Petra Szeman
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  • Home
  • CV
  • main quest
    • videos
    • Games
    • neither videos nor games
    • installation images
  • WEEB THEORY
  • side quests
    • commissions
    • DRAWINGS
    • GAIDEN
  • INTERVIEWS, TALKS, TEXTS
  • Dress the artist
  • Notes
  • Blog
  • Newsletter
  • Merch Dungeon
  • Summer School
Petra Szeman
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Border As Interface: The game (2026)

Border as Interface: The Game is a remake of the video work Border as Interface into an interactive form using Twine, a free text-game engine.
Both video and text game oscillate between a distant spectatorship and a heartfelt, autobiographical perspective – akin to the way that the technical infrastructures we are embedded in require just as much critical reflection as emotional and affective mapping.

PLAY

https://petrasz.neocities.org/Border_as_interface_EN_CZ 

0UR 6H05T5, 0UR 5H3115 (Our Ghosts, Our Shells)
​(2025-26)
​David Blandy and Petra Szemán

In an era when identities are increasingly fragmented across digital landscapes, Our Ghosts, Our Shells questions how we reconcile our dispersed selves within today’s techno-political milieu. By opening and mending the cracks between player/world and character/creator, the work challenges the nature of agency and identity across platforms of existence. In a hyper-connected age where Away From Keyboard is never quite separate from Meatspace, how we become entangled with alter-egos, doppelgängers, and second-selves reveals the porous boundaries of how we perform, remember, and relate while inhabiting multiple versions of self, both on- and off-screen.

Alter egos are often used to describe a concealed or contrasting side of a person's personality, but in the case of playable characters in Our Ghosts, Our Shells, these alter egos are imbued with a sense of sincerity. Existing in a state of perpetual becoming — both ghost and vessel — they’re never fully whole but never entirely detached. Departing from a strictly biographical narrative, the game probes sentimentality, self-construction, and the online lived experiences that often remain suppressed.

Acting as a non-linear exploration game, players aren’t given the opportunity to collect assets, engage in fight scenes, or increase their HP. Instead, the avatars Lone and Yourself operate as extensions of the players’ inner states. Drifting through shifting environments that mirror memory, loss, and the quiet absurdity of persistence, their movements trace emotional rather than strategic maps. The game unfolds less as a quest for victory than as an act of witnessing: two figures navigating the liminal spaces between avatar and player, asking where the self ends and the character begins, and what gets left behind.

Exhibition schedule:
Seventeen, London
FACT, Liverpool
Two Queens, Leicester
Chemist, London
London Games Festival, London
​
Curated and produced by Rebecca Edwards
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the shape of worlds to come (2022)​

The shape of worlds to come is a short branching-narrative game that serves as a tool to think about the shape of clouds, rail crossings, and death. Journeying through multiplanar realms and conversations, the protagonist muses on the conditions of life under a game-like realism.
Produced with support from Nitja Centre for Contemporary Art.
​

DOWNLOAD
for PC / CLICK HERE
for MAC / CLICK HERE

To play, unpack the zip file, and click the clouds_vn.exe file to launch the game.

↓ Sample play-through of one of the possible routes in the game featuring special narration readout and a somewhat janky live 2D avatar
https://vimeo.com/952898071?fl=pl&fe=sh 
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