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​ANTIGONE-BLIND SOUND Sophocles

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ANTIGONE- ÂM MÙ  Discord Version

Antigone - Blind Sound sponsored by the Goethe-Institut and Antigone Saison

 

Antigone - Blind Sound's video production was supported by Complex 01, Creative Gara and Union Hub

Director / Scenographer / Lighting designer Hà Nguyên Long

Cast Trần Thiên Tú - Hồng Ma - Phạm Bảo Ngọc - Trần Quang Huy - Nguyễn Duy Anh Tuấn

- Nguyễn Thu Hậu - Minh Ánh - Yết Yết - Lê Minh Tâm - Hương Trà - Nguyễn Bình Minh

Concept  Hà Nguyên Long - Nguyễn Quang Kiếm

Interactive script  Hồng Ánh - Nguyễn Bình Minh - Trần Hiền Mai

Music / Sound design / Sound technical management Nguyễn Nhung (in collaboration with Maria Papadomanolaki)

Film editing Trịnh Quang Linh

Sound editing Đờ Tùng

Project manager Nguyễn Quang Kiếm

Video production Nguyễn Bình Minh - Nguyễn Quang Kiếm

Costume LOONY asissted by Hatter Minh

Stage manager Phạm Ngọc Minh Thư

Media Vũ Hoàng Long asissted by Lê Minh Tâm - Nguyễn Bình Minh

Graphic design Sam Nguyễn

Sound technicians Cao Lê Hoàng - Trần Uy Đức - Tùng Lê - Việt Hưng - Hoàng Hải - Hạnh Thơ - Đờ Tùng

Stage asisstant Phan Đinh Linh Chi - Hoàng Thảo - Trần Minh Quang - Linh Lan - Trần Thu Thủy

- Nguyễn Trần Thiên Hân - Bùi Kiên Trung - Taia - Quang Sinh Tồn

Make-up artists Nguyễn Mỹ Linh - Đinh Thị Ngọc Mai - Nguyễn Minh Luyên

Text translated by Hà Nguyên Long, edited by Út Quyên

Video subtitle Trịnh Quang Linh

INTERACTIVE SPACE : OFF THE STAGE AND BEYOND

Antigone - The Blind Sound is not located entirely inside a theater stage like a normal play. We believe that theater can go further. A new space will be opened alongside the performance space that promotes viewers' participation in the narrative world of the play: an interactive space.

We build the entire interactive space based on Discord, a digital communication and social media platform. Based on the Discord platform, we will create a virtual space that simulates a society based on ancient Greek society with interwoven modern elements, with the audience acting as external citizens. In this society, they are both information receivers and participants who help to build linear and non-linear narratives within this virtual society, through discussion - speaking up - voting... and many other features and interactions.

Audiences are encouraged to keep their phones and personal devices on notification mode throughout the play, ensuring their engagement with this digital space is pushed to the highest level.

Through this interactive platform, we hope to open up different content "spaces" besides what the audience will be watching. These "spaces" take place in parallel with the play streaming live, aiming at separate experiences for each different audience group. At the same time, the audience's interactive behavior with the actors, as well as between audiences also opens up a metaphor about the duality of intrusion, the blurring of boundaries between public and private.

Personal computer screens and smartphones are now more than just personal communication devices, they are also portals to a platform that allows each audience member to watch the actors and other audience members, and reminded that they, too, are being observed by the rest of the audience. No one stands outside the gaze of others in Antigone's magical, brutal Thebes.

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