Humenhoid studies visual representation and promotion modalities examining creative aspects, sector-specific similarities and commercial potential for the creation of stories, advertising initiatives, events, interactive experiences, and complex fictional worlds.
Humenhoid is particularly focused on the conception phase, when the creative vision is established through research, analysis and narration. Humenhoid is able to analyze, compare and recombine elements to shape new content, supporting the definition of world-building narratives by funding immersive coordinates in order to enhance pre-production and marketing.
Humenhoid combines immersive communication systems and transmedia storytelling to create informative structures suitable for media conversion processes between editorial, promotional, cinematographic, television, musical and gaming products and in virtual reality, expanding the possibilities of their application and increasing the level of entertainment.
Humenhoid starts from analyzing what is already there, and aims at generating uncommonly powerful outcomes.
Carry out researches on sectoral trends, collecting information and design references which may help in the inspiration, conception and definition of a project, with its specific requirements.
Test and analyze rival IPs/products/games/marketing strategies in order to extract core information elements and build competitive products and engaging promotional initiatives.
Conceive ideas, narrations, creative visions, advertising, gameplay (storylines, expansions, challenges), transmedia assets and media conversion processes, structuring immersive content suitable for serial development.
Creative writing, text editing and content for websites, promotional initiatives, interactive experiences, immersive projects, video games, stories, dialogues or scripts.
Humenhoid selects sources, links information, produces texts and develops immersive communication experiences and projects.
Creative origins, narrative world and story
Humenhoid has analyzed the narrative structure of the video game The Order: 1886.
How to expand the narrative world with new interactive elements.
Humenhoid has proposed some immersive elements related to Hunt: Showdown by examining its visual representation and
storytelling.
Humenhoid interviewed Joe Mount, sound designer and sfx editor (The Counselor, Under The Skin, The Lobster) to talk about career, sector evolution and his contribution to the award-winning promotional campaign of Prometheus.
Humenhoid interviewed Simona Vilutiene, Far Cry 6 production manager at Ubisoft Montréal, on the importance of communication and empathy in the process of making a video game.
Origin, production and creative developments of Humenhoid's first short film.
Humenhoid collaborated with the Ross-Tayer Foundation to create a cultural initiative dedicated to the history of anti-racist activism in the United States.
Humenhoid had the opportunity to collaborate with the activist Megan McMorrel to carry out an awareness campaign dedicated to environmental protection issues.
In collaboration with Karl Föemhe, Humenhoid has created a trilogy of stories of terror (The Mine, The Castaway, MCMXVIII) inspired by the limits of human knowledge with respect to the mysteries of the universe.
In collaboration with Karl Föemhe, Humenhoid has created a trilogy of stories of terror (The Mine, The Castaway, MCMXVIII) inspired by the limits of human knowledge with respect to the mysteries of the universe.
In collaboration with Karl Föemhe, Humenhoid has created a trilogy of stories of terror (The Mine, The Castaway, MCMXVIII) inspired by the limits of human knowledge with respect to the mysteries of the universe.
Humenhoid collaborated with William Oppershaltz to create the preface to the biographical book of Sir Edward Kelhoyr.
Humenhoid has produced a short monologue by Sir Edward Kelhoyr (1824-1919), a famous British physiologist and geneticist. The phonographic recording, recorded by Kelhoyr in 1902, reproduces the personal dedication recited at the funeral ceremony of his friend Charles Darwin.
Humenhoid has analyzed the opening sequence of Alien: Covenant (R. Scott, 2017) examining its visual representation, storytelling and information modalities.
Humenhoid has analyzed Prometheus' (R. Scott, 2012) promotional video examining its visual representation, information and transmedia storytelling modalities.
Humenhoid has analyzed Prometheus' (R. Scott, 2012) promotional video examining its visual representation, information and transmedia storytelling modalities.
Humenhoid has analyzed Tom Clancy's: The Division 2 promotional video examining its visual representation, information and storytelling modalities.
Humenhoid has analyzed Tom Clancy's: The Division 2 promotional video examining its visual representation, information and storytelling modalities.
Humenhoid has analyzed Tom Clancy's: The Division 2 promotional video examining its visual representation, information and storytelling modalities.
Humenhoid has analyzed Tom Clancy's: The Division's promotional video examining its visual representation, information and storytelling modalities.
Humenhoid has analyzed Tom Clancy's: The Division's first promotional gameplay examining its visual representation, information and interaction modalities.
In conversation with Be Unsocial, Humenhoid describes the concept of transmedia storytelling emphasizing industry trends, fundamental case studies, and the great emotional potential associated with immersive stories.
Humenhoid has analyzed the Tom Clancy's: The Division and VICE promotional documentary considering thematic connections and narrative relationship between pandemic awareness, the gaming scenario and other sectoral products.
Humenhoid has analyzed Prometheus' (R. Scott, 2012) promotional video examining its visual representation, information and transmedia storytelling modalities.
Humenhoid has analyzed the Watch Dogs 2 and VICE promotional documentary considering thematic connections and narrative relationship between cybersecurity, the gaming scenario and other sectoral products.
Humenhoid has designed the narration of an educational editorial project based on a story of political investigation and espionage during the French Revolution.
In this first interview, Humenhoid presents its profile and vision, talking about the role of high potential storytelling to enhance the creation of immersive, engaging multi-platform entertainment experiences.
Humenhoid has analyzed The Martian's promotional prologue-series considering its visual representation, information, storytelling and advertising modalities.
Humenhoid has analyzed Call of Duty: Black Ops III's promotional video examining its visual representation, information and transmedia storytelling modalities.
Humenhoid has analyzed the narrative structure of Call of Duty: Advanced Warfare examining the story’s key elements, its fictional world, and the protagonist's emotional cycle.
Humenhoid has analyzed the Call of Duty: Advanced Warfare and VICE promotional documentary considering thematic connections between military reality, the gaming scenario and other sectoral products.
Humenhoid has analyzed the interactive promotional questionnaire of Call of Duty: Black Ops III considering its visual structure, texts and narrative relationship with the gaming world.
Humenhoid has analyzed the narrative structure of The Road (J. Hillcoat, 2009), its key features, visual representation and storytelling modalities, considering some creative strategies for developing new immersive collateral experiences potentially expanding Cormac McCarthy’s original novel (Knopf, 2006).
Humenhoid has analyzed Prometheus' (R. Scott, 2012) promotional campaign, its key features, visual representation, information, transmedia storytelling modalities, considering sectoral trends, audience engagement strategies, and design achievements.
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