Isra Viadest - Animator | ContraWork by Isra Viadest
Isra Viadest

Isra Viadest

Creative technologist crafting interactive & playful systems

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MACHINA DOLORIS - INTRO
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Cover image for Línea de Sangre
Línea de Sangre
Línea de Sangre Línea de Sangre — Boxeo de Sombra is a narrative interactive game that uses the videogame format to explore confrontation as a form of bonding. Set during the night of December 8, 2012—coinciding with the fourth fight between Juan Manuel Márquez and Manny Pacquiao—the game transposes the tension of the boxing ring into a domestic setting, where conflict unfolds through language rather than physical blows. Players inhabit different family members and engage in conversational encounters that function as moments of combat, revealing how power, affection, and inheritance circulate within the family space. For this project, the game was developed using AI-driven systems to handle the logic of conversations and confrontations, allowing dialogue to operate as both narrative progression and combat mechanic. Rather than representing violence directly, Línea de Sangre proposes inhabiting conflict through words, understanding confrontation not as rupture, but as a mode of recognition. → Download the game for Mac (in Spanish) (https://www.dropbox.com/scl/fo/459bte117v806dzo6ookt/AGT3BAdiT7UQqpmiQ8tV_40?rlkey=l2aq2k4nc4rhxstynh99hk78r&dl=0) → Download the game for PC (in Spanish) (https://www.dropbox.com/scl/fi/tux2nnaetwpjm51zjqja6/Linea_de_Sangre_v0.1_fixed.zip?rlkey=nvoi9n7e7dp64n1u94s66m9fi&e=1&dl=0)
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Cover image for Vestigia Futura
Vestigia Futura is a
Vestigia Futura Vestigia Futura is a transdisciplinary speculative project that seeks to materialize glimpses of possible futures for Mexico, both physically and digitally. Its goal is to tell stories about the implications of technological development on our decision-making capabilities, which in turn shape our political, social, and cultural lives. It is at the same time a workshop series and a laboratory where people create fictional narratives and artifacts that serve as materialized critique, visualizing consequences of contemporary issues mediated by technology. The narratives and artifacts also act as provocations or discussion catalysts, fostering the creation of new ways of being that challenge our notions of the present and the future. For this project I developed a toolkit that guides the formulation of different future scenarios in order to create tangible artefacts. The toolkit is composed by a deck of cards that participants use to negotiate their views about the future, and a set of worksheets that orient and track their narratives.
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Cover image for Lo único que nos queda
Lo único que nos queda es el futuro A co-creation project focused on producing (post)post-apocalyptic narratives and artifacts that question how deeply rooted apocalyptic imaginaries shape our capacity to envision the future. Through a workshop and a walking simulator built from participants’ stories, the project invites participants to encounter, question, and collectively dismantle visions of the end of the world, reframing the future as something actively constructed through critical hope rather than despondency. The first version of the game was developed during the Agential Worldbuilding class taught by Viktor Timofeev and Blake Andrews at the School for Poetic Computation.
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