Realtime Narratives

Realtime Narratives

During the Realtime Narratives course, second-year students had to create a real-time narrative experience using Unreal Engine software.
Based on the theme of "Chrysalis", the students developed the scenario, the graphic assets and the interactions.

The aim of the project was to raise students awareness of the use of 3D realtime engines and the various links with other software specific to each stage of development.

Studio project (2023) with Valerio Meschi

Students
Théo Déchanez, Odran Jobin, Isaïa Delaplace, Viktor Gagné, Sasha Iatsenia, Jérémie Kursner, Gary Sandoz, Marius Parisod, Charlotte Pralong, Julie Turin, Emma Grosu, Ayten Gönel, Mélanie Martin
Know-how
3D Graphics, Game, Realtime

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FLOWER DREAMS

In this immersive adventure, the user is plunged into the dreamlike world of a flower. When it falls asleep, it escapes through the doors of its room, revealing its dreams and nightmares. The game offers a poetic exploration of the flower's imagination, revealing unexpected situations.

 

By Julie Turin


Phisus

"Phisus" is an interactive narrative experience in which the user embodies a water bubble bringing a fallen world back to life. In the universe of Phisus, humans have destroyed the Earth through wars and ecological crises. We retrace his history in the temple of a future religion that worships a vanished nature.

 

By Théo Déchanez, Odran Jobin

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congruence

"Congruence is a puzzle-based escape game. Players must solve a variety of puzzles to progress towards the ultimate goal: a golden trophy that challenges the notions of reward and victory in games.

 

By Marius Parisod


wish i was here

"I wish I was here" is an interactive experience about grief. In this game, the player takes on the role of a little girl's ghost. She travels through different eras in the house where she failed to grow up, and watches her family mourn.

 

By Isaïa Delaplace, Viktor Gagné

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shame of me

As the protagonist embarks on a fascinating psychological journey through an environment dotted with mirrors, he moves and confronts himself. The experience prompts reflection on self-acceptance and the will to overcome inner obstacles.

 

By Gary Sandoz, Jérémie Kursner


Girlhood

This VR interactive game explores girlhood through the vices of mother-daughter relationships, insecurities and the journey to find oneself. This unsettling experience allows for multiple different endings according to the choices made by the player.

 

Par Mélanie Martin

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Chrysalid

In this project, the user evolves in the heart of a city saturated with hijacked advertising. As the player explores, he or she is led to question the mechanisms of consumer society.

 

By Charlotte Pralong


The persistence of notification

We live our lives bombarded by notifications and distraction. What if we could escape and run away from all of them? That’s what this experience explores - escaping the mundane and indulging in serenity. Or does it?

 

By Sasha Iatsenia

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fading away

Through this project, the user explores the concept of mourning the loss of a place. The experience takes the user on an emotional journey, from the housewarming party to the move, culminating in an abstract world evoking nostalgia for the old home.

 

By Ayten Gönel


Light

"Light" is a mini game based on electricity. After a curse in the village, the player seeks a cure to regain the light. He takes on the role of a character who travels through various darker and darker places, accompanied by his own light: his light-bulb-headed companion.

 

By Emma Grosu

Projects related to 3D Graphics

Isaïa Delaplace – Azimut

BA MEDIA & INTERACTION DESIGN

Isaïa Delaplace – Azimut

by Isaïa Delaplace

Azimut is a puzzle game set in a 3D natural environment. The aim is to solve a series of riddles linked to the position of the sun in the sky. Inspired by the theme of Jun'ichiro Tanizaki's book “In Praise of Shadows”, controlling the sun becomes the central element of the gameplay. This action allows players to simply interact with the light that illuminates the Earth, solving puzzles and progressing through the experience. Through this series of increasingly complex puzzles, we can observe and feel the beauty of light and shadow in an increasingly vivid and rich environment.

Aryana Noorani – Check-out / Check-in

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.

Alexandre Gambarini – Echoes from the Tales

BA MEDIA & INTERACTION DESIGN

Alexandre Gambarini – Echoes from the Tales

by Alexandre Gambarini

Whether it's the legend of Joan of Arc, William Tell, Che Guevara or other emblematic figures, our societies and our daily lives are partly punctuated by these tales. Echoes from the Tales is an interactive sequence that traces the life of Vasil Levski, a Bulgarian icon. By listening to his story, punctuated by strong symbolism, the sequence enables us to grasp how these stories can shape individual and collective identity. The aim of this interactive sequence is to analyze how a story can be assimilated and transformed by the individual imagination and then passed on, as well as understanding how age-old narratives such as Vasil Levski's can be hijacked by modern storytelling.

Emma Grosu – ESC

BA MEDIA & INTERACTION DESIGN

Emma Grosu – ESC

by Emma Grosu

Video games allow players to escape into narrative worlds where they hold ‘all the power.’ In ESC, the game's character seeks to escape his own reality. This reversal examines the notions of freedom and constraint in video games, ironically highlighting the limits of our existence. What would happen if a character became aware of their situation, realizing that they are not in control of their movements but are, instead, imprisoned by them? ESC allowed me to explore concepts of immersion such as breaking the fourth wall and mise en abyme. Inspired by works like ‘The Truman Show’ and ‘Sword Art Online,’ I illustrated how the perception of freedom can be an illusion, both in video games and in the physical world.

Adryan Barrilliet – Will I Exist Within You?

BA MEDIA & INTERACTION DESIGN

Adryan Barrilliet – Will I Exist Within You?

by Adryan Barrilliet

Will I Exist Within You? is an immersive exploration of the human duality between the desire for connection and the fear of suffering from it. The existential journey follows a torn individual, exploring how social interactions contribute to shaping their essence. By delving into profound themes such as the search for meaning, loneliness, fear and love, the experience, which is divided into four parts, questions our relationship with others, individuality and self-construction. Will I Exist Within You? is an extension of a reflection that began with my thesis work on the influence of video games on personal development, specifically the para-social bonds that are established between players and their accompanying characters.

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