Project
-
Passage.FallingLight
Passage.Unfolding
Passage.StillGrowth
Passage.SoftRains
Passage.ColdBloom
Medium
-
Game Engine
Ecology
Metal & Synthetics
Scent
Custom Hardware
Description
-
Passage is an evolving speculative project that explores the entanglement between ecology and synthetic infrastructure. Spanning live cinema performance, sculptural installation, and fragrance, it invites audiences into a world where organic life and machine systems grow inseparably.
Series Overview
What is “natural” in an age of control and mediation?
As human activity reshapes the planet beyond distinction, there is no longer a boundary between the natural and the artificial. Passage imagines a speculative forest functioning like a living circuit board—an ecosystem where every natural phenomenon operates as a synthetic process. Spanning performance, installation, game, sculpture, and fragrance, it invites audiences into an ecosystem where organic life and machine systems grow inseparably.
Installation - Passage.FallingLight
Passage.FallingLight is a mixed media installation.
Surrounding screens depict a speculative forest ecosystem simulated live in a game engine. The forest operates like a circuit board: metallic roots entwine with living flora and fauna, channeling energy to an artificial sun. Across its shifting biomes, interlinked components (fans, circuitry, sunlight, lightning, and fire) sustain a cybernetic feedback loop, cycling through growth, collapse, and renewal. At the center, a large metallic hybrid tree anchors the work’s physical and virtual layers.
Presentation: Arizona State University’s Herberger Institute MIX Center
Performance - Passage.Unfolding
Passage.Unfolding is an audiovisual live cinema performance.
Using a sculptural camera controller, the artist navigates the forest in real time through an unbroken, hour-long take. The journey follows one simulated day in the life cycle of the ecosystem, unfolding simultaneously as film, performance, and live act of documentation. A collaborating musician scores the work live, responding to shifts in light, camera movement, and terrain to create a dialogue between image and sound.
Presentation: Onassis Borderline Festival (Athens), Ultima Festival (Oslo), A3 Festival (Melbourne), Diskokina (US)
Past music collaborators include Torus (NL), Bobby Beethoven (US), FITNESSS (US), LOIF (AU), and more.
Sculpture - Passage.StillGrowth
Passage.StillGrowth is a site-specific sculptural installation.
The work centers on a living ficus tree located in the lobby of New York City’s financial district: a species that, in the wild, extends aerial roots freely, yet here is pruned into ornamental restraint. Attached to its trunk is a synthetic prosthetic: a sculptural limb that mimics the growth it’s been denied, cast from the same industrial materials that define the surrounding architecture.
Presentation: New Museum’s 2025 DEMO Festival
Installation - Passage.Soft Rains
Passage.SoftRains is an interactive installation.
Through a sculptural camera interface, audiences observe and subtly interrupt an automated roaming camera inside the digital forest. This disruption affects the behavior of AI-governed deer, who move through the scene as diagnostic agents, using their sharp limbs to detect current irregularities in the metallic root systems of the surrounding trees.
Presentation: Onassis ONX in New York and the Museo de Artes Visuales in Bogotá, Colombia.
Fragrance - Passage.ColdBloom
Passage.ColdBloom is an atmospheric room spray that translates the world of Passage into scent.
Blending equal parts natural and synthetic ingredients, the custom scent opens with the impression of a lush forest in its top notes, but over time colder, synthetic metal tones emerge in its base notes. Its sculptural cap, cast in resin and metal, recalls a pruned tree mid-growth.
The scent is also experienced in all Passage installations.
Presentation: Komune in New York
Game - Passage.exe
Passage.exe is an objective-less exploration game set inside the cybernetic forest world of Passage.
Players move from the forest floor to the canopy over the course of one simulated day, arriving at sunrise. There are no missions, scores, enemies, or fail states. The player cannot alter the ecosystem, only navigate, frame, and observe it. Camera, lighting, and atmospheric controls become tools for witnessing rather than control, turning gameplay into a quiet act of documentation.

