MONOLIT

MONOLIT

2026

2026

2025

2025

2025

2025

2025

2025

2025

2025

2025

2025

2025

2026

Client

Personal

Services

Production Design

Audio Visual

Content Creation

Creative Direction

Year

2026

Credits

Burial

Forest Swords

Rival Consoles

A site-specific festival production proposal set at the Kosmaj Monument in Serbia. MONOLIT brings together brutalist architecture, electronic music, and immersive audiovisual design as a unified spatial system. Artists, staging, and content are curated in direct response to the monument’s form, allowing sound, light, and structure to operate in dialogue with one another. Alongside its conceptual aims, the project provided an opportunity to advance real-time and procedural workflows across Notch, Houdini, TouchDesigner, and adjacent toolsets. All visual systems and content were developed specifically for this proposal.

A site-specific festival production proposal set at the Kosmaj Monument in Serbia. MONOLIT brings together brutalist architecture, electronic music, and immersive audiovisual design as a unified spatial system. Artists, staging, and content are curated in direct response to the monument’s form, allowing sound, light, and structure to operate in dialogue with one another. Alongside its conceptual aims, the project provided an opportunity to advance real-time and procedural workflows across Notch, Houdini, TouchDesigner, and adjacent toolsets. All visual systems and content were developed specifically for this proposal.

A site-specific festival production proposal set at the Kosmaj Monument in Serbia. MONOLIT brings together brutalist architecture, electronic music, and immersive audiovisual design as a unified spatial system. Artists, staging, and content are curated in direct response to the monument’s form, allowing sound, light, and structure to operate in dialogue with one another. Alongside its conceptual aims, the project provided an opportunity to advance real-time and procedural workflows across Notch, Houdini, TouchDesigner, and adjacent toolsets. All visual systems and content were developed specifically for this proposal.

Light emerges fragmented and obscured within the brutalist environment, creating an atmosphere that feels both intimate and isolated in response to Burial’s “Rival Dealer.” Content remains deliberately restrained, with forms surfacing only partially through haze and darkness. Suspense builds gradually, allowing intensity to rise without spectacle, while slow, breath-like pulses of light reinforce the track’s emotional distance.

Light emerges fragmented and obscured within the brutalist environment, creating an atmosphere that feels both intimate and isolated in response to Burial’s “Rival Dealer.” Content remains deliberately restrained, with forms surfacing only partially through haze and darkness. Suspense builds gradually, allowing intensity to rise without spectacle, while slow, breath-like pulses of light reinforce the track’s emotional distance.

Light emerges fragmented and obscured within the brutalist environment, creating an atmosphere that feels both intimate and isolated in response to Burial’s “Rival Dealer.” Content remains deliberately restrained, with forms surfacing only partially through haze and darkness. Suspense builds gradually, allowing intensity to rise without spectacle, while slow, breath-like pulses of light reinforce the track’s emotional distance.

Burial | Rival Dealer

Burial | Rival Dealer

Across the monument’s surfaces, Forest Swords’ “Hood” unfolds through density, shadow, and low-frequency movement. A sense of weight and gravity is articulated through particle systems embedded within the structure, suggesting mass suspended in tension. Lighting and content pulse and destabilise in response to the music, shifting between order and disorder within the monument’s concrete confines.

Across the monument’s surfaces, Forest Swords’ “Hood” unfolds through density, shadow, and low-frequency movement. A sense of weight and gravity is articulated through particle systems embedded within the structure, suggesting mass suspended in tension. Lighting and content pulse and destabilise in response to the music, shifting between order and disorder within the monument’s concrete confines.

Across the monument’s surfaces, Forest Swords’ “Hood” unfolds through density, shadow, and low-frequency movement. A sense of weight and gravity is articulated through particle systems embedded within the structure, suggesting mass suspended in tension. Lighting and content pulse and destabilise in response to the music, shifting between order and disorder within the monument’s concrete confines.

Forest Swords | Hood

Forest Swords | Hood

Forest Swords | Hood

Built around the rhythmic propulsion of Rival Consoles’ “Recovery,” the sequence develops through pulsing organic imagery. The monument is treated as an evolving organism, allowing rigid concrete planes to feel momentarily alive. Skeletal frameworks, organic growth, and patterned structures emerge across its surfaces, while light activates the mass from within. The combined lighting and content transform the site into a breathing, shifting architectural system.

Built around the rhythmic propulsion of Rival Consoles’ “Recovery,” the sequence develops through pulsing organic imagery. The monument is treated as an evolving organism, allowing rigid concrete planes to feel momentarily alive. Skeletal frameworks, organic growth, and patterned structures emerge across its surfaces, while light activates the mass from within. The combined lighting and content transform the site into a breathing, shifting architectural system.

Built around the rhythmic propulsion of Rival Consoles’ “Recovery,” the sequence develops through pulsing organic imagery. The monument is treated as an evolving organism, allowing rigid concrete planes to feel momentarily alive. Skeletal frameworks, organic growth, and patterned structures emerge across its surfaces, while light activates the mass from within. The combined lighting and content transform the site into a breathing, shifting architectural system.

Rival Consoles | Recovery

Rival Consoles | Recovery