Network Related Design

Network Related Design

Selection of videogames produced in 2018 during a course about Network Related Design led by Gaël Hugo.

Projects by ECAL/Pablo Bellon, Bastien Claessens, Evan Kelly and Aurélien Pellegrini

Studio project (2019) with Gaël Hugo

Students
Pablo Bellon, Evan Kelly, Aurélien Pellegrini, Bastien Claessens
Know-how
UX/UI, Creative coding, Game, Web
Images ECAL/Gianni Camporota Editing ECAL/Callum Ross

Projects related to UX/UI

Pietro Alberti – Beyond Fields

BA MEDIA & INTERACTION DESIGN

Pietro Alberti – Beyond Fields

with Alain Bellet, Cyril Diagne, Christophe Guignard, Gaël Hugo

Beyond Fields is a plateform independent puzzle game composed of three chapters each inspired by the fundamental interactions of nature. Throughout the game the player pass through different levels during which he has the opportunity to interact with various graphical elements that will allow him to rebalance the force fields and to solve the level. Thanks to a system of filters, it is possible to travel through different representations of the game - graphical, analytical or mathematical - thus allowing the player to have a global vision of the forces that are exerted between the graphical elements. Play online

Chain Reaction – 2015

BA MEDIA & INTERACTION DESIGN

Chain Reaction – 2015

with Gaël Hugo

This installation is composed of six iPads disposed one above the other. Students in group of two developed an application that could be adapted for the six different devices. A system then allows the iPads to communicate with each other. Each unit is related to a type of behavior developed independently but taking into account all the juxtaposed iPads to form a coherent visual whole.

Marius Parisod – Get-Out 4

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.

Romain Cazier – Rec All

BA MEDIA & INTERACTION DESIGN

Romain Cazier – Rec All

with Alain Bellet, Cyril Diagne, Christophe Guignard, Gaël Hugo

This project is a personal interpretation of the geometrical puzzle game, widely popular on mobile. Taking some of this genre’s features, I also wanted to stand out and propose a singular universe, where strange creatures with a cyclic behaviour are generated from a simple gesture. It is composed of two parts: an “arcade” mode with different levels the player must resolve, and a “sandbox” mode where he can generate creatures at will. Rec All is the continuation of playful and technical experimentations I initiated at ECAL.

Elena Biasi – Magnetic Fragments

BA MEDIA & INTERACTION DESIGN

Elena Biasi – Magnetic Fragments

with Pauline Saglio, Christophe Guignard, Laura Nieder, Alain Bellet, Gaël Hugo, Lara Défayes

Before the rise of digital technology and social networks, everyday moments were captured on analog media and watched with family in one uninterrupted flow. These long VHS tapes, composed of successive sequences, gradually disappeared, victims of their obsolescence. Magnetic Fragments offers a way to rediscover these forgotten memories through a three-dimensional web interface, where each bubble represents a memory to explore and comment on. Designed for a private circle, the collaborative platform allows free navigation, revisiting each memory fragments in a dynamic way and breaking with the monotonous structure of past viewings. Magnetic Fragments thus becomes a space for intergenerational transmission, where the past is shared in the present.

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