BA MEDIA & INTERACTION DESIGN INSTANT TOY FOR MUSICIANS – 2024 with Gaël Hugo Soundtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a semester project led by Gaël Hugo.
BA MEDIA & INTERACTION DESIGN Mathematical Sound with Gaël Hugo Soundtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a semester project led by Gaël Hugo.
BA MEDIA & INTERACTION DESIGN What’s The Prompt? with Cyril Diagne During a week workshop given by Cyril Diagne, second year students explored the integration of machine learning tools in their creative process. By limiting the coding step in favour of using the concept of Prompt they experimented with Diffusion Models such as GPT3, Clip or DALL-E to create texts, images and videos. Comparing the way our brain seems to make our dreams and the way some AI models work, Elina Crespi used some Diffusion Model to represent her dreams.
BA MEDIA & INTERACTION DESIGN Marius Parisod – Get-Out 4 by Marius Parisod At the crossroads between video games and board games, Get-Out 4 is an invitation to rediscover the joy of playing together. This puzzle game, designed to be played by two or more players, encourages direct interaction and cooperation. The use of external game pieces invites players to rely on their observation and deduction skills, bringing them together in a shared experience that goes beyond screens. The design of Get-Out 4 is based on a minimalist aesthetic inspired by early video games such as Pong, Pac-Man, and Tetris. This visual simplicity not only evokes nostalgia but is strategically employed to enhance player engagement by focusing on gameplay mechanics. This project, beyond its playful aspect, offers human interaction through the lens of gaming.
BA MEDIA & INTERACTION DESIGN Aryana Noorani – Check-out / Check-in with Pauline Saglio, Christophe Guignard, Alain Bellet, Gaël Hugo, Laura Nieder, Lara Défayes In this point-and-click game, players take on the role of a maid on her first day in a luxury hotel. Each level consists of a messy room left behind by guests. The player must remember the list of tasks and complete them in the correct order to restore the room. The gameplay relies on simple, repetitive actions, where order and memory are key, with no room for error in such meticulous surroundings. Through repetition, the actions become mechanical, but the slightest mistake forces the player to start over. Guided by the overbearing voice of a manager, the experience combines curiosity, frustration and a quiet sense of absurdity in a simple game loop.