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RuderALL

2026





RuderALL is a game that lies somewhere between an interactive installation and an evolving contemplative environment. Players must work together to counter the relentless spread of urbanisation, embodied by concrete structures that proliferate endlessly.

By interacting with living plants, players contribute to the growth of an autonomous ecosystem governed by its own rules, which gradually colonises human-made structures until they eventually collapse.

The plants are embedded within concrete blocks and function as the game’s interface: by touching them, players participate in the ecosystem’s development.

With this project, I seek to question the place of plants within the city and the coexistence of living organisms and the built environment, making the living world no longer the subject of representation but the very agent of interaction.

Unlike many interactive works that merely depict living systems without allowing them to actively participate, RuderALL makes plants the game’s true interface. They are neither decorative elements nor objects to be observed from behind glass; instead, they become mediators between humans and the system. This choice means embracing the inherent qualities of living organisms, their fragility, growth, and unpredictability.