Falling Follies
Falling Follies unfolds as a gentle, restless simulation, a drifting world inside a web-based game. Arches, beaded totems, and classical columns tilt, bend, and are swept by unseen forces. Nothing stays fixed; shapes deform, collapse, and reassemble on a glossy, reflective surface, tracing paths that never repeat. Each structure seems guided by its own inner logic. Arches quiver and yield, columns shoot upward in sudden bursts, and stacks of beads bend with strange elasticity. They do not merely obey gravity but follow procedural rhythms—algorithmic whispers orchestrating cycles of instability and transformation. The game avoids conventional goals: there is no level to win, no final point. Instead, it offers an open wandering through a world in constant flux. Falling Follies exists in an in-between space, where collapse is not failure but a productive condition, where decay gives rise to new forms and instability becomes aesthetic intelligence.
Vassilis Krikonis and Maria Paneta | GR
Vassilis Krikonis is a Madrid-based creative technologist working at the intersection of code, systems, and visual expression. Using the web as his primary medium, he creates interactive experiences that feel dynamic, responsive, and slightly unpredictable. With a background in web engineering, he brings a strong focus on structure and performance, while using constraints as a starting point for experimentation. He is particularly interested in how simple rules can lead to complex behaviors, and how digital systems can shift between control and autonomy—occasionally producing outcomes that feel unexpected, or quietly absurd. His work explores themes of transformation, emergence, and instability—not as failures, but as conditions for creation. Drawing from both established and emerging technologies, he approaches the browser as an evolving environment rather than a fixed interface. Through this lens, he creates work that resists closure, inviting viewers into systems that remain perpetually in flux.
Maria Paneta is an artist working with digital media, creating worlds where the natural, the artificial, and the human intertwine. Through interactive installations and wearable objects, she explores what life beyond the limits and consequences of human activity could look like. Her practice moves between speculative scenarios and material experimentation, often producing hybrid forms that feel both familiar and unfamiliar. She is interested in coexistence, not as an idea, but as a system: how bodies, technologies, and environments can coexist, depend on one another, and transform together. With a background in architecture and interaction design, her work has been presented internationally. In recent years, she has been developing projects that combine AR, VR, and wearable forms, creating experiences that move between the digital and the physical.





