How to make the ghosts in my bedroom disappear?

How to make the ghosts in my bedroom disappear?

How to make the ghosts in my bedroom disappear?

How to make the ghosts in my bedroom disappear?

How to make the ghosts in my bedroom disappear?

Client: Research
Year: 2022-WIP
Location: Various, IT
Category: Interactive, Animation, A/V Live

Client: Research
Year: 2022-WIP
Location: Various, IT
Category: Interactive, Animation, A/V Live

A 10-minute studio for a collaborative A/V live performance, with music by POL100 and visual storytelling by SINTETICO. The project takes as its starting point a shared experience: both authors have lived through episodes of nocturnal paralysis, hypnagogic visions, and out-of-body states. Rather than illustrating these phenomena from the outside, the work builds a narrative from within them — placing the audience inside the consciousness of a protagonist suspended between sleep and waking, moving through an inexorable cycle of realistic scenarios that assemble and collapse in succession. The protagonist is constructed as a projection of one author through the perception of the other — a figure whose dreams, obsessions, phobias and desires the audience inhabits directly. The visual world is rendered in real time through Unreal Engine 5, allowing live interaction between the 3D environment, the audio and external controllers — including a spider navigated in first person via a PlayStation controller, programmed procedurally through the UE5 Blueprints system.

Credits /
Music by Paolo Maiarelli
Visual Storytelling by Marco Calzolari

A 10-minute studio for a collaborative A/V live performance, with music by POL100 and visual storytelling by SINTETICO. The project takes as its starting point a shared experience: both authors have lived through episodes of nocturnal paralysis, hypnagogic visions, and out-of-body states. Rather than illustrating these phenomena from the outside, the work builds a narrative from within them — placing the audience inside the consciousness of a protagonist suspended between sleep and waking, moving through an inexorable cycle of realistic scenarios that assemble and collapse in succession. The protagonist is constructed as a projection of one author through the perception of the other — a figure whose dreams, obsessions, phobias and desires the audience inhabits directly. The visual world is rendered in real time through Unreal Engine 5, allowing live interaction between the 3D environment, the audio and external controllers — including a spider navigated in first person via a PlayStation controller, programmed procedurally through the UE5 Blueprints system.

Credits /
Music by Paolo Maiarelli
Visual Storytelling by Marco Calzolari

blueprint spider
gameplay spider

©SINTETICO MACHINES 2026