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EUPHORSIA: META/SCAPE
Project type
Illustrations, Installation
Date
2024
Location
UNIVERSITY OF WESTMINSTER 2ND YEAR STUDIOS, LONDON
Date
15 MAY 2024
Link
EUPHORSIA: META/SCAPE is a playful yet critical exploration of simulation, fandom culture, and digital escapism. It is a performance within a simulation. This work questions the blurred boundaries between the creator audience and the worlds we construct—both imagined and programmed.
Inspired by Black Mirror and the concept of heterotopic spaces, the installation transforms my room into a self-contained world—one that feels both intimate and voyeuristic. The audience watches as I, fully immersed in the EUPHORSIA franchise, interact with my original characters (OCs) through The Sims 4. My walls are covered with posters of them and clothing items and accessories with a sci-fi edge. Every inch of the space reinforced my obsessive devotion and reflected futuristic elements. It was as if stumbling into the private world of a superfan, catching a glimpse of someone lost in their own constructed reality. I resonate with this deeply when it comes to loving franchises like Marvel or Sanrio.
But the gaze goes both ways. While I simulate my OCs, the audience is, in turn, being simulated by me—watched as they watch, caught in an unsettling loop of spectatorship. The work taps into the surreal yet deeply familiar feeling of digital escapism, mirroring how fandom offers both comfort and detachment from reality.
This was also the first official appearance of all three of my OCs—Akari, Malakai, and Jeremiah—together in one space, fully realised beyond sketches and concepts. The Sims 4 became a tool of manifestation, allowing me to see them interact, build relationships, and live out scenarios outside of my own mind. The act of simulation became more than just a game; it was a means of world-building, self-expression, and an undeniable serotonin boost.
By layering these experiences—fan culture, identity, control, and spectatorship—EUPHORSIA: META/SCAPE invites viewers to reconsider their roles in digital worlds. Are we players, characters, or both? And in a world where reality is increasingly mediated through screens, how much of our existence is already a simulation?

































