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
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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
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
Copy
NAME
ARTIST
LOCATION
Copy
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.