QUIET X PUNCHDRUNK
March 2025
Working with Punchdrunk on a research and development task to experiment with ways of simulating jeopardy, in a game style piece of immersive theatre. We chose sound as our focal point, playing with extremes of silence and chaotic sound. We designed each game room to reflect and absorb varying sounds, pulling contrasts and tension to create a feeling of jeopardy.
The images below show some of the experimental techniques we used during our game play to use opposite foley and add sound to movement. There is a lack of images as we were creating immersive experiences that were tested in the moment.
Opposite Foley