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Type

Course

Know-how

Years

2008 2026
Clea Dunand – Il faut se perdre pour se retrouver

GRAPHIC DESIGN

Clea Dunand – Il faut se perdre pour se retrouver

by Clea Dunand

Il faut se perdre pour se retrouver est un court-métrage d'animation qui retrace un voyage intérieur : le cheminement sensible vers la guérison d'une dépression. Entièrement réalisé à l'aquarelle, le concept utilise la fluidité et les fusions de l'eau pour traduire visuellement l'évolution des états d'âme, de la sombre stagnation vers la reconnexion à la lumière. Ce projet constitue un défi de développement personnel majeur, transformant une expérience intime en une œuvre universelle. Sa particularité réside dans l'expérimentation de cette technique traditionnelle exigeante, où chaque frame peinte à la main apporte une texture vibrante et organique. Une quête artistique et thérapeutique menée de bout en bout.

Clara Besson – L'Or du Transvaal / L'Or des DuBois

GRAPHIC DESIGN

Clara Besson – L'Or du Transvaal / L'Or des DuBois

by Clara Besson

L'Or du Transvaal / L'Or des DuBois is the first volume of the Recto / Verso collection, which aims to encourage Swiss people, and especially young people, to question the history of their country. This volume explores how Switzerland has been and remains imperialist, through the story of the DuBois family from Le Locle, who left to exploit gold in Transvaal in the 19th century. Each double page mirrors two simultaneous realities: the imperialist narrative on the left and its multidimensional critique on the right, the same events told from radically different points of view, by entities that coexist without ever directly interacting. In a context of rising far-right politics across the West, L'Or du Transvaal / L'Or des DuBois intends to fight by the transmission of knowledge beyond academic circles.

Da Silva Romão Caroline – Ce qui nos fica

GRAPHIC DESIGN

Da Silva Romão Caroline – Ce qui nos fica

by Da Silva Romão Caroline

The book Ce qui nos fica brings together Frentuguese, a hybrid French-Portuguese language that emerged within Portuguese immigrant families in French-speaking Switzerland. Through words that were never written down but passed on orally, it captures a memory that is both collective and personal: that of a linguistic, cultural, and familial in-between. The book offers a snapshot of this language, frozen in time as it exists in 2026. What we are left with are not only these words and expressions, but also the memories of the annual journeys between Switzerland and Portugal: the long trips by car or autobus, which are, like us, suspended between two countries. Este livro reúne o frantuguês, uma língua híbrida franco-portuguesa nascida nas famílias da imigração portuguesa na Suíça (França). Através de palavras nunca escritas, mas transmitidas oralmente, ele capta uma memória ao mesmo tempo coletiva e pessoal: a de um entre-dois linguístico, cultural e familiar. A obra propõe assim uma fotografia desta linguagem, fixada no tempo, no seu estado de 2026. O que nos fica são essas palavras, mas também as memórias das viagens anuais entre a Suíça e Portugal: as longas viagens de carro ou de autocarro, que são também elas, como nós, um entre-dois países.

Carolina Crivelli – Gossip

GRAPHIC DESIGN

Carolina Crivelli – Gossip

by Carolina Crivelli

Gossip is a magazine which explores perceptions of femininity through activities that have historically been — and still are today — associated with women, such as knitting, embroidery and cooking. Every aspect of the magazine aims to reclaim the female mode of transmission, which has until now remained on the margins of history, in a political and feminist way: from the hierarchy between text and image, through the horizontal structure of voices, to the printing process, where areas of white, which are normally never highlighted, are printed and brought to the foreground. In an era marked by the resurgence of misogyny, patriarchy and the concept of the "trad wife", Gossip aims to be a space for rediscovering women's history and discussing the role of our activities within society.

Noa Jetzer – Alula

GRAPHIC DESIGN

Noa Jetzer – Alula

by Noa Jetzer

Born from an interest in animation, digital media and accessibility, Alula is a project developed in collaboration with occupational therapist Romain Savioz. It explores the following question: what might a digital environment designed to foster autonomy in emotional self-regulation among young people look like? Conceived as a resource space alongside therapy, the project envisions its visual universe through a stop-motion animation, pen-and-ink illustrations and interactive prototypes. Together, they outline an evolving digital garden where each action contributes to shaping a unique landscape. By combining analogue techniques with interactive design, Alula develops a sensitive, narrative and accessible approach to digital graphic design.

Adam Saragoussi – La Soupe

GRAPHIC DESIGN

Adam Saragoussi – La Soupe

by Adam Saragoussi

How can new narrative mechanics emerge in comics? La Soupe follows the surreal journey of Clarence and Ludwig in their quest toward the Nucleus of the world. Although they share the same pages, the two characters evolve within distinct parallel realities, each associated with a different printing layer. Developed as a space for narrative exploration, the project investigates the possibilities offered by the coexistence of multiple stories and multiple levels of reading within a single page. The images, combining hand-drawn elements with 3D-set designs, build a universe oscillating between science fiction and dreamlike imagery. Entirely printed in risograph, La Soupe deploys various narrative devices in which realities intersect, contaminate one another, and evolve throughout the story.

COUNTDOWN – 2025

MEDIA & INTERACTION DESIGN

COUNTDOWN – 2025

with Mario Von Rickenbach

The students worked on an interactive countdown in a web environment. Each day, they were tasked with creating a new sketch, culminating in their own collection, which could also be combined with projects from the entire class.

Eliot Dubi – JUST IN CASE

GRAPHIC DESIGN

Eliot Dubi – JUST IN CASE

by Eliot Dubi

At the individual level, we can neither predict nor prevent the next disaster; we can only arm ourselves with the right reflexes to face it. JUST IN CASE is a website that gathers, through four scenarios — large wildfires, dam failures, industrial accidents and earthquakes — the key actions to remember when everything turns upside down. A clear tree-like navigation, concise texts and flat-style illustrations keep learning accessible without resorting to sensationalism. A triptych of posters promotes the site to the wider public. Designed for a generation flooded with anxiety-fuelled alerts, the project turns worry into simple, immediate actions — just in case.

Olivia Capol – How Do They Know ?

MEDIA & INTERACTION DESIGN

Olivia Capol – How Do They Know ?

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

We all use ChatGPT. But why? Perhaps because it seems to have an answer to everything. How Do They Know ? is an interactive experience that invites us to follow the path of each question we ask an AI, from the moment it enters the system until a truth is delivered to us. Three guides are available to take us to the heart of language model mechanisms. Their points of view, sometimes opposing, intersect and contradict each other. What if the way algorithms respond to us influences what we believe? Behind each exchange lies our relationship to human knowledge, what we expect from machines, what they learn from us, and what we decide to believe.

The Picture-Writer. Warja Lavater, Graphic Designer and Illustrator

The Picture-Writer. Warja Lavater, Graphic Designer and Illustrator

with Jonas Berthod, Davide Fornari

This project investigates the work of the graphic designer and artist, Warja Lavater, an internationally recognised Swiss graphic designer, illustrator, bookmaker, filmmaker and artist.

Julie Turin – Star's Bags - The Tree Bag

MEDIA & INTERACTION DESIGN

Julie Turin – Star's Bags - The Tree Bag

by Julie Turin

Assembly line work and online orders have become the norm, even in craftsmanship. The Star's Bags app is a seamstress's response to this trend, offering an immersive shopping experience to highlight manual labor before the customer receives their bag. "The Tree Bag" is the first collection from this app, which can expand into other themes. Through this experience, the customer participates in every step of the bag's creation over several days: gathering materials, placing patterns, cutting, sewing, pinning, addressing, and shipping. By following this process, the customer appreciates the effort involved and retains a special memory of their purchase, enhancing the value of the product received.

Generated memories

GRAPHIC DESIGN

Generated memories

with Guy Meldem

During the Image Creation course with Guy Meldem, students explored the benefits of AI. Feeding the machine with their own illustrative style, they were able to generate a certain quantity of images, enabling them to produce a graphic novel, a collection of images or other types of illustrated editorial work.

Image creation – 2023 #2

GRAPHIC DESIGN

Image creation – 2023 #2

with Guy Meldem

During the Image Creation course with Guy Meldem, the students had to develop a two-color teaching manual, with the aim of teaching a particular skill. Each project takes the form of a 16-page booklet with two different types of printing.

Aude Gunzinger – Les Résidences nomades

GRAPHIC DESIGN

Aude Gunzinger – Les Résidences nomades

with Guy Meldem, Nicole Udry

When the usual limits of publishing are pushed back, our senses are confused. We are confronted with new perspectives. Les Résidences Nomades engages the reader in a narrative through movement and body in a 9-meter pictorial language. It depicts a particular place and the customs of those who frequent it. Step by step, we discover a subtle reflection on fantasy, variations in perception and the limits of language.

Laeticia Jakob – Sabina?

GRAPHIC DESIGN

Laeticia Jakob – Sabina?

with Nicole Udry, Guy Meldem

The “Neovertebra” population continues to decline, decimated by high temperatures and food shortages. Nothing grows outside the greenhouses. To remedy the attacks that threaten the plantations, Sabina and Greg develop a dandelion-based fertiliser. Sabina? is a graphic novel in response to the possible collapse of civilisation. Faced with a certain sense of helplessness and passivity, the technique of hand collage appears as a palimpsest through which history can assume new perspectives. Collected images and personal creations accumulate and decay over the course of this dystopia, encouraging the reader to project and assimilate this information.

Tessa Roy – Digital Feminist Manifesto

GRAPHIC DESIGN

Tessa Roy – Digital Feminist Manifesto

with Guy Meldem, Tessa Roy

The Digital Feminist Manifesto website aims to present a set of principles for envisioning the body and its limitless nature in digital spaces, thus taking into account concepts such as inclusivity, the gender spectrum and intersectionality. The site consists of a textual section (the manifesto and its stakes) and avatars that represent one of the many possible interpretations of the body. These avatars are neither linear nor hierarchical; therefore they are organised in an evolving and branching way. Upon entering the site, we find ourselves at the central point of the page, allowing us to explore the site in all directions and discover its possibilities.

Leoni Limbach – Wild Tales

GRAPHIC DESIGN

Leoni Limbach – Wild Tales

with Nicole Udry, Aurèle Sack

A flower is not just a flower, it is all living beings that depend on it to bloom. In the context of the biodiversity crisis, this book is a response to Gilles Clément's manifesto The Third Landscape. The landscaper calls for the revaluation of the spaces along our roads of cities. Between over-urbanisation and excessive agricultural monoculture, these forgotten marginal spaces are recolonised by pioneering, wild flora, regenerating ecosystems that are rich in biodiversity. Unlike the herbarium, which proceeds by fragmentary analysis, this project analyses relationships between living beings. Wild Tales is a book of atmospheric illustrations that invites us to draw from the varied colours and shapes of this space as well as the wild stories that make it up.

Louis Roh – Les chemins perdus

GRAPHIC DESIGN

Louis Roh – Les chemins perdus

with Guy Meldem, Diego Bontognali

Millennia ago, humankind discovered electricity and never stopped exploiting and reinventing it, unconcerned, considering this resource to be infinite. This book, Les Chemins Perdus, opens up new horizons, between dream and fiction, through realistic and poetic notions. What if all the lights went out? It stimulates the imagination and offers readers light, childlike speculation. Interest in illustration, storytelling and printing techniques brings this graphic tale to life. This journey of colours and images appeals to a multi-generational audience, tapping into the potential of children’s books in these tense and confusing times.

Music made visual

GRAPHIC DESIGN

Music made visual

by Rebecca Alfandary, Valentin Bonzon, Jonas Buxcel, Camille Choquard, Alexandra Cupsa, Sacha Décoppet, Morgane Gilliéron, Flaurant Kadrija, Yohann Kampmann, Simon Maurer, Delphine Moënnat, Monica Müller, Océane Pasteur, Luca Reichenbach, Luca Riva, Angeline Rossetti, Pierre Teissier, Baptiste Torrent, Elsa Trummer, Chloé Vandewalle

Workshop with Brian Roettinger This workshop was a typographic exploration/exercise on how typography can express musical feeling/tone. The students used the lyrics as a graphic material. With the as their only source material they had to create one poster.

The Things I Missed While Scrolling – 2023

GRAPHIC DESIGN

The Things I Missed While Scrolling – 2023

by Rebecca Alfandary, Valentin Bonzon, Jonas Buxcel, Camille Choquard, Alexandra Cupsa, Sacha Décoppet, Morgane Gilliéron, Flaurant Kadrija, Yohann Kampmann, Simon Maurer, Delphine Moënnat, Monica Müller, Océane Pasteur, Luca Reichenbach, Luca Riva, Angeline Rossetti, Pierre Teissier, Baptiste Torrent, Elsa Trummer, Chloé Vandewalle

Workshop with Stephanie Specht During the week the students had to produce one poster that makes people aware of their phone use, make them stand still. They had design their poster so that it inspires from a distance, and informs up close.

Random?

MEDIA & INTERACTION DESIGN

Random?

with Andreas Gysin

Workshop with Andreas Gysin The students worked on the concept of randomness to generate a series of patterns and drawings.

Fiona Valais – If, then…

GRAPHIC DESIGN

Fiona Valais – If, then…

by Fiona Valais

Escapism is an ever more widespread notion nowadays, manifesting itself through evasive acts using various mediums to flee an often heavy and insurmountable reality. This project immerses the reader into a generative and surreal world, with Tomie as the only point of reference. Portraits, settings and still lifes accompanied by captions are generated to create a narrative and an absurd universe to which readers attach their own meaning. Through the use of scripts, the publications are generated at random allowing each object and each story to be unique.

Iris Moine – Twist

MEDIA & INTERACTION DESIGN

Iris Moine – Twist

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

Twist was thought out as part of the upcoming industrial design exhibition at mudac - Musée cantonal de design et d’arts appliqués contemporains. The aim of this project is to engage children’s curiosity about design, for whom the idea of visiting a museum is often not the most exciting. How can we encourage a stimulating visit and discovery of the exhibits? By bringing out an object from the exhibition, the Bold chair by Big-Game studio, this project transforms it into an interactive installation. Guided by a character on screen, children are invited to interact with certain parts of the chair: sitting, pinching, turning, etc. These interactions trigger games, and information is presented in a playful way, thus creating a direct and memorable relationship with the object and raising awareness of design.

Matches

MEDIA & INTERACTION DESIGN

Matches

with Mario Von Rickenbach

Video game made by Viktor Gagné, Charlotte Pralong and Julie Turin during the first year Interactive Graphics course.

Get Out

MEDIA & INTERACTION DESIGN

Get Out

with Mario Von Rickenbach

Video game made by Marius Parisod during the first year Interactive Graphics course.

Image Creation – 2022 #2

GRAPHIC DESIGN

Image Creation – 2022 #2

with Guy Meldem

Ultra Low Resolution

MEDIA & INTERACTION DESIGN

Ultra Low Resolution

with Andreas Gysin

Projects created in the first year Bachelor Media & Interaction during a workshop given by Andreas Gysin.

Malik Sobgoui – Oblique Reasoning

MEDIA & INTERACTION DESIGN

Malik Sobgoui – Oblique Reasoning

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

Nowadays, almost all of us have adopted the unconscious reflex of pulling out our smartphone when we are faced with some form of loneliness or passivity. Hence, it has become difficult for us to cope with waiting without the help of our cell phones. The aim of Oblique Reasoning is to invite users to question notions of attention economy and FOMO (Fear Of Missing Out) while offering, in the manner of Oblique Strategies, reflections and alternatives. By recording unread notifications and quantifying them in units of time, this portable device offers us the possibility to step back and rethink our relationship with the smartphone.

ECAL x MUJI: Compact Life

INDUSTRIAL DESIGN

ECAL x MUJI: Compact Life

with Michel Charlot

A collection of clever furniture and household accessories to help organise everyday life. Following the method of carefully observing our daily routines to identify unique needs and then creating intuitive and practical products, the Bachelor of Industrial Design students imagined a collection of clever furniture and household accessories to help organise our daily lives, under the guidance of designer Michel Charlot. As an important part of the development of MUJI products is based on detailed photographic studies in people's homes, the students were invited to follow the same process by documenting the spontaneous state of their own homes and other people's environments in order to reveal how they interact with the products, and to identify how the objects are used as direct inspiration for their design.

Collection

MEDIA & INTERACTION DESIGN

Collection

with Gaël Hugo

Interactive illustrations created around the theme of the collection. Selection of projects created during Creative Coding course with Gaël Hugo.

Leila Farra – Traces

INDUSTRIAL DESIGN

Leila Farra – Traces

with Stéphane Halmaï-Voisard, Christian Spiess, Maddalena Casadei

“Traces” is a collection of paintbrushes made out of rattan and horsehair. The idea behind this research was to experiment with the tools. Movement, the design of the handle and the hair position influenced the result. The first tests on paper led to experiments on fabric, resulting in a series of painted textiles whose patterns stem directly from the brushstrokes. This project enabled me to immerse myself into two ancestral crafts, wickerwork and paintbrush manufacturing, which I was then able to merge to create a collection between art and design.

Satisfaction – 2020

MEDIA & INTERACTION DESIGN

Satisfaction – 2020

with Mario Von Rickenbach

Satisfying webtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a week-long workshop given by Mario von Rickenbach.

Loïc Dupasquier – Blackout

GRAPHIC DESIGN

Loïc Dupasquier – Blackout

with Guy Meldem, Aurèle Sack

Blackest Ever Black, a British record label, announced it was shutting down in 2019. This project pays tribute to the label through a post-mortem cassette reissue of its ten most outstanding musical releases. These feature two levels of information, a listing of how the tracks make the listeners feel and the barely visible metadata of the releases. The font used is my revival of a typographic drawing by Peter Behrens, which, just like the label did, enables me to take things from the past and make them contemporary.

Aurore Péry – Passerines

GRAPHIC DESIGN

Aurore Péry – Passerines

with Guy Meldem, Nicole Udry

“Passerines” is a short animated film that addresses the notion of cycle in the environment, through the theme of bird migration and its deterioration in relation to various aspects of human activity. Inspired by educational films and wildlife documentaries, this project aims to raise awareness of our impact on our environment through a loop that our actions influence and which deteriorates with time. Between contemplative scenes and explanations, this short film is an invitation to question our relationship to our environment. Prix BG Ingénieurs Conseils

Sidonie Bays – Jeux Réunis

GRAPHIC DESIGN

Sidonie Bays – Jeux Réunis

with Jonathan Hares, Nicole Udry

“Jeux Réunis” is a graphic novel that leads us to explore a world in which platform cooperativism is the answer to all our basic needs. This illustrative project highlights the principles of a sharing economy through visual symbols and metaphors. Caught up in the game, the reader embodies a character who, following the discovery of a cooperativism platform, drifts off into a daydream. The aim is then to explore the areas of tension between fiction and everyday scenes in order to understand the ties between the inhabitants of Syn, the city of sharing.

Astrid Durand – Visite Maciet

GRAPHIC DESIGN

Astrid Durand – Visite Maciet

with Guy Meldem, Nicole Udry

The aim of this project is to question our perception of museums and the artefacts within them. The issue here pertains to the museum’s impact on the obsolescence or enhancement of the material exhibited. With the Maciet collection, I sought to create a hybrid, flowing exhibition. The carpet, the main medium of this project, enhances our relationship with handicrafts and artefacts while providing visitors with a new museum experience and overcoming traditional hierarchies.

Bruno Jolliet – New York Urban Atlas – 2020 #2

GRAPHIC DESIGN

Bruno Jolliet – New York Urban Atlas – 2020 #2

with Gilles Gavillet, Nicole Udry

“New York Urban Atlas” is a project on the different ways in which urban density is physically transcribed in New York City. The book follows the principle of administrative residential areas by exploring the various neighbourhoods in the form of illustrations. Throughout the chapters the reader is led to explore urban materiality from an analytical angle with environmental factors relating to the illustrations. Map information provides insight into the various neighbourhoods explored in the book.

An addendum for the Universal Declaration of Human Rights

GRAPHIC DESIGN

An addendum for the Universal Declaration of Human Rights

with Roosje Klap

During this workshop, all students were asked to write an extension article for the Universal Declaration of Human Rights, which together formed an addendum for this historical text. It has formed a new part of the temple that hold and protect our humanity. To provide contextual background to the work, students had been reading and discussing an article each day, followed by a daily topic. By the end of the week, an extension of the Universal Declaration of Human Rights was celebrated in the form of 20 flags and a collaborative video of 20×20 seconds.

Satisfaction – 2019

MEDIA & INTERACTION DESIGN

Satisfaction – 2019

with Mario Von Rickenbach

Satisfying webtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a week-long workshop given by Mario von Rickenbach.

Sébastien Matos – Sokomplex

MEDIA & INTERACTION DESIGN

Sébastien Matos – Sokomplex

with Alain Bellet, Christophe Guignard, Gaël Hugo, Pauline Saglio

Sokomplex pays tribute to the Sokoban puzzle video game series, first released in 1982. The main purpose was to push boxes onto target squares in a labyrinth. The contribution of a three-dimensional environment entirely composed of cubes now allows the use of brand new game mechanics, thus considerably varying the gameplay. This open universe makes it possible to move away from the well-known level system of “puzzle games”. Designed using web technologies, the game is available on a multitude of connected platforms. sokomplex.app

Moins Zéro

GRAPHIC DESIGN

Moins Zéro

with Denis Roueche, Prune Simon-Vermot

During 4 days, the students in the first year of the Bachelor's degree in Graphic Design and Photography were confronted with the weather in the Far North of La Chaux-de-Fond and presented the results of their work in the form of a giant calendar at QUARTIER GENERAL. With the participation of students: Pauline Baldinetti, Ines Barrionuevo, David Benito Py, Alexandre Brunisholz, Emma Chapuis, Lucien Grandjean, Hugo Hectus, Elena Najdovski, Julie Neuhaus, Laetitia Paroz, Guillaume Pavia, Caroline Perrenoud, Amanda Puna, Alizée Quinche, Clara Roumegoux, Steven Rüthy, Julie Ryser, Guillaume Schilter, Samuel Schmidt, Timo Tiffert, Laura Trummer, Adeline Vermot, Loris Wahler, Justine Willa Teachers: Denis Roueche, Prune Simon Vermot Assistants: Amaury Hamon, Clément Lambelet, Olivia Schenker

Projet de création – 2019

GRAPHIC DESIGN

Projet de création – 2019

with Guy Meldem

Satisfaction – 2019 #2

MEDIA & INTERACTION DESIGN

Satisfaction – 2019 #2

with Mario Von Rickenbach

Satisfying webtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a week-long workshop given by Mario von Rickenbach.

Pietro Alberti – Beyond Fields

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

Satisfaction – 2017

MEDIA & INTERACTION DESIGN

Satisfaction – 2017

with Mario Von Rickenbach

Satisfying webtoys coded by 1st year Bachelor students in Media & Interaction Design as part of a week-long workshop given by Mario von Rickenbach. Every interactive versions here.

Mylène Dreyer – Scribb

MEDIA & INTERACTION DESIGN

Mylène Dreyer – Scribb

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

Scribb is a computer game in which the physical area scanned by the mouse is an integral part of the interaction. The player must draw some black areas, detected by the mouse, to be able to evolve in the game. So, in the same time, he has to manage the position of the mouse and the surface on which it is placed. This double reading questions our way of switching from digital to analog. The mouse, diverted from its usual role, is not only used as an extension of the hand, but as a physical object influenced by its environment.

Mirko Stanchieri – Pyrite

MEDIA & INTERACTION DESIGN

Mirko Stanchieri – Pyrite

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

Pyrite is a puzzle game available on a tablet. The goal is simple: the player must reach a target randomly positioned in space by building a path and this in a limited number of shots. The view is an isometric projection which makes in particularly complicated and singles it out. In addition, the player’s levels and used paths freeze, creating new obstacles and increasing the game’s complexity. This project and its minimal universe is a continuation of the aesthetics that I have experienced at ECAL since the beginning of my studies.

Guillaume Cerdeira – Moon River

MEDIA & INTERACTION DESIGN

Guillaume Cerdeira – Moon River

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

Moon River is a 2D top-down view game. The player is locked in the screenplay: when he crosses the boundaries, he finds himself teleported to the opposite screen side. Three levels challenge the player, leading him to use the abilities of the character to solve a series of puzzles becoming more and more complex along the game. This project was an opportunity for me to create a coherent universe, but also to offer an entertaining and challenging experience.

Tessa Donati – Viwo

MEDIA & INTERACTION DESIGN

Tessa Donati – Viwo

with Alain Bellet, Christophe Guignard, Gaël Hugo

Sound, illustration and construction are the key elements of the Viwo box, which contains 16 little wood blocks prepared to disclose six amusing illustrations. By placing these living cubes in the right place it will be possible to discover the supporting role of sound in solving the puzzle. This first game encourages children to examine the shapes of the objects, stimulates them to recreate the images accurately and increases their listening skills. To get started, just touch the word Viwo. The lid of the box and the available cards function as an amazing game! The senses involved are mainly touch, hearing and sight. In planning and building this box, my aim was to combine the traditional qualities of a wood game with those of modern games that capture children’s attention.

One minute repeater

MEDIA & INTERACTION DESIGN

One minute repeater

with Alain Bellet, Vincent Jacquier

On the occasion of the 24th edition of the Salon International de la Haute Horlogerie (SIHH), which took place in Geneva from 20th to 24th January 2014, the ECAL/ University of Art & Design Lausanne created, for watchmaker Vacheron Constantin, a special installation named “The Minute Repeater”. This installation is the result of a research work directed at ECAL by Vincent Jacquier, Head of Visual Communication Department, and Alain Bellet, Head of Bachelor Media & Interaction Design. This research, which brings together students from both Bachelor in Media & Interaction Design and Industrial Design, permitted to develop a stand for the watchmaker based in Geneva. Not less than 12 screens reveal the oneiric sense of the Calibre 1731 of Vacheron Constantin. Thank to the animations unveiled on each screen by the magic of magnifying glasses, ECAL proposes its interpretation of this minute repeater movement, known to be the flattest on the market. Animations, production and technical development : Pauline Saglio, Mathieu Rivier, Guilhem Moreau With the help of : Philippe-Albert Lefebvre, Matthieu Minguet Students involved in the project : Laurent Bernaert, Nicolas Nahornyj, Hélène Zeis

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