A studio dedicated to exploring ideas through the medium of architecture, film and virtual worlds.
ybaynes studio is a collaborative endeavor led by Yohannes Baynes. He is a Los Angeles-based multidisciplinary designer. He has a wealth of experience in digital design and development. He is currently a team leader for Hauser & Wirth’s Art Lab. He has worked for award-winning design practices in New York, Berlin and Los Angeles. Most recently, he has served as lead interactive designer for Kilograph and WeAreMatik. He has been an invited critic at Art Center, SCI_Arc, USC and Woodbury University. He is a graduate of the Southern California Institute of Architecture (SCI-Arc).
Awards + Exhibition
One Object at a Time – A+D Museum (2021),
architecture, architectural & Architecture – A+D Museum (2017),
Unencumbered – Collective Arts Incubator (2017),
3rd Place-The Last House on Mulholland – ArchOutLoud International competition (2017),
Visual H.A.M – Los Angeles Design Festival (2014)
Email hello@ybaynes.studio
Instagram @ybaynes.studio
Vimeo @ybaynesstudio
“Meadow to Forest” is a digital art installation that explores the fascinating growth cycle of a landscape from an open meadow to a lush forest. The installation is composed of two screens, each representing a different perspective on the transformation.
The first screen displays a cinematic representation of the growth cycle. The audience is immersed in a beautiful and dynamic landscape, where they can see the meadow slowly turning into a dense forest. They witness the different stages of the growth cycle, such as the sprouting of seeds, the growth of young trees, and the spread of greenery. The screen captures the beauty and complexity of nature’s growth cycle, and the audience is transported into a world where they can see the beauty and magic of the natural world.
The second screen represents a top-down, two-dimensional representation of the growth cycle. Here, the audience is presented with a more technical and scientific view of the process. They can see the patterns of seed dispersal, the density of the forest, and the interactions between the different plant species. The screen provides a different level of detail and understanding, allowing the audience to appreciate the intricacy and complexity of the growth cycle.
As the growth cycle progresses, the audience can also observe the role of animals in the ecosystem. Specifically, the installation focuses on the interaction between deer and plants. The deer consume fruits from the plants and distribute seeds in their feces. This process is integral to the growth cycle of the forest, and the installation highlights the interconnectedness of different species in the natural world.
“VR Run” is a virtual reality app prototype designed for an activewear company to help users achieve their fitness goals. The app creates an immersive virtual world that allows users to escape their surroundings and focus on their workout routine. By stepping into this virtual world, users can push themselves to their limits and beyond, resulting in a more efficient and enjoyable workout. With “VR Run,” achieving your fitness goals has never been more fun or exciting.
Oligoptica” is a digital installation that delves into the complex and fascinating relationship between subjects living in a panopticon. The installation consists of four digital displays, each showing avatars chasing a central focal point.
As the audience observes, they are transported into a world where the avatars exist in a state of constant surveillance and monitoring. The avatars are aware that they are being watched, and they chase the focal point as if it holds the key to their freedom. But no matter how hard they try, they can never catch it, and the sense of frustration and futility is palpable.
The installation is an exploration of the power dynamics that exist within a panopticon, a system of control where subjects are constantly monitored and controlled by an unseen authority. The installation raises important questions about the relationship between those who are watched and those who do the watching, and the ways in which power is exerted in such systems.
Through “Oligoptica,” the audience is challenged to think critically about the ways in which power and control manifest in our society. The installation encourages us to question the systems that govern our lives and the ways in which we are subject to surveillance and control.
“NPC Symphony 1.0” is a part of a three-part series, exploring the mundane rhythms of humans in modern landscapes. The simulation creates a pattern of movement and activity in a busy train station in Tokyo, Japan.
The title of the installation, “NPC Symphony,” refers to non-playable characters, or NPCs, which are common in video games and simulations. In this installation, the NPCs are the people in the train station, moving about their daily routines.
The movements of the NPCs are choreographed to create a symphony of movement, with each individual contributing to the overall pattern. The simulation is designed to make viewers reflect on the ways in which we move through the world, often in patterns and routines that we are barely aware of.
“High Fever June” is a character-driven video game that takes place at the peak of the Anthropocene, a period marked by significant human impact on the planet. The game follows the journey of its main characters as they navigate a world on the brink of collapse, exploring themes of survival, hope, and human connection in the face of environmental crisis. “High Fever June” is currently in development.
Lingering memories form their own gravity, skewing our sense of reality. “Memory Four” is a reflective object that untangles our consciousness, creating new perspectives.
Submission for the group, “One Object at a Time” curated by Ebrahim Poustinchi.
A+D, One Object at a Time tries to take advantage of this haziness to propose another clarity. The show is based on a collection of digital objects by participants; objects with a variety of characteristics, articulations, and digital materiality; Inhabitable or uninhabitable, shelled or solid. However, the scale/orientation/multiplication of these objects remains vague, and open to curators’ reinterpretation. The objects come together, one at a time, digitally curated, scaled, positioned, and reimagined as “part” of a bigger “whole” – Ebrahim Poustinchi.
You can view the online exhibition here.
The art direction for Smiff’s album “No Distractions”