Walking City is a continuation of Universal Everything’s artistic line of enquiry, investigating human movement, emotional design, architecture and sound. It is inspired by the sense of walking through a city, how absorbing your surroundings alters sensation and emotion. How you become part of the fabric of the city, a man-made eco system. Referencing the utopian visions of 1960s architecture practice Archigram, Walking City is a slowly evolving video sculpture. The language of materials and patterns seen in radical architecture transform as the nomadic city endlessly walks, adapting to the environments it encounters. What appears as a 3D person, shrouded in a digital costume, shifts and breaks, reshapes and endlessly evolves into a video sculpture continuously walking in the center of the screen: creating an artificial form whose movement feels alive, not synthetic. It explores the structural processes found in modern architecture, which have led to a multitude of aesthetic outcomes. From Buckminster Fuller’s domes to Richard Rogers’ inside out buildings, Daniel Liebskind’s angular public museums to Future Systems’ biomorphic structures. Created using Houdini, Walking City utilizes a procedural process to seamlessly change into different costumes—moving from faceted shapes, through contours and brutalism—as the walk cycle anchors the piece.
Universal Everything’s Walking City blurs the boundaries between design, animation, sculpture, fashion and architecture. A walk cycle, an iconic archetype of traditional animation, becomes the starting point for a complex, beautifully crafted and extremely coherent visual and aural journey. It is a time-based object of contemplation, a true celebration of form and geometry . . . from sharp to soft, solid to liquid, simple to complex, figurative to abstract . . . everything and vice versa. The modularity of a natural walk cycle becomes a time-signature for the whole audiovisual composition.
Universal Everything is a UK-based digital art and design studio founded by Matt Pyke in 2004. Their distinctive visual approach and pop-sensibility has made them a studio much sought after both by leading institutions in the art world and by sophisticated commercial brands.
Their work explores the tension between abstract and figurative form and the synthesis of sound and image, leading to expressive, vibrant digital work imbued with emergent life and anthropomorphism. Central to the studio’s practice is the exploration of human and emotional presence.
Creative Director: Matt Pyke
Animation: Chris Perry
Sound design: Simon Pyke (Freefarm)