Fishtank

Fishtank

Under the guidance of 3D duo YONK, Second-year students worked on creating animated water creatures with accompanying habitats for the project “Fishtank”, inspired by the wall of aquariums you find at a fish store. The students learnt the ins and outs of using Virtual Reality to Sculpt 3D assets as well as animating, lighting and texturing in the 3D software Blender.

Workshop (2023) with YONK

Assistants
Elodie Anglade
Students
Alexandre Gambarini, Mélanie Martin, Livia Schmid, Thomas Gaudin, Mathias Liniger, Emilie Maier, Elena Biasi, Olivia Capol, Baptiste Godart, Aryana Noorani, Odran Jobin, Alexine Sierro, Quentin Kohler, Charlotte Waridel, Valère Zen-Ruffinen
Know-how
3D Graphics

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Alexandre Gambarini - Bathscapes
Thomas Gaudin - Albie
Baptiste Godart - Grumpy Eater
Odran Jobin - Voraciflex
Quentin Kohler - Yggdrasil
Mélanie Martin - Skellutie
Emilie Maier - Nocturnal Pufftail
Mathias Liniger - Shroomy
Livia Schmid - Blushwool Grazer
Elena Biasi - Sir Blorgul Bob
Olivia Capol - Crooky
Charlotte Waridel - Sand God
Valère Zen-Ruffinen - Mister Gepe
Aryana Noorani - Slimy Stu
Elodie Anglade - MasterGlider 3000
Alexine Sierro - Gloomy Toad

Projects related to 3D Graphics

Dynamic Identity - 2026

BA MEDIA & INTERACTION DESIGN

Dynamic Identity - 2026

with Angelo Benedetto

First-year students designed visual identities for fictional museums. As part of the Dynamic Display course led by Angelo Benedetto, this project led them to create graphic universes that that express the character of each imaginary exhibition site.

Korakot Unasit – Close stranger

BA GRAPHIC DESIGN

Korakot Unasit – Close stranger

by Korakot Unasit

It all starts with a friendship — born by chance, through moments shared in virtual spaces. Without ever meeting physically, a relationship took shape. This paradox raises a question: what does it truly mean to be present for someone? From this experience comes Close Stranger, a moving image project rooted in the world of video games that explores how a bond can evolve in a dematerialized environment, where presence defines itself differently. The trailer gives form to these immaterial ties that inhabit a shared world, but are never fully accessible to one another.

Shana Meinecke – She Kept Playing

BA MEDIA & INTERACTION DESIGN

Shana Meinecke – She Kept Playing

by Shana Meinecke

While women make up half of all gamers in Europe, they account for only 7% of participants in esports competitions. The VR project "She Kept Playing" explores the causes of this disparity. Although esports is a relatively young sector, gender stereotypes and misogyny remain. By listening to short stories based on testimonials from professional female gamers, participants directly discover the systemic obstacles these women face. Carried by influential players like Kayane and Loupiote, they serve as powerful role models for the next generation, empowering female gamers to carve out a place in the field without having to worry about gender bias.

Teo Grajqevci – reform

BA MEDIA & INTERACTION DESIGN

Teo Grajqevci – reform

by Teo Grajqevci

reform responds to a context in which designers are gradually losing control over their tools: creative software is becoming more automated, closed and dependent on cloud-based services. Today, generative AI can produce 3D models with ease, but often at the cost of control, understanding and ownership of the creative process. reform offers another approach: making 3D modelling easier to access, in a field that is usually complex and difficult to learn. The project takes the form of free and open-source software, built around a simplified interface, intuitive interactions and guides that support the learning of these tools. Through demonstrations and didactic exercises, reform restores the designers' motivation and means to model 3D shapes themselves.

Daniel Rocha – HOMAZON

BA MEDIA & INTERACTION DESIGN

Daniel Rocha – HOMAZON

by Daniel Rocha

In this video game, the user plays as a support agent at HOMAZON, whose mission is to ensure a family's comfort in their smart home. Every action is designed to make the family's daily life simpler, more convenient, and more comfortable. Throughout the game, the player performs actions that seem at first glance harmless. Yet they ultimately tell a different story. Behind these actions, the smart devices have in fact collected a wealth of data on the family's lifestyle. HOMAZON does not seek to reveal the existence of data collection, a reality already known to the general public, but aims to raise awareness among teenagers and young adults about what is really happening behind the use of smart devices, which appear harmless and convenient.

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