Umbra Chromatica is an open world, network-streamed Art pavilion
developed in Unreal Engine 5 and presented as part of The Wrong Biennale ‘25.

Conceived as a navigable desert world, the project exists at the intersection of contemporary art, game Design and spatial cinema. Visitors explore the pavilion in real time, traversing an open landscape where monumental architectural forms emerge from the sand, each hosting a distinct artwork created by the selected international artists.
The desert serves as a symbolic and structural device: an open, silent, and timeless field where each structure appears simultaneously ancient and synthetic, suggesting an archaeology of possible futures rather than a reconstruction of the past.

The pavilion operates as a distributed organism. Artworks are not contained within a building, but embedded into the terrain, encountered through exploration, distance, and orientation. Scale, isolation, and traversal become part of the perceptual experience.



I developed Umbra Chromatica as part of The Wrong Biennale 2025, an international digital art biennale dedicated to new media, virtual environments, and internet-based artistic practices.
Within this context, the pavilion functions both as an artwork and as an exhibition platform hosting additional artworks.
Umbra Chromatica proposes a shift from exhibition as container to exhibition as territory. a space that exists only through traversal, perception, and presence.
available online from november ‘25 to march ‘26.
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