Voidspace Live 2026: all day performances and playable art

Blessed Market Office

ARTIST


LOCATION


Copy



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



neoArcana

ARTIST


LOCATION


neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.

Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Message in a bauble

ARTIST


LOCATION


Copy

neoArcana

ARTIST


LOCATION


neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.

Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



The Lost Episode

ARTIST


LOCATION


Copy

Message in a bauble

ARTIST


LOCATION


Copy

neoArcana

ARTIST


LOCATION


neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.

Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



LET ME IN

ARTIST


LOCATION


Copy

The Lost Episode

ARTIST


LOCATION


Copy

Message in a bauble

ARTIST


LOCATION


Copy

neoArcana

ARTIST


LOCATION


neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.

Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



The Invisible Casino

Chris Diffin


LOCATION


What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.

LET ME IN

ARTIST


LOCATION


Copy

The Lost Episode

ARTIST


LOCATION


Copy

Message in a bauble

ARTIST


LOCATION


Copy

neoArcana

ARTIST


LOCATION


neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.

Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



In that great fire

Ada Null


LOCATION


Copy

The Invisible Casino

Chris Diffin


LOCATION


What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.

LET ME IN

ARTIST


LOCATION


Copy

The Lost Episode

ARTIST


LOCATION


Copy

Message in a bauble

ARTIST


LOCATION


Copy

neoArcana

ARTIST


LOCATION


neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.

Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




The Fairytale Library

Jen Toksvig


LOCATION


Copy

In that great fire

Ada Null


LOCATION


Copy

The Invisible Casino

Chris Diffin


LOCATION


What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.

LET ME IN

ARTIST


LOCATION


Copy

The Lost Episode

ARTIST


LOCATION


Copy

Message in a bauble

ARTIST


LOCATION


Copy

neoArcana

ARTIST


LOCATION


neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.

Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy




Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.




Everyone Dreams of Burning Alive

ARTIST


LOCATION


Copy


The Fairytale Library

Jen Toksvig


LOCATION


Copy

In that great fire

Ada Null


LOCATION


Copy

The Invisible Casino

Chris Diffin


LOCATION


What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.

LET ME IN

ARTIST


LOCATION


Copy

The Lost Episode

ARTIST


LOCATION


Copy

Message in a bauble

ARTIST


LOCATION


Copy

neoArcana

ARTIST


LOCATION


neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.

Safety Blanket

ARTIST


LOCATION


Copy

sent(I)ence

ARTIST


LOCATION


Copy

Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


The Telegram

ARTIST


LOCATION


Copy



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



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Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



Artist


First floor: Room 3


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ARTIST


LOCATION


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NAME

ARTIST


LOCATION


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NAME

ARTIST


LOCATION


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Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.



All day performances & experiences

Blessed Market Office

Artist


First floor: Room 3


Copy


Bound Allegiance

Artist


Whole building (start in cafe)


Copy


Artist


First floor: Room 3


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


NAME

ARTIST


LOCATION


Copy


Cave

Everyone dreams of burning alive

The Fairytale Library

In that great fire

The Invisible Casino

LET ME IN

The Lost Episode

Message in a bauble

NeoArcana

Safety Blanket

Sent(i)ence

The Telegram



Games & Playable art

The Book Ritual

Alistair Aitcheson


First floor: exhibition space


An interactive art-piece played using a real-world book of your choice.

Write in your book to tell it about yourself. Deface its pages in creativity exercises, so that your book can understand you.

Tear out pages to keep the conversation going, as it reveals to you how it came to be and why it wants to know you.

The Book Ritual is about dealing with loss and accepting grief. The process of tearing up a book allows players to live out the experience of loss and examine the emotions that arise.


Contacting the Outer Planes

Jennifer Wiegel

Thank you for contacting The Outer Planes. We will be with you shortly.

If you feel that the madness is becoming too distracting, please press #9.


Embrace

Skye Von

Embrace invites participants to restore color and balance to a fading world through presence and a (consensual) hug — a quiet metaphor for how connection and empathy can reawaken the spaces between us.


The Invisible Casino

Chris Diffin

What appears to be a simple card game has a strange twist: all the cards are completely
blank.

Players can leave their mark on the deck and perhaps, by working together, figure
out how to beat the Dealer.


Love with NO FUTURE

Ducky Elford

Love with NO FUTURE is inspired by Lee Edelman’s writings and his theories on how politicians and activists often use the notion of the figurative child to argue against the rights of queer individuals.

More recently, this concept has been utilised to push queer adults into conforming to family-friendly and heteronormative ideals.

This interactive experience is designed to echo classic love quizzes, which ask users a series of questions to generate predictions about their future love and sex lives.

The results provide a reactionary queer or non-normative perspective on relationships, encouraging users to consider potential partners beyond the confines of a traditional heteronormative nuclear family structure.

The work employs voice recognition technology and laser-cut interactive artworks to immerse the user in a new realm of sexual possibilities.


NeoArcana

Mike Damager

neoArcana is a generative cyberpunk diegesis engine. It uses large language models and modified computer hardware to reconfigure the reader as an interloper in a story they were never supposed to see.


Next Door’s Telly Has Games On

Amy Godliman

In this miniature living room set in Britain in 1982, two Atari style games are housed in a vintage dolls house television. You play tennis and fishing against your unseen neighbour in an unfamiliar but comfortable setting, your feet digging into the carpet and eyes drifting to the scattered magazines and décor.


Roots

Irina Tsokova

Roots is an autobiographical point and click visual novel created in Unity.

By using 3D scanned objects found in my childhood room in Sofia and my grandma’s hometown where I used to spend most of my summers, I wrote a branching story narrative, which the player can uncover by clicking on the objects and inspecting them.

Following my life from childhood through teenage years and later immigration to the UK, the piece provides a look at my impressions, stories and lived experiences in post communist Bulgaria and my arrival in the UK during Brexit.

Audio elevates the experience, situating the player in soundscapes evocative of my emotions in the different environments and stages of my life.


Slash

Unwired Dance Theatre

Slash is a VR experience that explores the fluid, fragmented nature of identity in contemporary life. Inspired by the subcultural term “slasher” – someone who holds multiple roles in parallel (artist/producer/teacher/freelancer, etc.) – the piece examines what it means to exist as a composite self rather than a singular, stable identity.

Who are we between the slashes? How does the body register the constant shifting between contexts? The work stages identity not as a fixed category but as a sequence of embodied transitions. Using choreography, motion capture and audience interactions, Slash explores the manipulation of digital bodies and disjointed body parts. Limbs detach, multiply, fragment, and recombine. Avatars overlap. Gestures glitch and reassemble. The body becomes both interface and archive, carrying traces of every role and identities it inhabits.


Soup for The Consumer

David Gadelkarim

In a bid to understand the core of how humans derive meaning and emotion, The Consumer, a hollow cosmic entity, entraps humans within Its kitchen.

They are tasked with but one thing: imbue the vat of soup before them with parts of their soul, and then serve it.

The Consumer will provide emotions for Its human chef to interpret, and the chef can only interpret it through inedible common objects.

While the chef can resign at any time, the parts of their soul they offer to The Consumer can never go back to being hidden ever again.


Tamagotchi Seance #3

Nick Murray

Tamagotchi Seance #3: Memory Garden is a gently interactive narrative game about how we tend to our memories and how we can compost our grief.

It imagines a more care-full world where digital pets were the evolutionary stem for mobile phones, and online forums never died.


Very Hungry Caterpillar

Kira Guo

A completely soft game controller inspired by the children’s book The Very Hungry Caterpillar.

Players wear a caterpillar shaped hand puppet to control a computer game. Pressing inside the soft fabric mouth allows the caterpillar to eat food that appears on screen. But not everything is good for it.

Players must avoid unhealthy food and be careful not to bite too hard. Too much pressure or greed can destabilise the game.

Built with e-textiles, conductive threads, and microcontrollers, the controller turns touch into playful interaction.

It explores softness as both material and rule, combining competition with care, restraint, and embodied awareness.