Skip to content
Research

Andrea Ariano

A portfolio becomes a world.

A cutaway of the original Doppia A studio with its photography set, characters, furniture and arcade
01

A portfolio with a space to inhabit.

The original studio contains the photographic set, the furniture and the objects that lead into the site. Open its walls and inspect the scene that the visitor can enter.

  • Original studio
  • Materials
  • Scene interactions

Andrea Ariano’s work led the project. Lorenzo Crippa shaped its visual direction and Denis Mazzotti modelled its world. Sulture developed the software that lets someone move through that world, look at the photographs, play and buy from the same site.

The experience has an expressive surface and an operational one. The first is visible in the studio and the portfolio. The second becomes clear when a photograph is selected for download, a scene is prepared to render, or a cart becomes a paid order.

01

The photographs still lead.

The portfolio has two speeds. A rolling index lets a visitor move quickly through the work, revealing a photograph as each title becomes active. Inside a project, images shift and rotate, keeping the feeling of photographs laid out by hand. A separate overview supports a different task: selecting images and downloading them together as a ZIP.

Those are distinct ways into the same collection. One makes the work inviting to explore; the other makes it useful when someone needs particular images. The interface changes with the visitor’s intent while the underlying portfolio remains coherent.

The photographic portfolio

Select a photograph to open the original image viewer.

Original interface and photographs. Local sample collection; no live content or account data.
02

The studio has an address.

The original André, Stella and Lori game characters
Original game models · Denis Mazzotti

The model gives the studio its shape; the software gives its objects a role. A photographic set, a desk, merchandise and an arcade cabinet occupy the same navigable room. Selected objects connect the space to the portfolio, shop and game. André, Lori and Stella inhabit it through their original animation clips.

The scene can be opened here to show what holds it together. Its walls, furniture, set equipment and characters are actual project assets. In the finished site they share one coordinate system, so moving between a photograph, a game and a product feels like travelling through a place rather than leaving one page for another.

03

Beneath the finished surface.

André, an original animated character from Doppia A

A model can be downloaded without being ready to appear. Its compressed geometry must be decoded, textures uploaded and material shaders prepared by the browser. Doppia A coordinates those steps before revealing a scene, distributing work across frames instead of leaving it for the first visible moment.

A device profile also controls rendering resolution, shadows and antialiasing. In the character view, switch between the finished material and its geometry: both are needed for the same figure to feel present. The unseen loading and rendering decisions support an experience whose identity depends on movement.

04

A game inside the game.

The studio uses a physics system for movement and collisions, with keyboard controls and a touch joystick. Its arcade cabinet opens a second game. Paac-Boy has its own map, movement rules, ghosts, pellets, power-ups, score, levels and lives.

Input, simulation and drawing are separate parts of that implementation. The playable cabinet below runs the project’s original game in an isolated browser frame. It is a working part of the website, with its own rules and state, rather than an animation representing one.

INSIDE THE GAME

Paac-Boy.

A game inside Andrea’s world. The studio’s arcade cabinet opens another space to explore: a maze, four opponents and a real game.

The project’s original game, running here in your browser. Use arrow keys or the onscreen controls. Esc returns to the article.

Canvas 2D
Graphics and sprites
Collisions
Walls, opponents, items
State
Score, lives, levels
The original Paac-Boy maze and character sprites
05

A custom shop, through to the order.

The original Doppia A cart with demonstration items
The original cart, running from the project code. Demonstration items and prices; quantities and subtotal update locally. Checkout and payments are excluded.

The shop keeps its own visual language while doing the work of commerce. A visitor chooses a product variant and builds a cart. At checkout, the server recalculates prices, checks stock and obtains a shipping quote before creating the payment.

That boundary matters: totals and availability are determined by the system instead of being accepted from the browser. The cart shown here is the project’s actual component running with fictional products and prices. Its quantities and subtotal work locally; the source lines below show where the server takes responsibility.

const priced = await priceCart(env, lines)
const quote = await quoteShipping(env, priced, recipient)
06

After the visitor leaves.

A payment confirmation starts another part of the system. The webhook verifies the event, checks the payment with Stripe, updates stock and handles shipping. Stock and shipping progress are tracked separately so a failed courier request can be dealt with without repeating completed work.

The administration includes tools for orders, customers and payments. The same project therefore covers the photographed world someone visits and the work required to keep the shop operating. Sulture’s role runs through that whole connection, from the visible scene to the quieter processes behind it.

Project footage · Andrea Ariano

Project credits

Software
Thomas Cornolti
Technology
Sulture
Design
Lorenzo Crippa
3D design
Denis Mazzotti
Photography
Andrea Ariano
Visit project