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The Embodiment of Land — staged set with neon, smoke and fire
Project // 01

The Embodiment of Land

A graduate exhibition built from the wreckage of memory. Memories from the period I served in the war on Gaza — a habitat of digital and inner-computerial plates, where broken images are reborn in a new atmosphere.

The Embodiment of Land began with a simple, impossible question: what does a place look like once you've already left it, but it hasn't left you? The answer wasn't a memory — it was a habitat. Something that could be built, walked through, and inhabited again.

The exhibition exists across overlapping plates. A staged physical set — fire, smoke, sandbags and pink neon — photographed as if it were a frozen still from a film that never existed. A series of 3D-rendered interiors, painted in deep monochromes, where domestic objects collapse into industrial fragments. A VR layer — green night-vision worlds the visitor enters by headset, where the structure dismembers and reassembles in real time.

"Broken images reborn in a new atmosphere — chaotic, paradoxical, suspended between fear and glory."

None of the parts are documentary. The work is not about the war — it's after the war, sitting inside the residue. What gets carried home is not always coherent: a lattice of light, a wall that shouldn't be there, a sound that loops without resolving. The exhibition is an attempt to give that residue a body — a place you can stand inside without naming.

Visitors moved between the printed photographs, the rendered prints, and the headset. Some walked through quickly. Some sat with the green VR world for a long time. The exhibition design accepted both — it was built to be inhabited at any pace.

— Part I

The Graduate Exhibition.

A series of 3D-rendered interiors — domestic spaces painted in deep red, where structure collapses under its own weight. Built in Blender, lit and re-rendered in Unreal Engine 5.
— Part II

NODES: UpTheSky / ReDWeED.

A built physical set — fire, smoke, sandbags, neon — photographed as a single still. A frozen scene from a film that never existed.
— The VR layer

Night-vision worlds, walked from inside.

Visitors enter the work through a VR headset. Inside: green night-vision interiors that dismember and reassemble — ribs of metal, twisted beams, a structure that won't hold its own shape.
VR scene — collapsed interior with steel beams, night-vision green VR scene — twisted ribs of a destroyed structure VR scene — top-down view of a dismembered structure
— Inside the gallery

The exhibition, inhabited.

Bezalel, June 2024. Visitors moved between the printed renders, the photographic stills and the green VR world.
Visitor in VR headset — profile view, green spike-forest visible on screen
Visitor in VR headset — holding controllers, green ruin scene visible behind
Gallery view — visitor passing the green VR screen Architectural view of the Bezalel exhibition hall Visitor in VR headset standing in front of a printed work
— Process

From Blender to Unreal.

A pipeline that moved between still rendering, real-time engine work, and physical staging — each pass adding a layer of atmosphere.
Step 01
Modeling

Architectural fragments and ruined interiors built and sculpted in Blender — domestic geometry, deformed and re-broken until it became inhabitable rather than recognizable.

Step 02
Real-time

Scenes brought into Unreal Engine 5 for atmosphere, lighting and night-vision shaders. The same geometry rendered again under green light became a different world.

Step 03
Inhabit

The Unreal scene became VR-walkable. The renders became printed plates. The physical set was built to be photographed once. Three layers of the same space.

— Next project

The Last Bee.

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