ABOUT THE WORK

Lost Horizons

“Lost Horizons” is an immersive artwork published as a public social multiplayer world on VRChat which is produced during the course of a year long digital fellowship with C/O Digital and being premiered at C/O Digital’s Festival on 9-10 Dec 2022 in Berlin.

Humans have a fascination with things that are beyond the human realm of perceptual understanding and through this artistic project I want to dive deeper into our collective desire to “see the whole” and the fiction of knowledge that comes from being elevated to the summit “to become a viewpoint”. Central to the work is the act of seeing and the emergence of a different kind of spatiality - a poetic sense of space.

The “game” has no goals or quests and instead, players are free to wander through the massive virtual world. You arrive at the site of a mysterious plane crash in the mountaintops. As you explore further, you find clues to a story of a group of passengers who have crash-landed in a place that is not on the maps, prompting the rest of the world to surmise that the passengers must be lost. Other parts of the world include a huge bookstore exhorting the viewer to get lost in travel literature, an abstract space littered with telecommunications equipment and conspiracy theories, and a map room where the maps assert their aesthetics around a conversation pit.

THE BIG QUESTION
Are there still places in the world where we can truly get lost in? Lost on a crashed plane, lost in a book, lost in fantasies of utopia... or conspiracy?
ARTWORK IMAGES
EXHIBITION VIEW
Exhibition view at C/O Digital's Festival. 9-10 Dec 2022.
Image courtesy of C/O Digital.
Live multiplayer tour in VRChat where players were walking around the same instance of the world.
Image courtesy of C/O Digital.
The work can be viewed on both PC VR and Quest 2.
Image courtesy of C/O Digital.

Exhibition view at C/O Digital's Festival. 9-10 Dec 2021.
Image courtesy of C/O Digital.
Exhibition view at C/O Digital's Festival. 9-10 Dec 2021.
Image courtesy of C/O Digital.
Exhibition view at C/O Digital's Festival. 9-10 Dec 2021.
Image courtesy of C/O Digital.

PROCESS / BEHIND THE SCENES
The environment was modelled in Blender with the intention of building the biggest possible world - whilst keeping within the tight constraints of building for Quest 2 (Android).
Then the 3D environment was put together in Unity and published to VRChat's servers, where the world is public and can be played at any time.