Digital Metamorphosis
3D Designer, Conceptual Artist
Blender, ZBrush, Adobe Photoshop
Critical Design, 3D Sculpting, Interaction Design, Feminist Media Theory
Purpose
The principal aim of Digital Metamorphosis was to undertake a critical examination of the aesthetic and psychological ramifications of unsolicited digital communication, particularly as they pertain to the construction of identity within the framework of virtual publics. By systematically excavating personal data archives to extract authentic direct messages, the project employs methodologies rooted in archival realism and digital ethnography. These approaches function to materialize—both tangibly and affectively—the processes of online objectification. Rather than abstracting or diminishing these interactions, the project deliberately amplifies their significance through grotesque or highly stylized figuration, thereby foregrounding the sociocultural and emotional violences they enact.
Thematically, this inquiry engages with feminist media theory, the performativity of digital identities, and the concept of posthuman embodiment to critically interrogate the mechanisms through which digital platforms, such as Instagram, operate as apparatuses of gendered surveillance and projection. The characters developed within this framework serve as para-social provocations, simultaneously existing as aesthetic constructs and critical agents. Their duality invites viewers to engage in reflexive contemplation regarding their own complicity, the operations of the gaze, and the ethical dimensions of digital citizenship.
Execution
The project was developed utilizing Blender and ZBrush as primary tools for 3D character modeling, sculpting, rigging, and scene construction, wherein each figure was meticulously crafted to embody a distinct thematic distortion of femininity or the human form, contingent upon the categorical framework of underlying message clusters. Rigorous analytical focus was directed toward the interplay of materiality, the psychological implications of color theory, and the deliberate exaggeration of anatomical features to evoke a spectrum of affective responses—ranging from discomfort and desire to absurdity—aligned with the narrative intent ascribed to each figure.
The metamorphic transformations of each character were systematically curated and graphically articulated within rendered scenes through the combined use of Figma and Photoshop, ensuring adherence to platform-specific visual conventions while simultaneously disrupting normative aesthetic flows. The orchestration of lighting, shadow dynamics, and atmospheric conditions was executed with precision to correspond to the affective tonalities inherent in the thematic message clusters, which spanned from clinical sterility to hypersexual surrealism.
The culmination of this work was presented within a virtual reality-enabled gallery space constructed in Unity, enabling viewers to navigate the exhibition and engage with each avatar at a one-to-one scale. This spatial embodiment was deliberately designed to heighten the immediacy of interaction, transforming otherwise observational digital encounters into immersive, confrontational experiences. By integrating principles of spatial computing and narrative environmental design, the project reconceptualizes the virtual gallery not merely as a platform for visual display but as a medium for embodied critique. Through this framework, the gallery space amplified the affective dimensions of the work, foregrounding the phenomenological interplay between viewer, space, and artifact to interrogate the epistemological boundaries of digital embodiment.