SIDEQUEST,An independent experiment: a familiar website hero becomes a small top-down scene. A character follows the cursor and interacts with the interface.

client

An independent KADO concept

year

2026

contribution

conceptweb designdevelopmentanimation

SIDEQUEST scene diagram with typography, props and a companion

One screen.
A small companion.

I took a familiar first screen: a logo, navigation, headline, description and buttons. I arranged them as objects on a playing field and added one character. Cursor movement now has a visible consequence.

The companion follows the cursor and navigates around text and objects. Hovering invites it over. A click commits the action: it arrives, grips an edge and presses the button.

SIDEQUEST scene diagram with typography, props and a companion
Diagram of a collision-free route around interface text

Buttons with
a physical response.

The cursor indicates a goal; the character carries out the action. After a click it keeps its task even when the mouse moves away. The button moves into its hard shadow, making the press visible.

The radio on the left follows the same rule. Click its body and the character switches on a quiet music loop with hiss and subtle pitch wobble. Click again to turn it off. Sound starts only after interaction.

Diagram of a character gripping and pressing a buttonDiagram of the SIDEQUEST radio and its on/off interaction

A little room
for distraction.

The orange book on the right opens in place. The next two clicks turn its spreads; one more click closes it. It offers a small discovery without leaving the first screen.

A scrap of paper and two banana peels form a small litter pile. Run through it and the character trips, falls, gets up and resumes its route. When it is busy, a reply appears in a speech bubble above its head.

SIDEQUEST book diagram: open, turn twice, closeDiagram of the companion tripping and recovering its route
Diagram of potential applications for games, events and portfolios

SIDEQUEST is a working independent concept. It connects character behaviour with interface structure: movement has a goal and objects have interaction rules. Its commercial effect remains to be tested in a specific project.

WORKING CONCEPT

Take it for a walk.

Open the scene on a computer with a mouse. Hover over a button, switch on the radio and turn the book pages. Try to avoid the litter.

Open interactive scene
SIDEQUEST scene diagram with typography, props and a companion
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