Universal Objects series
UNIVERSAL OBJECTS SERIES
Generative works in game engines, audio-visual works recorded in virtual worlds, video works, 2014-2017.
OBSERVERS, LEVITATIONS, PLACEHOLDER IMAGES
Video work (1:44 minutes) and digital prints (various dimensions), 2015.
3D graphics, video: Tanja Vujinovic
Production: Tanja Vujinovic / Ultramono
EXPLOSIONS
Four audio-visual works, 16 minutes, 2015.
3D graphics, video, sound: Tanja Vujinovic
Production: Tanja Vujinovic / Ultramono
MINDFULNESS
Audio-visual work recorded in Second Life, 10:14 minutes, 2015.
Video and audio recording, editing: Tanja Vujinović
Production: Tanja Vujinović / Ultramono
PARK 1 & 2 & GARDEN
Generative works in game engines, 2016.
3D graphics, world building, digital sculptures, sound: Tanja Vujinović
Additional 3D objects: Unity3D store
Production: Tanja Vujinović / Ultramono
BFF 1&2
Audio visual works, 2:50 minutes, 2017.
3D graphics, video, sound by Tanja Vujinovic
Production: Tanja Vujinovic / Ultramono
LAGUNA & ZEN_GARDEN
Generative works in game engines, 2017.
3D graphics, world building, digital sculptures, sound: Tanja Vujinović
Production: Tanja Vujinovic / Ultramono
LEGACY 1 & 2
Generative works in game engines, 2017.
3D graphics, world building, digital sculptures, sound: Tanja Vujinović
Additional 3D objects: Unity3D store
LEGACY 1, generative work in game engine / video work, 1:33 minutes
LEGACY 2, generative work in game engine / video work, 6:20 minutes
Production: Tanja Vujinović / Ultramono
FORMATIONS
FORMATIONS 1-7, Audio-visual works, 2017.
3D graphics, video, sound: Tanja Vujinovic
FORMATIONS 1, 1,32 minutes; FORMATIONS 2, 3,19 minutes; FORMATIONS 3, 2,58 minutes; FORMATIONS 4, 3,24 minutes; FORMATIONS 5, 2,49 minutes; FORMATIONS 6, 4 minutes; FORMATIONS 7, 4 minutes;
Production: Tanja Vujinovic / Ultramono
UNIVERSAL OBJECTS is a foundational series developed through early experiments with game engines and real-time 3D environments. It establishes the core vocabulary that later expands into the AVANTGARDEN: synthetic bodies, algorithmic behavior, surveillance, ritual, and virtual ecologies.
Abstract forms and humanoid avatars perform minimal, looped gestures inside constructed digital terrains. These entities operate as automatons, present yet ghostlike, shaped entirely by code, noise functions, and procedural logic.
The series examines digital materiality at its structural level: asset libraries, placeholders, behavioral scripts, algorithmic randomness. “Universal objects” refers to archetypal 3D forms — endlessly reusable primitives that acquire identity only through projection, context, and system behavior.
Noise functions as both aesthetic and method. It destabilizes signal clarity, introduces mutation, and exposes the hidden architecture of computational environments.
This series defines the conceptual ground: virtual space as ideological territory, digital bodies as governed agents, and immersion as a site of both agency and control.
LEGACY 1 & 2
Avatars traverse virtual reinterpretations of works associated with Piero Manzoni, Yves Klein, and Kazimir Malevich. Iconic gestures of dematerialization reappear as unstable digital artifacts: monochromes, abstract geometries, symbolic containers of authorship.
The work contrasts rapidly obsolete software systems with conceptual art’s investigation of immateriality and permanence. Both operate beyond the traditional object, but under different economies of value.
LEGACY questions how cultural memory mutates inside platform-based environments.
FORMATIONS 1–7
Humanoid entities perform controlled, ritualized gestures in choreographed loops. Movements draw from martial arts, Zen practice, and theatrical minimalism, yet remain governed by simple algorithmic triggers.
Avatars observe and activate one another, translating Sartre’s notion of “the look” into machinic interaction. Visibility becomes regulation.
FORMATIONS establishes behavioral choreography and the politics of gaze as central concerns.
PARK 1 & 2
Contemplative digital ecosystems populated by mutated avatar-objects and synthetic flora. Navigation replaces gameplay; there are no objectives, only spatial experience.
The works propose virtual terrain as rehearsal space, environments where ecological interdependence and behavioral systems can be simulated and examined.
Here the garden emerges for the first time as structural motif: not decorative landscape, but controlled system.
LAGUNA & ZEN_GARDEN
Virtual environments suspended between order and disintegration. Slowed particle explosions, fragmented bodies, and recursive loops generate unstable equilibria.
Glitch is treated as structural condition, identity becomes distributed across fragments and procedural repetition.
These works position immersion as a charged space, simultaneously contemplative and unstable.
OBSERVERS / RITUALS / PLACEHOLDER IMAGES / LEVITATIONS
Recurring modular elements across the series.
OBSERVERS function as semi-abstract AI agents that crawl, classify, and regulate virtual space. They foreshadow later investigations into algorithmic governance.
PLACEHOLDER IMAGES and ritualized collision sequences foreground the constructed nature of digital bodies.
LEVITATIONS isolates avatars in suspended states, formalizing the virtual figure as sculptural presence.
Together, these elements construct a vocabulary of surveillance, ritual, and systemic feedback.
EXPLOSIONS
Four slow-motion detonations of delicate digital objects unfold under the passive watch of avataric observers.
Synthetic particles merge organic and inorganic aesthetics, dissolving boundaries between biological metaphor and rendered computation.
EXPLOSIONS reflects on emerging forms of digital matter — hybrid, hyperreal, continuously generated — and the displacement of authorship toward analytic systems.
BFF 1 & 2
A study of online intimacy and projection. Glossy avatars mediate emotional investment within platform architectures structured by surveillance and categorization.
The work interrogates how identity is shaped by interface logic, cosmetic customization, and networked performance.
Virtual bodies become sites of desire, compliance, and self-curation under continuous observation.
MINDFULLNESS
An avatar practices meditation inside the chaotic social environment of Second Life.
The work isolates a moment of stillness within algorithmic noise, asking whether presence can be sustained inside networked simulation.
Digital space becomes both refuge and constructed illusion — a coded chamber of one’s own, carved out temporarily from the endless flow of data and spectatorship.