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Frutiger Aero Home

A first-person exploration and light puzzle prototype: wander a retro-futurist Frutiger Aero villa, return six lost discs to the music room, open a concealed passage, and find an old exit into white light.

Author: Yuyao Wang
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Description

Frutiger Aero Home is a gift for the future we were promised: a place to step inside the bright, optimistic world once imagined by Frutiger Aero.

It is a first-person exploration and light puzzle prototype set in a flowing, retro-futurist villa. Curved white architecture, blue-green glass, open lawns and wind turbines turn that imagined future into a place you can walk through.

Explore the living spaces, bedroom, terraces, observatory and basement in any order. Find six discs and return them to the music room to unlock a concealed passage. Behind the bright home lies an aging industrial laboratory. Listen to its experimental recording to discover a route outside, where a floating desktop folder on the lawn reveals an old exit into white light.

The game was made with Unreal Engine and Blender, with bar props generated by Tripo and licensed third-party assets. The Tripo outputs were reduced, resized and adapted for the real-time scene. Codex and locally run Qwen and Fish S2 Pro voice generation were also part of the toolkit.

This submission is a short playable prototype for Apple Silicon Macs; the later story and chase sequences are not included. Work on early story ideas, local voice experiments, the Unreal setup and a pool-station prototype began on September 9, before the hackathon's creation period. The layered villa and everything in it was built during the hackathon, and the earlier pool station and multi-location story are not part of this build.

How Tripo was used

Tripo generated props for the villa's bar, as part of an assisted prop-production workflow.

  • Three families of bar props: amber bottles, a green bottle and a lidded jar, all generated with Tripo.
  • Into the scene: the outputs were reduced, resized and prepared in Blender, then integrated with materials and lighting in Unreal Engine.
  • Division of labor: the villa and gameplay were built by the author in Blender and Unreal, with the Tripo props complementing them.

Trailer