An exhibition on video game music at the Philharmonie de Paris demands an interactive and playful scenography. So I chose to be inspired by open world games, leaving visitors a free choice of route through an uncluttered exhibition.
This means that the exhibition has no predefined route and that the spatial proximity of islands with "similar" themes allows visitors to go wherever they choose without concern.
Immersed in darkness, they move from island to island, the only sources of light and sound. Sound baths reinforce the idea of "living zones" in the void.
Translucent walls form part of the display while maintaining visual porosity. A cross-hatched aperture allows various media to be displayed.