A real environment modeled after the virtual, the Gameworld environment begins as a surface with a non-directional grid of 3 dimensional elevated points, not unlike the top surface of a Lego block. At the scale of the exhibition space, one is surrounded by these dots, the tops of which are somewhat higher than the line of sight.
The elevated points vary with the requirements of each installation; they merge with others nearby; they grow or shrink and become the display surfaces and interfaces of projection screens, portrait gallery walls, research tables, and game playing stations. Its flexible system can be modified over time, should the contents of the exhibition change or grow; modules of an alternating color can be inserted.
This un-real landscape is entirely executed in digital blue amplifying the physical tactility while at the same time producing an affect of slightly absurd mono-materiality.
Projected on giant screens at the head of the exhibition environment, a virtual model of this blue landscape is imported into a game engine allowing players to navigate the Simulated Simulation of Gameworld, while inhabiting the actual exhibition environment.
Entering Gameworld for the first time is as easy as logging in. No password required.