Worlds

Everything that can end up on a wall, in one place. Three families, one engine underneath, and the same voice driving all of them.

back to the door

Imagineering

Six worlds on one particle engine, where the narration puts you inside the image instead of in front of it.

any door

VJ

The scenes the console plays on the pads, built to carry a room for a night.

The five marks are analytic distance fields rather than textures, so they stay sharp at any size, carry their own edge and glow, and the sixth face runs one straight into the other.

Block

Up close the cube is thousands of loose blocks. On the hit it really falls over, with real gravity and real collisions, and on the phrase it pulls itself back into shape.

Stack

The block as a hundred thousand gaussian splats rather than a surface: sharp from across the room, a cloud of soft smears up close, and every splat breathes on its own.

Splat

The block turns out to be made of itself. A fractal fold repeats it three scales deep and the five marks are not drawn but are the holes cut out of it, so falling in never arrives anywhere.

Menger

Every mark is a hole rather than a shape, and behind each one lies a different room that is larger than the box it sits in. Turn the box and the five views follow five different logics.

Portal

The block is hollow and the marks are cut-outs in its wall, so what you see is not the block but its light in real fog, shaped like the marks, sweeping the floor as it turns.

Light

The block is made of particles rather than covered in them. A million of them hold the shape, a warp field deforms the skin, and on the hit they scatter and come back on the phrase.

Particles

Five blades shaped like the marks cut into a solid block, so it opens and you see the inside, and one slider takes the edge from knife to wax.

Section

You fall endlessly into the block. A complex logarithm ties one full turn to exactly one zoom level, so the repetition folds into itself without a seam, and the zoom clicks on the bar.

Droste

Two line grids sliding over each other, where the mark is never drawn at all: it shifts the phase of the second grid, and the interference fringes are its contour lines.

Moiré

A hundred thousand instanced marks with the camera dollying through them, wrapping on z in the vertex shader, so the tunnel is endless without endless geometry.

Tunnel

A white square that flashes on the beat, and on the phrase in its second mode. The only honest way to tell whether the music clock is actually in time.

Clock

A block of glass with the marks cut hollow into the body rather than printed on it, where dispersion breaks the light into colour along every edge.

Glass

Everything in two colours through an ordered dither, with the marks in halftone. Flat, hard, Bauhaus, and the pattern falls per device pixel so it never crawls.

Grid

The previous frame returns with a little zoom and rotation, and that same buffer is then read as a height map, so the trails become real relief instead of a smear.

Feedback

One mark filling the screen that flows into the next on the bar. Only possible because they are distance fields, and the morph function underneath is the one every other scene leans on.

Morph

The cube turns out to be the shadow of a four-dimensional one. It rotates in a plane you cannot see, so it turns itself inside out without anything passing through anything, and the marks sit on faces that keep changing depth.

Tesseract

AInarrator

Eleven takes on one blob, driven by the same voice. Made to be compared, not to be booked.