IDSpatial practice / interactive media
Pochva installation
Ilya Doreanu / Groningen, NL

IlyaDoreanu.

Spatial design
and interactive media.

Work

Selected work

In development

WinterMute

A distributed machine building its memory
and revising its own rules through fragments of stories.

Concept & development / Ilya Doreanu
Exhibited / 2026
DOOMS installation, sculptures and a simulated tower in a red and turquoise-lit gallery

DOOMS

A city keeps predicting its collapse.
Its inhabitants begin to see it.

Filipp Groubnov / My role: AI systems & lead game development
Independent project · Ilya DoreanuIn development

WinterMute

A machine that builds itself from the stories passing through it.

I am developing WinterMute as a distributed machine whose body is spread across people and their phones. A camera frames something. A phrase appears. Someone stays with it, changes it or turns away. This encounter leaves a fragment that can return elsewhere, carrying something of the person who met it.

These fragments are the material from which the machine builds its memory. Some gather connections; others lose their place and disappear. There is no original story to recover. I draw on Deleuze and Guattari’s rhizome: a network that grows through connections between its parts, without a single root or a final version. Here, remembering changes the structure of the thing that remembers.

The part I want to investigate further is how this machine could govern itself. It responds to people, then observes what its responses have done. Has it made someone more certain, more anxious, more enclosed in a familiar story? That history becomes material for changing its next intervention, and for reconsidering the purpose of intervening at all.

Fourth-order cybernetics is my framework for this research: a recursive system able to question and revise the rules by which it observes, learns and controls itself. The machine changes the stories; the stories and the people encountering them change the machine. Its organisation remains something being made.

This began with watching disinformation circulate during elections in Moldova, where I come from. Small fragments moved between phones and conversations until they became a shared reality. WinterMute takes this experience into a wider question of distributed cognition: how a way of thinking can emerge between people and machines, and how control changes hands inside that process.

Visit WinterMute

Independent artistic research and an evolving WebAR prototype.

Installation and live simulation · 2026

DOOMS

An artwork by Filipp Groubnov
DOOMS installation with sculptures, screens and a pipe structure
Installation view · Jonathan de Waart

A city-state tries to predict its future. Its inhabitants are haunted by the catastrophes it imagines.

DOOMS is Filipp Groubnov’s installation about fear, prediction and power. Inside the Tower, possible futures escape the servers and become visions. The characters respond through conversations, alliances, withdrawal and unrest.

I developed the AI systems and led game development, bringing memory, perception and dialogue together with procedural behaviours. The simulation runs on local infrastructure inside the exhibition.

My contribution
AI system development
Lead game development
Artist
Filipp Groubnov
Exhibition
Josilda da Conceição Project Space, Amsterdam
9–25 October 2026
Documentation
Jonathan de Waart
Exhibition film · Jonathan de Waart
The DOOMS local computing rig, screens, equipment and cabling
The rig · Jonathan de Waart
Sculptures in front of the DOOMS simulation
Installation detail · Jonathan de Waart
Development recording
Installation · 2023

Pochva

An artwork by Filipp Groubnov
Installation view / visual excerpt

Soil from a place the artist can no longer return to keeps a remembered landscape alive.

Filipp brought the soil from Zhirovichi, his grandparents’ village in Belarus. Electrical activity from the living soil feeds a digital landscape reconstructed from his memory, between recollection and imagination. I developed the Unity landscape and its integration into the installation.

My contribution
Unity landscape design
Installation integration
Artist
Filipp Groubnov
Real-time film and installation · 2025

NewMan

An artwork by Filipp Groubnov
NewMan installation: screens and a mechanical face on a metal structure, lit by amber water imagery
NewMan / installation view

A child, lost in space, explores what remains of a technological civilisation.

Inspired by Soviet science fiction for young readers, Filipp Groubnov’s The_New_Men_Misplaced is a real-time generated film and installation. The child’s thoughts unfold through a dialogue between two generative models. His body is distributed across a robot, screens and radio transmissions. I was responsible for Unity development, AI integration and environment design.

My contribution
Unity development
AI integration and environment design
Artist
Filipp Groubnov
Landscape
Water
Face
Landscape · 1 / 3

Short, silent excerpts from the supplied project recordings.

Social simulation / 2025

Selo

Simulation / visual excerpt

A society made
from rules.

Characters share a world, but not the same beliefs. Their encounters can change what they think and how they behave.

I was the lead developer for Alexander Jermilov’s Selo, working on the systems behind this simulated society.

Artwork & art direction: Alexander Jermilov
Animated environments

Comissars

Animation / visual excerpt

Something is still
moving here.

Light passes through the boards. A checkerboard floor leads deeper into the building. Outside, a machine hangs in the air.

A collection of animated environments. I am preparing new sequences and considering an interactive version.

Independent project / Ilya Doreanu