(It might take forever to load and it might not load at all, majority of links dont work anymore)

From October 2020 onwards the gallery used top-down 2D video game mechanics to navigate around exhibitions and artworks. The gallery in this environment premiered with a solo exhibition of Robin Lopvet (( link )), but while we were “setting up” the exhibition, visitors were already able to explore the game world. They could fight bats, run around and see the first artwork that was part of the landscape. “My Room” by Noa Zuidervaart (( link )) was placed within an apartment building, which would later become the digital living space for artists in residence.

The artworks were exhibited within the game world if they allowed it. Noa’s “my room” is a good example for the way the gallery works: You explore the landscape and find a building, in it you find many doors, when you enter one of them, another tab in your browser opens where Noa’s work is located. This way of exhibiting gave the gallery many limitations, as you could not exhibit a painting within a computer screen while still respecting it as a painting, but it also enabled more unconventional and inventive ways of presenting artworks, some even taking on an entirely different shape, such as Max Penders Sudoku Painting ((link)).