RAY'S JOURNEY IN FABRIACADEMY 2023-24 AMSTERDAM RESEARCH PAGE
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LEVEL 01
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LEVEL 02
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LEVEL 03
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BY
FOLLETTO2719
Necessity is virtue. Embrace the Challenge in Happy Apocalypse.
*****DISCLAIMER (ALL OF THE LITTLE PROJECTS YOU WILL FIND DURING THE GAME, ARE THE WAY I SEE THE WORLD AROUND ME, HOW INSPIRATIONS COME FROM EVERYDAY OJECTS AND PEOPLE, THIS IS MY OPEN SOURCE, SHARING, TALKING, LEAVING A LITTLE FOOTSTEP.******
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"If design is merely an inducement to consume, then we must reject design; if architecture is merely the codifying of bourgeois model of ownership and society, then we must reject architecture; if architecture and town planning is merely the formalisation of present unjust social divisions, then we must reject town planning and its cities," Natalini wrote in 1971.
Welcome to 'Happy Apocalypse,' a speculative digital archive in the format of a game, exploring extravagant ways of using trash and natural resources.

The players are challenged to reimagine and question their daily habits, giving value back to discarded items. The scenario of an apocalypse allows the players to escape social norms while fostering new ideas and ways of seeing the world. Merging the past, present, and future in a digital space where utopian worlds fuse together.

Why Happy Apocalypse?

Set within the context of an apocalypse, this scenario brings our necessities to life, amplifying our senses as players find comfort in the discomfort. This design encourages players to tap into their creativity, finding innovative solutions to the challenges they face. The players are challenged through the “game” to reimagine and question their daily habits, giving value back to discarded items. The scenario of an apocalypse allows the players to escape social norms while fostering new ideas and ways of seeing the world.

In the scenario of an apocalypse humanity faces a profound transformation, relying only on what remains from our past consumerist society. It's an introspective journey, acting as a symbolic reset button, where trash becomes virtue.


Level 01: Trash City presents a clean slate; with no clothes, players must innovate with what's at hand. What would you wear?

Level 02: Into the Wild offers an opportunity to live symbiotically with nature. What can you create from its resources?

Level 03: Bridging both realms, players adapt and move seamlessly between urban and natural environments.

In this utopian world, we are mimicking nature, borrowing from it, using the trash and making treasure, curiosity, craft, and adaptation are all key ingredients.

Through the journey of 'Happy Apocalypse,' players uncover resilience and innovation within themselves, navigating a world transformed by necessity into a realm of limitless potential.

Why a Website Format: The online platform serves as an archive, showcasing how "Ray" played the game by questioning and transforming trash into treasure, as well as researching and crafting bio-materials. The game aims to provide inspiration and recipes for players to customise based on their own resources, fostering a deeper connection with their own waste and the natural surroundings. WHY AN APOCALYPSE: Set within the context of an apocalypse, this scenario brings our necessities to life, amplifying our senses as players find comfort in the discomfort. This design encourages players to tap into their creativity, finding innovative solutions to the challenges they face. The players are challenged through the game to reimagine and question their daily habits, giving value back to discarded items. The scenario of an apocalypse allows the players to escape social norms while fostering new ideas and ways of seeing the world. Merges the past, present, and future in a digital space where utopian worlds fuse together.