

Went Bad (2024) is an experimental animation that stages a chaotic digital playground where objects, environments, AI processes, and human figures share unstable roles. Built from my 3D-modelled settings and reprocessed through generative AI, the work unfolds across three episodic scenes in which lamps bend like performers, cable cars drift without purpose, and drying racks expand into exaggerated mechanical gestures. Rather than serving as props, infrastructures take on their own momentum, pushing bodies and space into unexpected directions.
The animation embraces the logic of variety shows and episodic fiction — loud, excessive, and deliberately absurd. Actions escalate beyond necessity, movements overshoot their function, and scenes reset like looping stages. Through slapstick timing and surreal exaggeration, Went Bad blurs the boundary between subject and object, suggesting a world where agency circulates across materials, algorithms, and performers instead of belonging to a single author.
As my first collaboration with AI, the work treats generative systems as a destabilising partner rather than a visual tool. AI interferes with rhythm, stretching gestures and breaking continuity, turning the animation into a shifting playground where human intention, machinic behaviour, and environmental forces collide without a fixed hierarchy.