Real-time interactive fictions
Interactive fictional encounters that take place on a computer or in a headset. The participant meets characters through a frame: a peephole in a door, a mirror, a still pool.
The suite
HEARSAY is a suite of distinct experiences rather than a single product; The Knock is one of them. This is the studio's art-and-play side: game, literature, theatre, and reflection rather than instruction.
Each one is built to leave something tangible behind, on screen and off. The Knock turns the conversations into a full book, a personalized novel no two visitors share, performed back as an audiobook, while the notes slipped under the door collect on a wall of names and red thread. Character sensory packs and printed matter arrive by mail.
The Dose grounds sacred and mythological figures in the texts they left. The Doppelganger seats a visitor at a mirror and draws out the selves they did not become, leaving a case file rather than a book. Each meets its characters through a different frame. Nothing is scripted; nothing repeats.
The Knock is the flagship; access is arranged upon request. What visitors hear depends on who they ask.
The slate
The Knock, up close
One experience, walked through. The occupant of a hotel room cannot leave. Characters come to the door; the occupant speaks with each through a peephole. The conversations become a book.
HEARSAY is available to festivals, platforms, and classrooms.
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