Learnings
Concrete R&D learnings and project history.
R&D learnings
ava-proto1 prototype and history — titles on the left, detail on the right, type labels.

8 learnings from the ava-proto1 prototype and project history — technical, artistic, narrative, strategic…
Learning 1 / 8
A character is not an assistant
An assistant seeks to help; a fictional character must exist. Max must not answer like ChatGPT: he can dodge, hesitate, contradict, defend himself, not know or refuse. Acting direction, psychology, limits and narrative frame are required — not just a good model.
Tap an item to show its detail below.
8 learnings from the ava-proto1 prototype and project history — technical, artistic, narrative, strategic…
Learning 1 / 8
A character is not an assistant
An assistant seeks to help; a fictional character must exist. Max must not answer like ChatGPT: he can dodge, hesitate, contradict, defend himself, not know or refuse. Acting direction, psychology, limits and narrative frame are required — not just a good model.
Project history
Detailed account of Où est Ava ?'s evolution from Où est Ava ? (2024) to the 2026 prototype.
From Où est Ava ? (2024) to the 2026 prototype — full content appears on the right.
2024
The initial project: Où est Ava ?
The first funding application, submitted in August 2024 under the title Où est Ava ?, defines the project as an interactive digital experience accessible via web browser. The pitch already lays the foundations of the current project: immersing the user in a dystopian world where a mysterious virus transforms infected women into men, and letting them speak live with the protagonists through artificial intelligence.
At this stage, the project is still conceived as the interactive branch of the transmedia project Save Où est Ava ?, complementing the linear film Où est Ava ? The film carries dramatic truth and thriller power; the digital experience explores what the film cannot develop without breaking its pace: motivations, secrets, zones of ambiguity and the characters' intimate questions.
The 2024 application states the artistic ambition very clearly:
- bring a dystopian storyworld around protogyny to life
- let the user meet the four family members: Max, Emma, Ava and Léo
- create emergent narration, different for each user
- prompt reflection on body, gender, fear, family, protection, patriarchy and loss of control
- offer an experience that can stand alone or complement the film
Tap an item to show its detail below.
From Où est Ava ? (2024) to the 2026 prototype — full content appears on the right.
2024
The initial project: Où est Ava ?
The first funding application, submitted in August 2024 under the title Où est Ava ?, defines the project as an interactive digital experience accessible via web browser. The pitch already lays the foundations of the current project: immersing the user in a dystopian world where a mysterious virus transforms infected women into men, and letting them speak live with the protagonists through artificial intelligence.
At this stage, the project is still conceived as the interactive branch of the transmedia project Save Où est Ava ?, complementing the linear film Où est Ava ? The film carries dramatic truth and thriller power; the digital experience explores what the film cannot develop without breaking its pace: motivations, secrets, zones of ambiguity and the characters' intimate questions.
The 2024 application states the artistic ambition very clearly:
- bring a dystopian storyworld around protogyny to life
- let the user meet the four family members: Max, Emma, Ava and Léo
- create emergent narration, different for each user
- prompt reflection on body, gender, fear, family, protection, patriarchy and loss of control
- offer an experience that can stand alone or complement the film