Worlds
I build worlds. They have their own economies, materials, interfaces and rules, and they hold together when you look closely.
I build from fieldwork. Months in markets, back offices, transit depots and homes across the global majority, watching how money, infrastructure and improvisation actually behave. I come back with details nobody would invent: the workaround that became standard practice, the object repurposed three times, the rule everyone follows that nobody wrote down. Those details are what make a world hold. Systems fail, get patched and keep running, and most of that has already happened somewhere the future is being field-tested without anyone calling it that.
Three registers recur. Neon megacity work, cyberpunk and rendered with a video game eye, which I make because the aesthetic is a pleasure and because building it well is the sharpest way to see what it is selling. Slower futures, where collapse was avoided, biomaterials, local production, energy and food close to where people live, decisions made by the people affected. Those come out of an anarcho-pacifist sensibility that has no use for capitalism or for the centralised state that was supposed to replace it.
Then the islands. Landmasses hidden somewhere in the seas, encountered by a few explorers, each one holding a society organised on principles ours abandoned or never tried. The islands are the oldest thing I make. They come from what I was imagining as a child, and I have stopped pretending otherwise.
Available for world building, art direction and concept work. Own projects, commissioned work, collaborations.