How to make the ghosts in my bedroom disappear? (WIP)

How to make the ghosts in my bedroom disappear? (WIP)

How to make the ghosts in my bedroom disappear? (WIP)

How to make the ghosts in my bedroom disappear? (WIP)

How to make the ghosts in my bedroom disappear? (WIP)

"How to make the ghosts in my bedroom disappear?" is a brand new audiovisual work on the themes of nocturnal paralysis and out-of-body experiences which stems from the sharing of dreams and oneiric situations that POL100 and I (SINTETICO) personally experienced during sleep time. The concept was born from the common interest in the exploration and experimentation of other states of consciousness, such as sensory and perceptive deprivation or the experience of spontaneous and induced alienating conditions. Furthermore, Paolo suffered for years from nocturnal paralysis, witnessing visions between sleep and wakefulness and finding himself as the protagonist of liminal phenomena of hypnagogic nature. The work unfolds as an audiovisual narration with a very precise plot, during which spectators are invited to immerse themselves in a limbo between the initial introduction of a specific reality and the continuous succession of realistic alternative scenarios (therefore apparently real), which generate an inexorable cycle of dismantling and reconstruction.
Within this context the audience witnesses the protagonist's tormented sleep, the events he experiences and the creatures he encounters during an out-of-body experience, therefore his state of paralysis before awakening. Through the senses of the main character, who presents himself as my perceived projection of Paolo, the public can embark on a journey through some fragments of our consciences, finding themselves participating in desires, obsessions, worries, phobias, hidden thoughts. 
The events and scenarios proposed are rendered on a visual level mainly through the use of Unreal Engine 5. On a performative level, this allows for real-time rendering of 3D content to be reproduced on screen or in virtual reality, and therefore also for live interaction with connected audio and controllers. For example, it's possible to pilot a character and interact with a realistic virtual environment while communicating organically with the rest of the scene elements (see spider POV gameplay at minute 7:00, which I programmed with the UE5 Blueprints system to move procedurally, following the commands of a PlayStation3 controller).

 

Studio WIP - 10’

 

A/V Live - POL100 and SINTETICO

Music by Paolo Maiarelli

Visual Storytelling by Marco Calzolari 

"How to make the ghosts in my bedroom disappear?" is a brand new audiovisual work on the themes of nocturnal paralysis and out-of-body experiences which stems from the sharing of dreams and oneiric situations that POL100 and I (SINTETICO) personally experienced during sleep time. The concept was born from the common interest in the exploration and experimentation of other states of consciousness, such as sensory and perceptive deprivation or the experience of spontaneous and induced alienating conditions. Furthermore, Paolo suffered for years from nocturnal paralysis, witnessing visions between sleep and wakefulness and finding himself as the protagonist of liminal phenomena of hypnagogic nature. The work unfolds as an audiovisual narration with a very precise plot, during which spectators are invited to immerse themselves in a limbo between the initial introduction of a specific reality and the continuous succession of realistic alternative scenarios (therefore apparently real), which generate an inexorable cycle of dismantling and reconstruction.
Within this context the audience witnesses the protagonist's tormented sleep, the events he experiences and the creatures he encounters during an out-of-body experience, therefore his state of paralysis before awakening. Through the senses of the main character, who presents himself as my perceived projection of Paolo, the public can embark on a journey through some fragments of our consciences, finding themselves participating in desires, obsessions, worries, phobias, hidden thoughts. 
The events and scenarios proposed are rendered on a visual level mainly through the use of Unreal Engine 5. On a performative level, this allows for real-time rendering of 3D content to be reproduced on screen or in virtual reality, and therefore also for live interaction with connected audio and controllers. For example, it's possible to pilot a character and interact with a realistic virtual environment while communicating organically with the rest of the scene elements (see spider POV gameplay at minute 7:00, which I programmed with the UE5 Blueprints system to move procedurally, following the commands of a PlayStation3 controller).

 

Studio WIP - 10’

 

A/V Live - POL100 and SINTETICO

Music by Paolo Maiarelli

Visual Storytelling by Marco Calzolari 

blueprint spider
gameplay spider

©Marco Calzolari / SINTETICO 2025 P.IVA: 02132860384