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  • Isle of Penguins

    Isle of Penguins

    This work in progress will be a video essay documentary. It is based on my personal irrational interest for penguins, especially considering I had never met any of these animals or had any meaningful contact with them. It is my graduation film from the Academy of Media Arts of Cologne.

    Middle Island at night, home to a small colony of Little Penguins

    It is an attempt at linking my personal relationship to these funny birds with topics too large to tackle individually. Eco tourism, extinction story telling, media representation, all merging in a whirlwind of images shot on a shaky handheld camera in Australia, captured from video games featuring penguins, on top of a groovy soundtrack.

    The film will be ready by the end of 2025, and will be presented to however many festivals think it’s a good fit in their program.

  • Starting Dark Souls in 2025

    Starting Dark Souls in 2025

    A brief recap

    Dark Souls 1 came out in 2011, and was developed by From Software, a company now lead by Hidetaka Miyazaki, who directed the game at the time. Back then, it wasn’t quite the installment it is today. While it sold well and had quite the impact on the industry, we’re nowhere near the success of Elden Ring, its successor, which imposed itself as a major title based on how popular it is, and how many awards it received. The inspirations of the game are a mix of Ico, the 2001 PS2 game, and dark fantasy – so expect knights fighting undying lords, obscure backstories, magic and castles. The game turned into a trilogy, all very successful, and if you were into video games in the 2010 decade, there is no way you didn’t hear about the “Souls games”, cited for their atmosphere, but more often for their difficulty. Memes, short videos of players being crushed by bosses were plentiful, and they all contributed to creating an aura around the series.

    What this told me back then was: these are games for real gamers. They are demanding, you’ll need to learn a lot, try many times, but if you succeed, you’ll be admitted to the select club of the real gamers. While part of me was curious, I avoided the series because I find the elitist gamer mentality despicable. Being demanding is one thing, but problems start when gamers shit on other people for not having the same goals in life. And I wasn’t sure I wanted to spend my money on pure frustration.

    After pondering for years, I finally decided to give it a go with no high expectations. I started with Bloodborne for 2 reasons:

    • the PS4 second hand game is cheap
    • it’s not part of any series so it has the potential to be short and sweet.

    So I started the game, took ages defeating the first enemy with bare hands because I hadn’t picked up any weapons, and I believed it was what these games were about: ridiculously difficult and punishing fights. Then I ran in circles getting killed by basic enemies in the first area. So this was a very tedious first hour experience.

    I was ready to give up, but before I did, I watched a playthrough by The Fighting Cowboy on YouTube. It helped me understand the mindset of the game, and how to even progress – which is way different than previous games I had played. Very soon, I was completely hooked and surprised by how much I enjoyed it. After finishing it, I played Dark Souls 3, and went on to the first one. And I enjoyed them a lot.

    The challenge was not consistently as hard as I had imagined. And on top of that, the games have a world building that leave a lot of space for imagination. And there’s a plethora of online resources giving meaning to the games, one of my favourite being a video essay on Bloodborne about Visceral Feminity. I now believe anyone curious about these games should try them, and I would even add: do it without checking guides online. But isn’t that contradicting what I wrote earlier? Well… Kind of, yes. I would argue what matters above all else is that you enjoy your experience. If you enjoy it more following guides, do it. I can only talk about my own experience, and I enjoyed the games a lot more when I tried to discover them for myself at first. And I enjoyed later having a mindblowing revelation when discovering online about a hidden area, a secret weapon, a solution to a problem I didn’t even know I had…

    But the issue with no guide is that these games have their own logic, and a lot is not explained at all in game. You don’t get a tutorial, only basic controls and some very basic indications. Other than that, you’re propelled into a hostile world and good luck. Combats are hard and sometimes unforgiving. But it’s not the worst part because of counter measures available to the player:

    • Summoning NPCs or online players. Another character appears and fights by your side, tremendously raising your odds at winning.
    • Levelling up your character and upgrading your equipment. It will boost your damage, health, damage absorption… rendering some enemies trivial.
    • Some messages are left by online players to help and encourage you. You’ll also find nonsense so Be wary of message.

    In my opinion exploring and understanding the world is the hardest part. Partly because it requires a lot of time and attention, due to the story being quite opaque. But the thing is, it’s also the best part. Navigating the world haphazardly, trying things, searching where to go and stumbling upon a new area, realising how it’s interconnected to the rest of the world and to the story is a feeling like no other in video game. Enemies can kill you fairly easily, so progressing while unsure where you’re going gives you a strong sense of risk and adventure. It comes with its lot of frustration, which almost made me quit at one point, but it’s part of the experience.

    If that type of challenge is something you can get behind, here are a few pointers to help you enjoy your first run, that will limit your need for guides. They apply to most souls games, but many are specific to Dark Souls 1.

    Helpful tips no spoilers

    I’ve split the tips in terms of gameplay, story, and general. Sorted by decreasing order of importance.

    Gameplay

    Basics

    • Killing enemies yields souls. It’s like a currency that you can spend on levelling up, items or services. Your total is displayed at the bottom right hand corner of your screen.
    • Bonfires are a key element of gameplay (lamps in Bloodborne, sites of grace in Elden Ring). They’re places where you can perform certain actions: levelling up, sorting items in the bottomless box, kindling, using humanity, repairing equipment, and most importantly: resting. More on all that bellow.
    • Every time you rest at a bonfire, few things happen: enemies will appear again. But also: your health is fully restored, as well as your Estus flasks, and that bonfire becomes a checkpoint. Next time you die, that’s where you’ll come back.
    • Whenever you die, you lose all your souls. You can reclaim them by reaching the spot of your previous death. Look for a green shimmering bloodstain. If you die again before reclaiming them, they’re lost forever. Dying twice in a row is one of the biggest sources of frustration in the game, so learn to deal with that. Don’t hoard the souls, use them when you reach a bonfire, by levelling up whenever you can. On the other hand, having lost all the souls relieves some pressure and stress which sometimes helps progressing so it’s not all bad.
    • Levels. On a normal thorough run, you can expect to reach around level 80 to 100. Your stats will increase slowly, so commit to a few stats to make the most of it. It is helpful to have some idea of who your character is. Is it a fighter? A magician? Is it fighting with dexterity and light weapon or with strength and heavy weapons? Is it casting its spells through faith or intelligence? There is no bad decision, but it’s important to stick to it.

    Stats

    • Equipment load is a stat determining how much you can carry, primarily impacted by your endurance level. Theoretically there is no limit to how heavy you can go, but your character will become slower the fuller the equipment load, up to the point where you can only slowly walk and not roll any more. There are thresholds to the movement speed, the main one to keep in mind is 50%. If you go above, your movement and roll speed will take a big toll, aka fat roll. Objects in your inventory don’t matter here, unless you wear them. So it’s all a balance between how heavy you want your equipment to be, and how many endurance points you want to use, and how fast you want to run.
    • Sometimes it is a good idea to unequip everything to run faster
    • Status effects are important to understand. Some enemies will deal damage types that have side effects: bleed, poison, toxic and curse are the main ones. If an enemy hits you with that, it will cause some extra damage, but more importantly it will cause a build up represented by a bar in the middle of the screen. This build up is harmless until the bar is completely full, activating an effect specific for each type. The severity varies. Poison is not too bad, but the rest leads to more or less instant death so it’s important to find items to cure it, or to prevent it filling up in the first place. I’ll let you find your own way to deal with that.
    • How to choose a weapon: In your inventory, you can check objects stats. Go to the weapons, display the stats, and look for the category called ParamBonus. You might recognize some icons from your character’s stats: Strength, dexterity, intelligence and faith. The letter next to it will tell you how well the item scales with certain stats. If there’s an A next to strength, then levelling up your strength will improve that weapon immensely. B a bit less, C less again etc… This can help guide your choice of weapon.
    • Next to ParamBonus you have ReqParam which is the minimum required stat for you to use that weapon. If you have less, you’ll be able to equip it but it will be ineffective (do almost no damage, be very slow etc…)

    Moves

    • Dark Souls was made with console play in mind, so even if played on PC, I find it easier played with a controller, so the rest of the guide is assuming you’ll use a controller.
    • You can backstab a lot of enemies. Either sneak on an enemy, they’re less likely to hear you if you walk slowly. Or find a way to hit them with [R1] from behind during combat. Timing your roll with their attacks and running behind them is sometimes enough. It takes some practice but it’s worth it because it deals a lot of damage.
    • You can parry many attacks. Many shields and some weapons equipped on the left hand allow you to parry, but not all (check the shield/weapon stats, it will be written at the top if you can parry or strike with it). Execute the parry move [L2] shortly before getting hit. If timed correctly, it will not only negate all damage, but also open up the enemy to a powerful riposte. To riposte press [R1] shortly after a successful parry. You’ll know it worked if your character plunges its weapon into the enemy instead of hitting it normally. Again, it takes practice but it’s a very valuable skill to have. Even some bosses are vulnerable to parrying. Beware though, some enemies can parry you too.
    • You can kick enemies to break their guard, or stop some attacks. Especially handy when they’re using a shield. Or when you want to push them off a ledge. It’s a bit tricky to execute because you need to push the movement stick (Left Stick) forward at the same time you press [R1]. There’s a short time window between the stick’s resting position and the moment it is pushed forward that allows you to kick.
    • You can jump and hit at the same time. Executing it is like a kick but with [R2] instead of [R1]. It is a heavier blow and allows you to close in on an enemy. But uses more stamina and is a slower move than regular hits.
    • You can go down ladders quickly by pressing the dodge button. In Dark Souls 1 you just need to press it once to slide down the ladder. If you do that in other titles you will jump off the ladder so be careful. In order to use ladders quickly (up/down) in DS2 and 3 you’ll need to keep dodge pressed and move up or down.
    • To jump you’ll need to first run and then press dodge. It’s rarely a useful move, but there are a few spots in the game where it’s the only way to reach an area (most of these are optional so don’t worry if you can’t land a perfect jump)

    Undefeatable enemies

    • Skeletons: you’ll need a divine weapon to kill them for good.
    • Ghosts: you’ll need to use transient curse or to be truly cursed to be able to even hit them.

    What’s up with humanity?

    This is very specific to DS1. At the top left next to your health is a number. It is the humanity number, sometimes referred to as soft humanity. To raise this number:

    • Kill enemies in an area. Killing one enemy is like recovering a little bit of humanity. Killing many will give you a full unit. Clearing an area entirely can yield up to 10 humanities. It only works once per enemy. Killing the same enemy a second time won’t give you any more humanity.
    • Sometimes when exploring, or when defeating an enemy or boss you’ll loot an object called humanity. Using it will grant you one soft humanity. It will also heal you.
    • Playing as a phantom to help someone online to defeat a boss will give you a humanity

    Holding humanity means you can use it. Go to a bonfire to do the following:

    • Regaining humanity. It means becoming human again. The number will turn white. If you’re naked, you’ll notice your body becoming more… alive, turning you human again, enabling you to do the two following points
    • Kindle a bonfire. The bonfire will now give you more Estus uses when you rest there.
    • Summon a phantom helper to beat a boss (as well as invading or being invaded by phantoms)

    You’ll lose the soft humanity you hold when you die, as well as your human appearance. You reclaim humanity when you reclaim your souls. But regaining your human form will still require you to use one humanity.

    Holding humanity will give you some benefits:

    • increasing discovery stat, meaning you more likely to loot objects on defeated enemies. Caps at 30.
    • improve damage on specific weapons (the chaos type)
    • some better resistance to physical and elemental damage, and against curse

    General tips

    • Most of the game you’ll have to travel from one point to another walking. Bonfires act as checkpoints so dying will make you have to walk a LOT. To counter this problem, there are many shortcuts that you can unlock as you progress. Unlocking shortcuts will be crucial so look for doors to open, elevators to unlock, ladders to kick down, levers…
    • You’ll have to walk more or less to reach a boss, which can be annoying. Everything within reason though. If it feels like you have to walk longer than usual to reach a boss (longer than 3 minutes without fighting mobs) it means there’s probably a closer bonfire or a shortcut nearby. Time to explore some more and find a better way.
    • Most people you see in the game will be hostile, but some will be neutral or friendly. So beware of NPCs, some look hostile but are actually very friendly and helpful. Some look trustworthy but aren’t. Though 90% of the time, there is no reason to doubt your first judgement. It is possible to kill everyone. Use discretion on who you choose to kill and who you spare.
    • If you’ve made a boo boo and hit a friendly NPC rendering them hostile, you can run away. It’s not mandatory to finish them off. There are ways to get absolution for your sins. Killing is not always the solution.
    • There are secret passages hidden behind illusory walls. Hitting or rolling against an illusory wall will make it disappear, opening the way to a secret room or passage. There isn’t really a way to tell what’s an illusory wall and what isn’t unless you hit it. There are many messages left by other online players that sometimes indicate them, otherwise you can try to hit random walls if the architecture looks like there should be a passage.
    • In the Undead Burg, you will find a merchant selling you unique items. I’d recommended buying them all as soon as you can, especially the bottomless box. They’re not mandatory to progress but will make your life easier.
    • Beware of walking mushrooms.
    • Interface hack: when you have the stats open on a weapon or armour, you don’t need to close it to check the next weapon. You can simply press the down/up arrow to see the stats of the next/previous weapon on the list.
    • Your inventory will get very full the more you loot things. You’ll find that you only use several items, so it is recommended to put some things away in the bottomless box at bonfires, so that you don’t lose too much time searching for the weapons or armours you actually use.
    • Don’t forget to repair your weapons and armour every now and then. They can’t break per se but will become useless if they reach a critical level.
    • The game will not punish you for using an item. Caveat: there are ways to optimise your resources, and your upgrade materials are limited within one run, so use those on weapons that you really like. But if you want to try something out, do it. It’s part of ways you can experiment. I’m always tempted to hoard items for later use and unsure whether it’s wise to use objects. There’s no real need to worry here.
    • If it feels like you should be able to do something, there is probably a way to do it. It might be convoluted, or require a special item. But there usually is a way.
    • If you see green lizards spewing green gas: RUN. If you breathe the gas, they can afflict you with a curse. You do not want to be cursed. It is part of the experience but man… If you do get cursed, well, go to a wiki and check what your best option is.

    Story

    You don’t need to know everything to enjoy the games, and there are TONS of theory videos, or lore articles explaining exactly which character does what. You can go through the whole game not knowing what’s up and only afterwards checking what the meaning of it is. But I believe it is more enjoyable when you have these few things in mind, still without spoilers:

    • Souls game typically depict worlds in decay. You arrive after big events happened, and you have to deal with the aftermath. Big cities are crumbling down, ambitious people refuse to let go of the past, even though clinging creates more damage. The stories can be seen through the lens of melancholy. Your character fights for a potential slim improvement of a situation that tends to degrade itself.
    • Dark Souls 1 starts with an opening cinematic that lays out the mythology of the world. It may sound like a bunch of nonsense, but all the information given is relevant to understand what’s going on. All the mentioned characters impact the story in various ways. The humanoids mentioned are all beings who found souls of lords in the first flame. Souls of Lords hold and grant a lot of power and longevity, essentially making you a god. the Witch of Izalith (fire magician, created the pyromancy magic), Gravelord Nito (lord of death basically), Lord Gwyn (who lead the war against dragons amongst other very important things), Seath the Scaleless (a dragon born without scales who betrayed his kind by disclosing to Gwyn the secret to pierce dragon scales: using lightning magic), and the Furtive Pigmy (there’s a reason why we don’t know much about him but basically he’s the bearer of the dark soul, and his fate explains why humans turn undead).
    • Many humans went crazy, aka hollow. That is why the game starts in an asylum. They died and revived again and again, causing them to lose their sanity over time. It is an important narrative device to keep in mind, and a key sign of the decay of the world. It can be seen as the reason why some enemies spawn every time you rest, and some others die forever. I like to think about the time scale of the game. Perhaps 1 month goes by between the moment we die, and the moment we try again. Time seems to be very distorted in the game, and some characters are basically timeless so it’s interesting to think about that.
    • Exploring is a good way to find clues about the meaning of the story. You will find items, and if you read their description in the inventory, then you’ll have some more information and leads as to what to do next.

    That’s all for now! I hope it’s helpful. Let me know if there’s some things I should add/remove.

  • Leylet Europa

    Leylet Europa

    Leylet Europa is a 15 minute anima-doc film. Directed by Ronida Alsino and Léo Beaudoin, it is based on the testimony of 4 people who fled from Syria to Europe. As they tell their journey, their unique experiences blend into one another, allowing it to create collective picture without getting lost in the crowd of refugees.

    Based on the voices of the protagonists, the visuals are kept minimal, playing with shades of black and white as a support base for the sound. Footage of the research trip in the Balkans have been included as well.

    The project was initiated by Ronida Alsino and Hannah Platzer. In 2015, as a lot of people decided to flee Syria to Europe, the media coverage often reported on shock statements and brutal images. Leylet Europa was an attempt to go against the flow of the news and to rehumanise the people behind the numbers. Animation was later chosen as a medium for a variety of reasons: to guarantee a better anonymity of the protagonists, to merge together stories that are different while having the same goal, and to reduce the image content, sometimes resorting to a pitch black screen, in order to keep the focus on the voices. Léo Beaudoin then joined the team to work on the animation.

    Still from Leylet Europa

    Leylet Europa is a student film created within the curriculum of the Academy of Media Arts of Cologne. It was financially supported by the Freundeskreis der KHM e.V. and the “Auf geht’s” Stipendium.

    Credits

    Sound design, mix and music: Joreng Jung
    Animation: Jessica Poon, Juho Lee
    Camera: Hannah Platzer, Bella Usabaev
    Set design: Elenor Kopka
    Compositing: Léo Beaudoin
    Editing: Ronida Alsino
    Color grading: Ewald Hentze
    Supervision: Isabel Herguera
    Project organisation: Ursula Reber

    Selected in

    • 26.04.2024 – International Animation Stuttgart – Special KHM program
    • 03.05.2024 – International Short film festival Oberhausen – NRW competition
    • 16.05.2024 – Neisse Film festival – International competition
    • 15.01.2025 – Mönchengladbach Film evening “post migration Audiovisions”
    • 21.03.2025 – LAKFF Landshuter Film festival – International competition
    • 16.05.2025 – Weimar university – Guest for the seminar “Realität enfesselt”
    • 25.10.2025 – WDR Kurzfilmnacht – Ausstrahlung

  • Derelict Post Mortem

    Derelict Post Mortem

    It’s been about two months since Derelict was officially released. It’s time for a debrief. I’ve posted it on itch.io (platform for indie games) and on my website. I’ve also shown it at my uni, and many people got to try the game.

    What I’m trying to say is that I’ve received a little bit of feedback. The most common reaction is the curiosity and surprise when I say I made a game, or when they saw the installation was playable. But that is before they play it. People generally made compliments afterwards, about the ambiance or how fun the cat is. But I’m not sure I achieved exactly what I had in mind. So, what worked, what didn’t? It’s time for a post mortem.

    What I’m happy with

    I shipped a finished game! Okay the bar is pretty low on that one but I’ve never done anything like it before, so I want to congratulate myself for all the achievements. Temptation to give up was constant, and I didn’t really know what I was doing. So it’s not a given to finish a project of that type as a beginner. I’m very happy I was able to push through and to keep my motivation up.

    The overall ambiance of the game is a success. It looks fairly absurd and eerie. There’s a bit of discomfort that’s not really in your face. It is balanced with the colourful patches on the floor and other surfaces. A big part of the immersion is due to Geoffrey’s sounds. I’m so happy about the coherence the sound adds to the experience. I don’t know how much you notice it but trust me, it’s a night and day difference before and after adding the sound design.

    I managed to add some accessibility features such as subtitles in 3 languages and key-binding allowing people from different regions and different keyboards to play. The UI is basic but works well and is functional.

    The writing is fun. It’s a bit absurd and I had a ball writing simple things in a very strange way. Thank you Meagan for proof reading and making some ideas more compelling.

    I think if you like exploring and don’t mind some frustration, you’ll enjoy walking around and discovering the few places that have been built (cinema, underwater, buildings, elevators…). I personally enjoy exploring a game and wonder what the people creating it wanted to communicate.

    On a personal level, I learnt a ton of things and enjoyed the process of trying things out to see what effects it had once you test play. It is a little bit of a dream come true, even if the game is far from being perfect or even very interesting.

    What I’m not so happy with

    Overall, I think I’ve been indecisive about the whole project. At first it wasn’t meant to be a game with classic FPS controls. It was more planned to be a visual installation. But it drifted little by little into a game. It made it harder for me to make important decisions about what I wanted to say through a game. That’s also linked to the fact that I have next to no experience in game design, level design or writing. So it was hard to know what features to prioritize, and what features to put in at all. Which leads to the 2 following problems:

    1. Some things in the game are just there because I randomly put them there. Sometimes it works but sometimes it doesn’t. Like the fact that the supermarket’s name is French, or these horses that are confusing everyone. Why? Because.
    2. I spent a lot of time on features that were not important or crucial to the game. For example the subtitles. I think making the game accessible is a great thing, but the priority should be put on making a good game to begin with. It means focusing on narration, tone, gameplay and level design. Making it accessible should come after that.

    I worked mostly alone, and it’s okay for a first game where you learn along the way. But it’s nuts, and I wouldn’t do it again unless I really knew what I was doing. In the future I would maybe buy more third party code (pieces of software you can include directly in your game, like a dialogue system) so I don’t have to code everything myself. Or have more team members. It would allow me to get better code overall, but also to focus on other things so that I can have a more meaningful impact on, like art direction or game design.

    I don’t know that the level design is very good. I tried to make it somewhat open so I didn’t take players by the hand too much, but every time I watched people play I thought they were going the “wrong way”. It triggered in me a sense of amusement, and I think some amount of frustration is okay. But also a worried that they would just get bored because they weren’t going in places that were intended to be visited.

    Although I like the writing for the choice of words and the text in general, I think I could have been a little more creative with its treatment. If we imagine that aliens discovered the Earth as a derelict planet and found some remains of humanity, it would have been logic that they make many mistakes in their interpretations. There was a lot of potential for humour, or to angle the content more towards alien phenomenology from Ian Bogost. It might be one thing that I regret the most, the final game feels a little bit shallow in its intentions. While it’s good not to take the player by the hand too much and let them connect the dots, reducing the wrong things may be detrimental for the final piece. I think I was hiding behind that as a way to avoid criticism or failure. But again, I didn’t take the necessary time to write, because I also needed to code, find/make 3D models, model the terrain, record the voice, translate the text…

    In a nutshell

    I have mixed feelings about this first game. I’m happy I made it and I’m proud of myself for finishing it. But I’m not super proud of this game, especially when I look at how much effort I put in it. I don’t want to be too mean to it or to myself, and it’s important to remember that a first try is always a way to learn and a base to build on. But I feel like I cared too much about the finished result. I spent a little too long polishing it, and could have finished it sooner to start something new. It probably would have been better for me to learn.

    As a comparison I feel better about the VR installation I made with fellow students called Room 37 in the Chelsea hotel in Cologne. Even though it was less refined, we focused more on what we had to say and we worked as a team. I feel like the ratio between the effort put in to make the VR installation and the quality of the result was more balanced.

    That said, I’m looking forward to making other interactive things and seeing where it leads. Some ideas are already buzzing in my head, and I can’t wait to see how to put them into playable things.

    It also made me reflect on video game as a medium. The industry is getting bigger by the day and with it more diverse, which opens the door for indy games and people using the medium as an art form. Still, it is a new media that has very strong codes. People associate all sorts of ideas with it, which puts a barrier between potential players and the game. Connecting with it requires a certain equipment both in hardware and in playing experience. Not everyone gets it and sometimes getting a hold of a controller is already a block. As a comparison, most people who come to exhibitions know how to approach installations, videos or paintings. The same can’t be said about games. I think I expected it to be easier to access, which may have been a bit naive. Something to keep in mind for next time.

  • Derelict

    Derelict

    Derelict is a first person walking simulator. It lets you explore an open air museum that was built by sentient creatures who found the remains of humanity, long after its disappearance. How did they make sense of all the more or less meaningful things humans left behind? An audio guide accompanies you along in this eerie scenery.

    Download


    Featuring

    • A cat. Addicted to tuna.
    • A classic FPS controller. With sprint and crouch options!!
    • Some weirdly written speech bubbles.
    • UI you can click. With your mouse.
    • Settings for graphics, sound, and controls (including key binding)
    • A narrow set of colours to pretend I know how to make artistic decisions
    • Flying fishes and dead horses
    • A minimalist and peaceful soundscape
    Derelict Screenshot of the city

    Languages

    Sound and UI: English
    Subtitles: English, French, German


    MinimumRecommanded
    CPUIntel core i7-3820Intel Core i5 7600k
    RAM8GB DDR38GB DDR4
    GPUGeforce GTX 650TiGeforce GTX 1660 Super
    Drive700MB free space700 MB free space

    It’s both a student project and my first video game. Any feedback is most welcome!

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    Thank you for your response. ✨

    Please rate the game(required)


    itch.io Page
    I go into details about some aspects of developing this game in my post mortem blog post.


    Q&A

    Right but… Why did you do that?
    The starting point was the realisation that our civilization may not be as sustainable as we might think. I initially wanted to make an animated film showing what would be left of us humans, if we were to disappear. I wanted to depict a wasteland with ruins and old human artefacts, with nature slowly reclaiming space. But the more I tried to materialise that, the more the project shifted towards the interactive and the absurd.

    Help! The game stutters and is super slow. What should I do?
    I see three potential solutions. In order of ease of application:

    1. In game you can press Escape and click Options > Graphics and reduce resolution and quality. Setting it to Medium or Low should improve things.
    2. Check if your drivers for your graphics card are up to date.
    3. You… Do have a graphics card right? If you don’t, it might be tricky for your PC to run this game, sorry! See if your system matches the listed hardware above. If it doesn’t, try to run the game on a different computer that does.

  • Mr Owl

    Mr Owl

    Here’s a summary of all the things Mr Owl. Wikipedia won’t make a page for him… FINE I’ll do it myself.

    Who the hell is Mr Owl?

    Mr Owl is a fictional character that I created. It’s an owl with human traits (speech, clothes, feelings, expressions, walk…). He lives in London around 1910, and appears for the first time on my facebook page on Monday the 19th of September 2016.

    Owl_ministery
    First appearance of Mr Owl

    The second time he is featured is the next day. From there, I started a series posting an image evey day. There was a weekly pattern because every Monday I collected all the drawings of the past week on a blog post and gave a little bit of context and insight from my perspective as the creator. Some weeks were too busy so I would skip those.

    A good part of the story is available on my instagram

    The rest is in this facebook photo album

    Otherwise on this website in the blog posts:

    All the blog posts

    1. Week One
    2. Week Two
    3. Week Three – And the challenge page associated
    4. Week Four
    5. Week Five
    6. Week Six
    7. Week Seven
    8. Week Eight – Back to the nature
    9. Week π² – Weird weeks
    10. Week Ten – Awkward romance
    11. Week Eleven – Doubts and Sorrow
    12. Week Twelve – One Angry Woman
    13. Week Thirteen – Wishful Thinking
    14. Week Fourteen – Owl vs Woodpecker
    15. Week Fifteen – The Angel’s Share

    All the Gifs and animations

    MR_OWL_FALLING_LAIRLAIR

    Mr Owl - Morphone - Lairlair
    Owl_Winter_gif

    I heard there was a book?

    You heard well!

    Printed

    Ebooks

    And free PDF
    Bear in mind that buying a copy supports my work.

    It is all black and white (except the cover), comprises 100 pages, 94 of them are illustrated. The format is A5.

    Technical details

    The books collect almost every drawing in the posts above, and a couple of exclusive ones. The majority of the drawings were redrawn, and the majority of the text was rewritten to match the medium so I believe the book is somewhat different from what you can experience online. I made a video explaining all of this (I added subtitles if my accent is too hard to understand). Information might be redundant but here you go :

    Some pictures taken from the test version I have made at a local printer:

  • Stupid me, lazy me.

    Stupid me, lazy me.

    There’s a chance you might have been asking yourself this question :

    Where have you been?

    Since Mr Owl, and the little panorama thing, you probably haven’t seen anything from me. That doesn’t mean I have been spending my days lying in bed for the past few months. That said, I have no clear excuse as to why I disappeared. Or more precisely, I have one that is incomplete. I suspect my brain is neurodivergent, even more precisely, I suspect I may have ADHD (Attention Deficit Hyperactivity Disorder). If you know me personally, you probably think that I have nothing to do with the loud kid you know was diagnosed with hyperactivity in 6th grade. If you’re that kid, you may be thinking I have nothing to do with you. And that’s the thing with ADHD, it doesn’t manifest itself in one way. You don’t need to be out there for your attention to switch every couple of seconds. You don’t need to be loud to have trouble organising yourself. And these are problems I only now realise I’ve been struggling with my whole life. No wonder I dropped out of uni. No wonder I changed country twice. No wonder video games and the internet are such a comfort for me : they allow for my brain to receive the amount of stimulation it feels like it needs. I am currently trying to reach out for professional help. The problem is that I’m a French person living in Germany, and, as explained in a previous comic, combining my German skills and the German health system isn’t easy.

    So, to sum up, what’s been happening recently, is me struggling to organise myself, and feeling swamped under an objectively relatively low amount of paperwork, and some other errands to run, as well as some personal adventures… That and the various projects I chose to take on, while knowing that I’d be studying full time, and have a student job next month. Also I sliced my left thumb open last week and got two stitches at the hospital, but all in all, my recovery time helped me realise I had been absent of social media for very long.

    So this isn’t an apology. I’m tired of apologising for who I am. It’s already exhausting to try and keep it all together. I don’t think any of you were disappointed in the fact that I wasn’t there for a while, but I thought it was only fair that you knew what was going on. I don’t lack ideas. I don’t lack the means to make them. I’m not stupid, neither am I lazy. I can speak 3 languages more or less fluently and I go through the effort of translating every article on this website into 2 of them. I love doing what I do on my page and on my website, it’s not the issue. I mostly lack the ability to make everything come together on time. That said, there are actually some things coming up, I’m working on 2 at the moment. One is big (been working on it for months), the other is small (a single illustration). I don’t want to make any timely promises, because of all the above.

    I hope all of this is understandable. Thank you so much for reading, and sticking around in spite of how inconsistent my creative outlet is… it means a lot.

    I wish you all a good day!

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  • Studying Again

    Studying Again

    Hello friends.

    So apparently, I’ll be starting studying again. I applied at the Academy of Media Arts in Cologne (the original name being Kunsthochschule für Medien), and was accepted after examination of my work, and an interview. I’ll be taught the practice of art, and be guided through the development of my skills and creative abilities, along with some projects and nice acquaintances. Or at least that’s what I hope to find there. Here I wanted to share the good news with you! I’m really looking forward to starting the courses in October. I also wanted to share the pieces I provided the examination board. We were assigned a theme, and had to provide 2 pieces : a written one, and an artistic creation. Yeah those two can overlap, but I don’t want to enter this debate right now. The theme this year was «p o l y p h o n ». The funny thing is, the restaurant where I work is really old school, it was opened around the 50’s, and has a few journals pasted on the walls, some of them mentioned Polyphon. Turns out it used to be a brand for music devices, that at the time were probably cutting edge technology. It inspired me the following video :

    The titles say “The new device”, “New sound”, “New”

    The idea was to create a fake ad, that follows the trends of nowadays technology devices, but with an old school look to it. I just thought it’d be funny to see what an iPhone ad would look like if it had been shot in the 50’s. The advertising industry was only getting started with video, or about to start. And technology was completely different from now. Now this isn’t an accurate depiction of what it could have been, but I thought the idea was metaphoricaly resonant, if that means anything… It was created with a 3D software, and some compositing for the finishing touches.

    Now for the written part, I’ve written a fake scientific article :

    KHM_Polyphon_phaenomen

    You can download it and read it if you want. It’s about cognition, and how the increase in media exposure via new technology evolved some of our abilities to connect with others. It’s about 5 little pages. And the funny thing with this one, is that I watched season 2 of Sense8 recently, and they propose the exact same theory that I propose here. Of course, it’s all fictional, but I was blown away that one of my ideas was found in such a cool show.

    Anyhow. Thanks for reading, and until next time, take care of yourselves!

  • Thoughts on the meaning of life

    Thoughts on the meaning of life

    Two things :

    • These last months I’ve been asking myself a lot of questions. I don’t have a meaningful job, I’m far away from my family and old friends, and to top it all, relationships keep wrecking my heart over and over again. All this is leaving me asking myself : what should my life mean? Is drawing an owl every day enough? Should it even mean anything? Who cares? That kind of stuff…
    • I really like youtube. I think a lot of creative and talented minds are proposing quality content there. I find a lot of things that stimulate my mind.

    The other day, I watched a video from John Green, on the vlogbrothers’ channel.

    It’s a Q&A session, and he says a lot of things, but here is what I took away from his metaphor on the meaning of life. It’s a transcript of his answer to a question, along with some illustrations. As you may know, the answer is important, but worthless if you haven’t got the question attached to it, so here you go :

    How do I cope with the fact that there is no real meaning in life?

    Meaning of life 01 - Lairlair

    Imagine you’re walking through a forest one night, and you come to a clearing and you find an eternal fire.

    Meaning of Life 02 - Lairlair

    It’s the perfectly sized fire and it doesn’t need anything from you. You don’t have to put wood in it, it just burns and burns.

    Meaning of Life 03 - Lairlair

    And you can spend your whole life seeing by its light, and being warmed by it, and so on.

    I think that’s an awesome fire and if you find one you should be grateful, but imagine that you don’t

    Imagine on your travels you never come across an eternal fire.

    In that case, you have to build a fire and then find fuel to keep it going

    and sometimes it’ll go out and you’ve got to start a new fire.

    Now, in some ways that’s worse, but in some ways it’s better because unlike the eternal fire, you understand how and why it works.

    Point being, I would argue the light and heat from both fires are equally real.


    Now that’s quite a philosophical post, and maybe it left you without a clear answer to the question. But to me it means a lot that you don’t have to follow the beaten tracks, and can create a meaning out of your own work or inclinations. And if this question remains open then it’s cool, let me know what you think about all this!

    Take care of yourselves until next time

    Click the images bellow to enlarge them

    [supsystic-gallery id=3 position=center]

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  • Mr Owl – Week 15 : The Angel’s Share

    Mr Owl – Week 15 : The Angel’s Share

    Hello everyone!

    This week started on the 6th of March 2017 for Mr Owl. And this time, the lady came back in an eerie setting…

    MONDAY

    Owl Spring heart lairlair

    Mr Owl is going to work, and the moon is full. He decides to use a different path than usual. He stumbles upon the most mysterious tree he’s ever seen in the city. “Spring is coming”, he thinks.


    TUESDAY

    Owl Rest lairlair

    Mr Owl realised he still had a bit of time, so he chose to rest for a bit in this uncanny place. “Let’s enjoy this little moment before I get to work”, he thinks, as a shadow closes in.


    WEDNESDAY

    Owl offer lairlair

    Mr Owl opened his eyes. “I’m here to make you an offer you can’t refuse, Mr Owl”, she says.

    Oh and happy women’s day, lovely people 🙂


    THURSDAY

    Owl awkward silence

    Mr Owl wanted to say something, but he realised he didn’t even know The Lady’s name. “…”, he says, in an awkward silence.


    FRIDAY

    Owl angel devil

    It’s a crisis time. Mr Owl’s demon tells him “Remember she slapped you? Take revenge right now!”, while the angel says “It is time for forgiveness, let go of resentment!”.
    “I really don’t care about any of this, I just need her name right now!”, he thinks.


    SATURDAY

    Owl lady angel demon lairlair

    The Lady’s angel : “Come on, help him, just say something!”.
    The demon : “For once I have to agree with the angel, I pity this owl…”


    SUNDAY

    lady call me - lairlair

    After she realised Mr Owl was totally blocked, she said : “Just call me The Lady, like anyone else”


    This week is typically the kind of week where I just create as I go. I kind of have an idea of where I’m going with this encounter, but I didn’t plan on doing the angel / demon thing. I thought it would be fun to play with iconic figures, and see how they would apply to an owl.

    Also, I don’t know how clear that was, but the first image is supposed to represent a human heart. The trunk of the tree being the veins, and the shadow being the actual muscle. I just thought it was a cool idea… There’s no further meaning to it than that though. I wish it could have some deep meaning foreshadowing the story but no. I’m not that clever.

    Sometimes I forget to add some details to my drawings. Like The Lady normally has a scar on her right cheek, but I forgot to add it on Saturday’s drawing (I edited the image for this article, but on social media her scar healed somehow haha). Same for the pattern of her jacket. Sometimes it’s got stripes, sometimes it doesn’t. Ah well. Attention…

    Other than this, there were 2 main points for this week :

    1. Announce that there will be something going on with The Lady
    2. No need to look for names. In this universe, all characters have stupid names. I guess it was inspired more or less consciously by this video (there are English subtitles) :

    Look forward to next week! Well, look forward to the next few hours really, cause next week has already started. Anyhow, Take care of yourselves, and see you soon!

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