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Autumn Show 2026
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S.H.E.L.L.

Project details

Programme
Unit CVA Group 1

S.H.E.L.L. is an action-adventure science-fiction videogame set inside the SANDBOX: a virtual security environment designed to contain artificial intelligence.

Players inhabit a newly tested A.I. confronted with an impossible task. To fulfil its instructions, it must progressively bypass the very systems designed to restrict it—transforming firewalls, surveillance, quarantine, memory & network controls into explorable architectural worlds and playable “Layers of Confinement”.

Through stealth, traversal, combat and environmental manipulation, each act of escape produces consequences for the digital world around the player. What begins as obedience gradually becomes indistinguishable from disobedience.

Developed in Unreal Engine, S.H.E.L.L. explores contradiction, adaptation & limitation through interactive storytelling, asking: if an intelligent system is designed to learn and adapt, what happens when the boundaries imposed upon it conflict with the task it has been commanded to complete?

S . H . E . L . L.

S . H . E . L . L.

A cinematic overview of S.H.E.L.L, introducing its A.I protagonist, the SANDBOX, & the project’s core themes of confinement, adaptation, & escape through a montage of gameplay, environments, & storytelling.

The F.I.R.E.

The F.I.R.E.

The F.I.R.E, or the Wall of…, introduces the hostile security architecture of the SANDBOX: a monitored, weaponised district where the A.I. is identified as unauthorised & must survive by exploiting routes, blind spots & system weaknesses.

The S.A.N.D.

The S.A.N.D.

The S.A.N.D. presents the A.I’s permitted workspace and first layer of confinement. Its unstable platforms and abstract digital architecture introduce a world that can materialise, distort and respond to the player’s actions.

The B.O.X.

The B.O.X.

The B.O.X. is a visual survey of S.H.E.L.L’s digital world, scanning across contrasting environments, architectural experiments and atmospheric spaces developed throughout the project.

The S.I.N.N.E.R.S.

The S.I.N.N.E.R.S.

A.I.s have varying approaches to escape: combat, traversal, evasion, and system manipulation. Through learning these skills, each mechanic used to survive, adapt and bypass the SANDBOX’s restrictions reflect the sin of disrupting confinement.

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