Interactive Cinema: Theory, Practice, and AI Methodologies
Інтерактивне кіно: теорія, практика та АІ-методології

Theory and practice of interactive cinema (audiovisual interactive storytelling): history from Kinoautomat and FMV to web/VR, creative tools taxonomy, and AI-assisted research, branching design, prototyping (Twine/Arcweave/React), and production packages.
Теорія і практика інтерактивного кіно (АІО): історія від «Кіноавтомата» та FMV до web/VR, таксономія творчих інструментів, АІ-асистоване дослідження, розгалужений дизайн, прототипування (Twine/Arcweave/React) і production package.
The theory behind this course is in the pillar article “What is interactive cinema?” The course case study is the reconstruction of “Vasya the Reformer”
02 · Visual schema
Клікай вузли — будуй шлях наративу · Reset path
Клікай вузли — будуй шлях наративу · Reset path
- 1 semester · 90 h (8 lectures, seminars, creative studios)
- UK
BA year 3 (elective), Audiovisual Art and Production — students with foundations in screen arts, directing, editing, or screenwriting who want non-linear narrative and AI-assisted research/production.
04 · Course path
- Theory
- History / AI
- Graph
- Prototype
- Package
- Pitch
05 · Module map
I01
Foundations
Agency, immersion, AI research
II02
Evolution
Kinoautomat → web / VR
III03
Tools map
Narrative, AV, immersive
IV04
Production
Branching, AI, ethics, pitch
06 · What you'll learn
Define interactivity, agency, immersion, and non-linear narrative with critical precision
Reconstruct and analyse historical and contemporary interactive works with AI-assisted methods
Map narrative graphs and design meaningful choice (e.g. Bandersnatch, Her Story reverse-engineering)
Prototype branching logic in Twine/Arcweave and timed-choice UI components in React
Build a production package: scenario branches, concept art (generative AI with disclosure), montage, pitch
Block I — Foundations of interactive cinema and AI-assisted research methodology
Block II — Evolution: AI reconstruction of history; digital era and technology impact
Block III — Typology of forms; systematic analysis of creative tools (narrative, AV, immersive)
Block IV — Production: AI in pre-production (script & prototype), production/post tools, economy & ethics
Studios — Deconstruct a work · Branching scenario + logic prototype · Concept art & montage · Pitch defence
Module structure
The course consists of four content blocks (eight lectures) and practical studios; the table below shows the structure by blocks rather than weeks — the calendar depends on the semester schedule. Every block pairs theory with one practical assignment, and the studios lead from deconstructing an existing work to a production package of your own.
| Block | Topics | Assignment |
|---|---|---|
| I · Foundations | agency, immersion, non-linear narrative; AI-assisted research methodology | deconstruct an interactive work (Bandersnatch, Her Story, etc.) |
| II · Evolution | history from Kinoautomat and FMV to web/VR; AI reconstruction of film history | reconstruct frames from a textual source |
| III · Tools map | typology of forms; narrative, AV, and immersive tools | a tool register for your own project |
| IV · Production | AI in pre-production (script and prototype), production/post, economy and ethics | a branching scenario and logic prototype (Twine/Arcweave, React) |
| Studios | deconstruction · branching scenario · concept art and montage · pitch | a production package and public defence |
By the end of the course each student has three artefacts: a deconstruction of a chosen interactive work (a written breakdown of its choice structure), a working prototype of branching logic, and a completed production package with a pitch. Together they form a portfolio one can show a producer or a department — and it is assessed as a system of decisions, not a set of generated images.
AI tools in the course and how they are used
Generative AI has two working roles in the course. The first is research: AI-assisted study of the genre’s history, where reconstructing lost works from textual sources teaches you to check every model claim against a primary source. The second is production: concept art and visual materials for students’ own projects, with mandatory disclosure of AI involvement.
The narrative logic itself is made not by models but by the author: branching scenarios are mapped in Twine and Arcweave, and timed-choice interfaces are prototyped in React. AI helps research and illustrate in this chain, but it does not make dramaturgical decisions — that is the course’s core rule, carried through every block.
Case: the reconstruction of Vasya the Reformer
The course’s practical case is Vasya the Reformer, Dovzhenko’s lost 1926 debut, which I reconstruct from surviving textual sources: the scripts are broken into a forty-scene storyboard, characters are fixed in character plates, and frames are generated scene by scene — each linked to its place in the text. For students it is a live example of “reconstruction from text”: the hierarchy of trust in sources, the boundary between interpretation and invention, honest labelling of AI frames. The methodology and the frame gallery are on the project page.
Assessment and AI ethics
The final assignment is a production package: a branching scenario, a logic prototype, concept art, montage, and a pitch defence. What is assessed is the decision, not the pixels: how justified the branching structure is, whether choices carry consequences, whether the style holds together — regardless of whether the material was generated or hand-made. Every use of generative AI in the work must be disclosed.
The course’s ethical rules run through every assignment. First: AI involvement is always labelled — in concept art, reconstruction frames, and texts. Second: archival materials are a primary source, not raw material for free fantasy; reconstruction builds on surviving scripts and filmographic cards. Third: an AI frame of a lost film is an interpretation, not a “restoration of the footage” — and the wording matters; the Vasya case is where we practise it.
The disclosure format is simple: a caption under the material — “generated from the description of scene N”, “an AI concept based on source X”. This is the same practice I use in my own open projects, and students carry it into their own public work: a label does not devalue the work, it makes it verifiable.
How an academic course differs from commercial AI courses
Ukraine has commercial programmes on AI in film: Filmschool’s “AI in Cinema” course, Robot Dreams’ “AI for Video Production”, and Jemads’ materials on cinematic AI. They focus mostly on production tools. The university module differs in three ways: it carries ECTS credits inside an audiovisual-art programme; it teaches the theory of interactive cinema — history, typology, an analysis model — rather than tool skills alone; and it runs on an open methodology with a real research case that can be verified on this site.
Instructor
The instructor is Sasha Poberailo, a filmmaker and researcher of interactive cinema, lecturer at the Kharkiv State Academy of Culture (more about the author).
08 · FAQ
How can generative AI be used in teaching interactive cinema?
In two roles: research (AI-assisted study of the genre’s history, reconstructing lost works from textual sources) and production (concept art and visual materials — with mandatory disclosure of AI involvement). Students build the narrative logic themselves, in Twine, Arcweave, and React.
What assignments do students get?
Deconstructing an interactive work, reconstructing frames from a textual source, a branching scenario with a logic prototype, concept art and montage, and a final production package with a pitch defence.
How do you assess work created with AI?
The authorial decision is assessed, not the pixels: how justified the branching structure is, whether choices carry consequences, whether the style holds together. Every use of generative AI must be disclosed — that is part of submitting the work.
What ethical rules does the course follow?
Three rules: AI involvement is always labelled; archival materials are a primary source, not raw material for inventions; an AI frame of a lost film is presented as an interpretation, not a restoration of the footage.
How does an academic course differ from commercial AI courses?
ECTS credits within a degree programme, the theory of interactive cinema (history, typology, an analysis model), and an open methodology with a real case. Commercial programmes in Ukraine focus mostly on production tools.
How do you teach AI in a film school?
Through practice with honest rules: one question per practical exercise, a disclosure on every AI artefact, and genre theory walking next to production. That way a student sees both what the tools can do and where their use ends.
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