Raster Walker

Projects related to Web

Screen Design 2024

BA MEDIA & INTERACTION DESIGN

Screen Design 2024

with Harry Bloch

Websites developed over a semester according to a book chosen by the students as part of Harry Bloch's Screen Design course, second year Bachelor of Visual Communication.

Gary Sandoz – Reminix

BA MEDIA & INTERACTION DESIGN

Gary Sandoz – Reminix

by Gary Sandoz

By delegating our life experiences to digital media processed by algorithms, memory is no longer solely human. Reminix explores the emotional dimension and the future of our fragmented memories through a device that scans and analyzes photographic slides, acting as an ephemeral backup of a past life in the absence of the author's testimony. In a spatial contemplation, the image materialized and rendered in 3D, accompanied by generative narration, reconstitutes an alternative past with each activation. This interactive experience reactivates the memory and creates a bridge between the user and the narrative potential of the image, while questioning the fragility, preservation, trust, and generation of our memories by machines.

INSTANT TOY FOR MUSICIANS

BA MEDIA & INTERACTION DESIGN

INSTANT TOY FOR MUSICIANS

with Gaël Hugo

Soundtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a semester project led by Gaël Hugo.

Wonder Rooms

BA MEDIA & INTERACTION DESIGN

Wonder Rooms

with Gaël Hugo

During this workshop, second year media & Interaction design students crafted interactive 'wonder-rooms' inspired by curiosity cabinets, blending 3D environments with real-time interactions. A collection of bizarre, imaginative little worlds to be explored.

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.

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