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matibratkowski

Mati Bratkowski

digital artist // game dev
bratkowski.mati@gmail.com

40
posts
1.6K
followers
1.5K
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bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago


bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago


bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

bts dump

State of Play feels like it happened ages ago now. This piece, created in collaboration with @harriet.blend and @kamikaze.labyrinthe for @arselectronica festival, premiered at the start of September. So much creativity, design, research, and development went into crafting this massive interactive experience that I still can’t fully comprehend that it actually happened. Bringing this project to life in just 6 months really boosted my confidence in working with game engines that it feels like the tool is no longer a limitation

Huge thanks to the rest of the team:

Mocap performer @frankleinpt
Soundtrack and sound design @_snake_case_ @imogenndavey @callummmurray
Soundtrack @h.imer.a

and to FutureLab team for coordinating everything and taking care of us. So grateful @syntha._ and Daniel Rammer 🙏🙏

There’s waaay more that happened in these past 6 months. I can’t wait to share it all!!


271
8
1 years ago

Some unreal engine development and environment art magic for @gabrielmassan x @madonna 🔅🫶🔅

Credits:

lead artist and direction: @gabrielmassan
unreal development: @minozzicarlos and @matibratkowski
vfx: @liamwlfe
avatar character design: @carolthekitty
animation: @bausaus and @minozzicarlos
3D graphic design: @cokepotato and @figa.link

video: @kasiuha


189
17
2 years ago

Morphogenic Angels Chapter 1 is an interactive installation featuring a live gaming experience @hauberlin and a twitch playthrough by @isshehungry alongside an immersive installation with a CGI film, VR & game stations.

Five members of the audience were invited to take turns playing the single-player game, whilst the rest of the audience enjoyed the gameplay like a film. Everything in the game is in simulation mode, meaning that it’s always live. As players journey through the game they use a subverted combat system that teaches them how their energy impacts others. The audience could also delve into our world through the genesis story behind our speculative world, VR & play the game in a more intimate setting.

Morphogenic Angels is our ongoing worldbuilding project; an ever-evolving universe set 1000 years from now, unfolding in a radically different time & space. It transcends our current political, societal, financial & subjective reality & explores a future where people havepost-human capabilities through the organic reengineering of their cells. Humans, now considered “Angels”, value & draw from all kinds of consciousness; ancestral, bodily, extraterrestrial, as well as animal, nature, cellular & the cosmos.

Programming, Game Design & Technical Direction: @limbotech_
Visual Effects, Concept & Game Design: @matibratkowski
Animation/VFX: @minozzicarlos
Music & Sound Design: @wavesovspace
Environment Creation, Concept & Design: @aio0o0o0
Motion Capture Movement: @sophiemars_
Voice Actor - Yaxu: Tanya Cruz
Voice Actor - Anamt’u’ul: @claireolearyx
Voice Actor - Yaxu Ancestor 1: Helen Cruz
Voice Actor - Yaxu Ancestor 2: Chema Cruz
Voice Actor - Narrator: Elvera Avery
Additional Visual Effects: @cliffordsage
360° VR & CGI Video Visuals: @georgejasperstone
Project Production: @aleksandrboyce
Studio Management: @hekatestudios
Technical Production: @james_b_stringer
Virtual Reality Partner: @htcvivearts
Videography: @inkagop

Chapter 1 was commissioned by @hauberlin
Film version was commissioned by @somersethouse with support from Arts Council England
Prototype via gaming incubation @barbaracueto supported by @coberlin


450
16
2 years ago

‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago

‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago


‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago

‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago

‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago

‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago

‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago

‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago


‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago

‘Nightcrawlers’ developed in collaboration with @alicebucknell @nicolas__snyder and @born_slippery presented earlier this year as part of Fun Palace at Le Grand Palais @centrepompidou

Nightcrawlers is an asymmetrical co-op game inspired by the lives of nocturnal pollinators. Two players inhabit different life forms: one plays as a bat, the other the distributed hive-mind of a night-blooming plant. Each has a distinct control scheme and movement mechanics: the bat can fly freely above ground but must use echolocation rhythmically, while the plant moves only underground, ‘slingshotting’ through root networks beneath the building. Together they navigate the pollination process, collecting fragments of a song that the players gradually compose into a single piece. The game is about collaboration, navigation and listening; treating ecological systems as playful, musical puzzles.

Commissioned by the Centre Pompidou and Chanel Culture Fund.

Team:
Alice Bucknell (Artist, Game Concept, Environment Art and Writing, Art Direction)
Mati Bratkowski (Game Concept, Game Development, Technical Art)
Nicolas Snyder (Original Score, Sound Design)
Tom Joyes (Graphic Design, UI)

Huuuge thanks to @_birdspikes for staying late with me to record the gameplay footage🙏🙏(he’s playing the 🦇 hihi)


184
7
4 months ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

‚GuanYin: Confessions of a Former Carebot’
Designed in collaboration with @lawrencelek presented at this year’s @friezeofficial in London.

I had the privilege of designing and developing the game, and I’m incredibly proud of the outcome. The game blends mechanics from various genres, with a core gameplay loop heavily inspired by rogue-lite/-like games - a genre that has been my favorite since forever.

In GuanYin, the protagonist - a carebot - exists in a constant cycle of death and rebirth. The journey begins at the car’s dashboard, where GuanYin recharges in their pod. Tasked with diagnosing and repairing the car, the challenge arises from GuanYin’s defective battery, which depletes rapidly. The player’s mission is to guide GuanYin to each broken part within a tight time limit.

However, not everything resets between runs. Certain elements of the car’s environment retain their state, creating opportunities for the player to strategize and manipulate their surroundings. Moving seats, unlocking shortcuts, and optimizing paths become essential to completing the game.

This 3D exploratory platformer focuses on creative navigation and problem-solving, offering players the freedom to experiment with different approaches. Inspired by The Legend of Zelda: Breath of the Wild, I developed a climb-anything movement system that allows players to explore and strategize however they like.

Project Credit:
The Frieze London Artist Award 2024 is co-commissioned and co-produced by Frieze and Forma.

Team:
Lawrence Lek (Artist, Writer, Editor, Animation and Sound)
Mati Bratkowski (Game Design & Development),
Tea Strazicic (Character Design), 
awe IX (Game Programming),
Case Miller (AI Direction),
Laure Michelon (AI Programming),
James Stringer (Creative Technical Consultant), 
Tamika Batalova (Design Research),
HS Design Studios (Fabrication), 
Luke Felstead (Fabrication Research),
Silke Weissbach (Studio Assistant).

Photo Installation Credit:
Photos by Katie Morrison


162
10
1 years ago

State of Play: شهر بازی by @kamikaze.labyrinthe @matibratkowski and @harriet.blend is a deconstructed videogame boss fight reinterpreting the 7 labours of Rostam.

We premiere the performance in a week, during the @arselectronica festival.

I won’t tease too much yet, this piece has been in the works for months and it’s ready to be experienced✨


245
6
1 years ago

State of Play: شهر بازی, a participative performance, is awaiting you at the Ars Electronica Festival 2024 in the immersive experience room Deep Space 8K. State of Play: شهر بازی is a deconstructed interpretation of the Seven Labors of Rostam, the lonely warrior of Shahnameh (book of kings), the long epic poem written between 977-1010 CE by the Persian poet Abul-Qâsem Ferdowsi Tusi. State of Play: شهر بازی dissects the conventions of the videogame industry, boss fights, Persian mythology and poetry, and new media.
 
In this participative performance, the audience is provided with a set of storylines that lead to an interactive journey. During which the audience has ultimate control over the story’s further development through their interactions. A commentary game master will help the audience to interact with the piece and make decisions. The audience participates as the hero Rostam, tracked with laser technology, as they face off against the great Div-e Sepid, performed with motion capture.
 
Artists Tara Habibzadeh, Mati Bratkowski, and Harriet Davey are assisted by the Ars Electronica Futurelab to bring State of Play: شهر بازی to life at Deep Space 8K. Visitors can experience it live on September 5th, 18:30 - 19:30, and September 7th, 10:30 - 11:30, at the Ars Electronica Center.
 
Piece developed in collaboration by Tara Habibzadeh @kamikaze.labyrinthe , Mati Bratkowski @matibratkowski , and Harriet Davey @harriet.blend
 
Featuring
Fran Klein @frankleinpt Mocap Performer snake_case @_snake_case_ : Sound Design
Himera @h.imer.a : Sound Track

Trailer Sound by @_snake_case_

State of Play: شهر بازی was funded by SHARESPACE and Culture Moves Europe. State of Play: شهر بازی is funded by SHARESPACE. SHARESPACE has received funding from the European Union’s research and innovation program Horizon Europe under grant agreement No 10192889


303
5
1 years ago

SUN BURN - In June, I was invited as one of of 6 artists to develop a concept and lead a team for @ubisoft’s Web3 hackathon: HackArtX. Funded by @tezos.

Having studied fashion in school and worked in the industry for years, I chose to focus my topic around fashion’s environmental impact and CO2 emissions.

Overview:

1. We built a world in Unreal Engine that started out happy, sunny, and clean, and healthy tree characters running around.

2. Using data we sourced from a satellite in space that measured the CO2 in the air. We created an equation that took total CO2 emissions for the world and estimated the future percentages attributed to fashion, based on past data. Every time the CO2 level went up by .1%, it affected the environment in the simulation, adding a piece of trash such as a shopping bag or pile of clothes, and automatically minting a screenshot as an NFT on Rarible. The NFT was available for purchase with all proceeds going to reforestation efforts.

3. As the environment got more polluted, the air got smoggier and the characters began to shift one-by-one into wraith-like, hunched over beings - an evolutionary mechanism that allowed them to survive.

4. There was a gamified clean-up element to it as well - in addition to allowing people to purchase the screenshots of the world getting more polluted, they could also purchase a clean-up token to remove a piece of garbage, taking it one step back to the healthy initial state. These proceeds were also sent to reforestation efforts.

5. In the span of two days, we managed to automate everything, at a .1% increase event, data was pulled from the satellite and automatically fed into Unreal, Unreal automatically took a sceenshot of the scene and uploaded it to Rarible, and when people purchased a clean-up token, it would automatically update the world in Unreal.

We won the award of Ubisoft community favourite for this project 🤍

I’m eternally blessed to have had an amazing team:
Logo/deck design: @figa.link
AI dev: @xyzalanix
Unreal dev: @matibratkowski
Tezos dev: Nicolas DMT
Concept/direction/3D sculpting: @tabithaswanson_


201
9
2 years ago

Już w tę sobotę (04.11 godzina 20:00) w @nostalgia_praga odbędzie się premiera kolekcji Handel HWDP vs Ruleta Hardcore.

Dostępnych będzie 21 unikatowych koszulek przygotowanych w kolaboracji z 1988 Ruleta Hardcore (możliwość rezerwacji na miejscu), oprócz tego będziemy mieli dla was tonę towaru na Handel

O 23:00 przenosimy się do @klubchmury gdzie zagrają dla was @2k88synu @lord.bartocut12 @scolop333ndra@juliafohs (Ratrlz) oraz DJ An-Tec9. Wizualizacją wydarzenia zajmie się@matibratkowski Autor powyższego wideo. 🎵 @zdechly_osa@2k88synu Spytaj Policjanta remix.


261
4
2 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

Morphogenic Angels👽✨

A futuristic transhuman love story prototype role-playing game, set 1000 years from now, developed in collaboration with lovely @_keiken_ collective💗

Full gameplay video can be seen at @somersethouse website right now (link in bio^-^)

Full playable version will premiere in May

Game made together with @limbotech_ @aio0o0o0 @wavesovspace @sophiemars_


198
13
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

What body would you like to occupy?🌊🌊🌊🌊🌊🌊🌊

VR embodiment work developed together with the fantastic @_keiken_ collective💙💙💙

With incredible music and sfx by @wavesovspace 😶‍🌫️


135
3
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago

Jakieś pół roku temu, razem z @stofe100 zrobiliśmy okładkę dla ostatniego mixtape’u @flexigeng 🧟‍♂️🧟‍♂️🚃

Trolley problem i poznański tramwaj Helmut w wersji nurgle🤢🤢

#3dart #digitalart #blender #proceduraltexture #nurgle #trolleyproblem


189
7
3 years ago


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