Benelfoul (designer)
Léa Reviron (developer)
Alice Gioia (developer)
One-week workshop with Bastien Didier from Mentalista.
We built a marble race with obstacles from scratch. Using brain as a controller, the player’s goal is to complete the race quickly as possible, by deactivating obstacles with their brain’s concentration.
I designed the track and obstacles, and created a 3D simulation to give better view before prototyping.
We built a marble race with obstacles from scratch. Using brain as a controller, the player’s goal is to complete the race quickly as possible, by deactivating obstacles with their brain’s concentration.
I designed the track and obstacles, and created a 3D simulation to give better view before prototyping.
Quanta-paranoïa-pataphysique:
L’invisible
Video - 3D + motion design + video editing
2020
Design fiction intertwining social behaviour, quantic science and imaginary solutions.
Using only existing videos I found on youtube (not my property), and completed with a 3D designed archives room, I created a dystopic future where every human fears itself from their bad emotions, influencing others life or death.
About ten years ago, space exploration allowed humanity to expand its fields of possibilities and to better understand its surroundings.
These expeditions, initially for profit and scientific purposes, were revealing: an invisible entity, as yet unknown, appeared on the detectors of a space freighter close to the Moon. Resembling a cosmic life form, it gradually parasympathized the Earth's exosphere.
It is believed to have been transported by the solar winds before acclimatising to an environment that would allow it to survive and expand around a celestial star. Years of research have led to a better understanding of this entity endowed with a deadly intelligence.
Capable of probing the human brain from a distance, it projects permanent cosmic radiation and feeds on "bad" waves. It has been determined that these waves are emitted by humans when they feel or provoke negative emotions, such as anger, fear, sadness...
By absorbing the negative waves, the entity pours out its harmful and transmissible particles in a radius of variable scale, touching the upper layers of the epidermis until they reach the vital organs.
Some think that the entity is a divine incarnation, punishing humanity. Others, are looking for solutions to survive. Society was obliged to rebuild itself to adapt.
An omniscient surveillance system now makes it possible to protect oneself and others. Everyone has a moral responsibility to avoid any form of incident and those at risk are invited to isolate themselves. Protective equipment has come into being to enable people to live in society while limiting the dangers.
The invisible exists, and it sees you.
Using only existing videos I found on youtube (not my property), and completed with a 3D designed archives room, I created a dystopic future where every human fears itself from their bad emotions, influencing others life or death.
About ten years ago, space exploration allowed humanity to expand its fields of possibilities and to better understand its surroundings.
These expeditions, initially for profit and scientific purposes, were revealing: an invisible entity, as yet unknown, appeared on the detectors of a space freighter close to the Moon. Resembling a cosmic life form, it gradually parasympathized the Earth's exosphere.
It is believed to have been transported by the solar winds before acclimatising to an environment that would allow it to survive and expand around a celestial star. Years of research have led to a better understanding of this entity endowed with a deadly intelligence.
Capable of probing the human brain from a distance, it projects permanent cosmic radiation and feeds on "bad" waves. It has been determined that these waves are emitted by humans when they feel or provoke negative emotions, such as anger, fear, sadness...
By absorbing the negative waves, the entity pours out its harmful and transmissible particles in a radius of variable scale, touching the upper layers of the epidermis until they reach the vital organs.
Some think that the entity is a divine incarnation, punishing humanity. Others, are looking for solutions to survive. Society was obliged to rebuild itself to adapt.
An omniscient surveillance system now makes it possible to protect oneself and others. Everyone has a moral responsibility to avoid any form of incident and those at risk are invited to isolate themselves. Protective equipment has come into being to enable people to live in society while limiting the dangers.
The invisible exists, and it sees you.
Muon game
Virtual escape game - science popularisation
Workshop with Julien Bobroff
2020
Team:
Matteo Califani (sound design & 3D)
Axel Anastacio (AR filter)
Mimiegomme (illustration)
Guilia Iaconelli (motion video)
LTG (web design & minigames & 3D)
︎ LINK TO THE GAME (French)
Two-week workshop with quantic physics scientist and profesor Julien Bobroff, in collaboration with scientific illustration design students.
We conceptualised a narrative web experience, composed of mutiples mini-games, to make scientific subjects more accessible by this pedagogic approach.
You are a quantic physics student and you forgot to do your thesis about the muon particules. After a quick interview with your thesis supervisor, your computer starts to slip-up... and something quite surnatural tries to communicate with you to save Earth from an evil corp.
Fictitious awareness campaign on environmental and ethical issues related to the textile industry.
As an object of representation and class recognition ,clothing has become a product of over-consumption: the lifespan of a garment made from fast-fashion is 35 hours. Textile production often involves the exploitation of textile workers and the pollution of soil, water and air, linked to the transport and cultivation of raw materials.
The project is articulated on several episodes: the first one traces the production of the garment from the purchase to the cotton. Other episodes offer examples of sustainable solutions for more conscious consumption.
Intended communication supports: social networks, video platforms, posters, etc.
As an object of representation and class recognition ,clothing has become a product of over-consumption: the lifespan of a garment made from fast-fashion is 35 hours. Textile production often involves the exploitation of textile workers and the pollution of soil, water and air, linked to the transport and cultivation of raw materials.
The project is articulated on several episodes: the first one traces the production of the garment from the purchase to the cotton. Other episodes offer examples of sustainable solutions for more conscious consumption.
Intended communication supports: social networks, video platforms, posters, etc.
To find suitable public places for smokers, the Day by day application offers the user a personalized experience, based on his or her habits, according to the time of day.
The graphic identity is based on color gradients associated with the present moment. The incandescent halo is the main graphic element, and serves as a reference for the user to locate nearby places by dragging it over the map.
The menu provides access to history, filter customization, and reverse searching by accepting only non-smoking places.
The graphic identity is based on color gradients associated with the present moment. The incandescent halo is the main graphic element, and serves as a reference for the user to locate nearby places by dragging it over the map.
The menu provides access to history, filter customization, and reverse searching by accepting only non-smoking places.
iCubic
Visual DJing - 3D + motion design + Resolume
Partnership with Médiathèque musicale de Paris
& DJ Icube
Project in pair with Iris Breitweiller
2019
Creation of animated visuals for DJ I-Cube's showcase, in collaboration with the Médiathèque Musicale de Paris, from vinyl covers chosen by I-Cube for their visual or musical richness. I took part in the VJing performance, which took place on May 20, 2019 at the Canopée de Châtelet-les-Halles (Paris).
Several animated backgrounds, composed only of elements extracted from vinyl jackets, remind of vintage, contrasting with abstract 3D forms: it is the representation of the musical fusion between the old and the modern.
Appearance and animation effects (glitch, color division, visual bug...) make the whole composition dynamic and intriguing.
Several animated backgrounds, composed only of elements extracted from vinyl jackets, remind of vintage, contrasting with abstract 3D forms: it is the representation of the musical fusion between the old and the modern.
Appearance and animation effects (glitch, color division, visual bug...) make the whole composition dynamic and intriguing.
Une chance, des vies
Video - motion design + illustration
Within “Our refugees clichés” contest
2019
︎ First place in film category
Awareness campaign for refugees acceptance in France.
As a conterpoint to the media figures and statistics, which give a distorted picture of them,
the aim is to highlight the humanity of refugees.
Their stories deserve to be heard and told.
As a conterpoint to the media figures and statistics, which give a distorted picture of them,
the aim is to highlight the humanity of refugees.
Their stories deserve to be heard and told.