In my proposal, I use the surrounding real-life environment, manipulating its scale and new role it fulfills after being taken out of its original context. I consistently process it in a long-term project, which, just like a pencil or brush, has become one of my constant artistic tools. Since 2018, I have been collecting and recording memories through my mobile phone, in the form of obj. fbx. glb. files. So far, I have made more than 250 3D scans, of various sized objects. Recently, I started scanning larger spaces and now I would like to combine selected scans in one project to create a spatial sculpture, depending on the available virtual space.
Stylistically, I would like to directly reference my two previous works, “Isle of Eternal Waste” and “Fungal_responses,” in which I used 3D scanning techniques to create an experiential environment in the Unreal Engine. In “Island of Death,” I referred to Arnold Böcklin’s painting “Isle of the Dead” from 1880 to draw attention to the anthropocentric landfill, ocean pollution with plastic, and overproduction of digital content. In Fungal_responses, 3D scans of mushrooms in the forest were used to create an avatar, through which I performed live using HTC trackers.
(More about these two projects I share in the PDF attached to the submission.)
My proposed project will focus on using my 3D scans from various places I have visited in recent years to create a space where they will interact with each other in the sense of forming a larger whole. In my project, the viewer will be able to experience a diverse, not always smooth and accessible space made up of memories, everyday objects, places that have been frozen in time, but speak to the universal need to rebuild relationships between humans, nature, closeness and distances, tides and ebbs.
In my work, I will definitely pay attention to the sound element to enhance the viewer’s experience. Similar to “Island of Death,” I intend to highlight certain moments in my sculpture with my own composed synthesizer music, which will amplify the viewer’s impressions.
Currently, I mainly work in Unreal Engine 4, but I also have access to Unreal Engine 5 and I am willing to spend more time exploring the possibilities of this program.