This series explores the internal architecture of digital landscapes, revealing the hidden scaffolding behind immersive virtual worlds. By stripping away surface textures and exposing the raw wireframe and procedural terrain within a game engine, I present a deconstructed view of synthetic environments—spaces typically designed to be seamless and immersive.
Influenced by the concrete photography experiments of László Moholy-Nagy, who emphasized the materiality and autonomy of the photographic medium, my work seeks to do the same with the digital image. Just as Moholy-Nagy explored the photograph as a constructed object rather than a window onto the world, my practice highlights the pixelated DNA and mathematical grids underpinning virtual representation.
Glitch aesthetics emerge not as errors but as conscious disruptions—layered signals of instability that fracture the illusion of realism. The result is a non-indexical digital landscape: unmoored from place or reality, it instead becomes a speculative terrain, where the boundaries of simulation and abstraction dissolve.
Through this process, I invite the viewer to consider the game engine not merely as a tool for escapism, but as a visual language in itself—a medium ripe for formal experimentation and critical reflection.