JESS JOHNSON + SIMON WARD
TERMINUS presents a quest, a choose-your-own adventure into a mysterious universe of alien architecture populated by humanoid clones and cryptic symbols. Prepare yourself for a slippage of time and space into five distinct realms: cross the frontier through Fleshold Crossing; take respite in Known Unknown; lose yourself within Scumm Engine; face impending danger in the tower of Gog & Magog; and experience the brink of sensory overload in the psychedelic Tumblewych. The mysteries of what you ultimately seek will be revealed: an understanding that reality is not fixed but rather both malleable and multiple.
Context Engineering Tips:
Set and Setting
Physical Space: Clear a generous area - 8x8 feet minimum - as TERMINUS invites exploration through movement and interaction. Standing with full mobility is essential; you'll be walking through portals, examining alien architecture up close, and navigating five distinct realms. Wear comfortable shoes or go barefoot on a clear surface. This is spatial exploration, not seated observation.
Psychological Preparation: TERMINUS isn't relaxation or wellness content - it's a psychedelic art experience that intentionally disorients and challenges perception. Approach with openness to the strange, uncanny, and surreal. If you prefer predictable, calming experiences, this isn't that. This is for those who "enjoy lucid dreaming and long for virtual unreality."
Timing and Mindset: Choose a time when you're alert and curious rather than exhausted or seeking relaxation. The 30-minute journey requires sustained attention and willingness to be confused, intrigued, and possibly unsettled. This is consciousness exploration through immersive art - treat it as you would visiting a challenging contemporary art installation or experimental film.
Content Advisory: TERMINUS includes "sensory overload," cryptic symbols, and psychedelic intensity, particularly in Tumblewych realm. If you're sensitive to overwhelming sensory input or have history with psychosis/dissociation, approach cautiously. The experience is designed to create "slippage of time and space" - intentional disorientation as artistic technique.
Understanding the Experience
Choose-Your-Own-Adventure Structure: Unlike linear narratives, TERMINUS offers agency - your choices determine the journey. This creates unique experiences across multiple visits. There's no single "correct" path; rather, multiple routes through the mystery of what you're seeking.
Jess Johnson's Visionary Art World: The experience translates 2D drawings into inhabitable 3D spaces. Johnson's work features intricate patterns, alien geometries, humanoid clones, and symbolic systems that resist easy interpretation. You're entering an artist's fully-realized alternate reality with its own internal logic and aesthetics.
"Reality Is Not Fixed But Malleable and Multiple": This philosophical premise underlies the entire experience. TERMINUS doesn't just show you strange worlds - it demonstrates through direct experience that perception itself is fluid, that "reality" is constructed by consciousness encountering stimulus. The disorientation is the teaching.
The Five Realms as Psychological Territory: Each realm represents different qualities of consciousness and exploration:
- Fleshold Crossing: The threshold, the liminal space of transition
- Known Unknown: The paradox of familiar strangeness
- Scumm Engine: Deeper immersion in the alien logic
- Gog & Magog: Confrontation with danger/shadow
- Tumblewych: Ego dissolution through sensory overwhelm
Preparation and Intention Setting
Setting Your Quest Intention: TERMINUS presents as a "quest" - what are you seeking? Consider intentions like:
- "I'm exploring altered states of perception through art"
- "I'm willing to surrender ordinary reality frameworks"
- "I'm discovering what emerges when I enter the genuinely strange"
- "I'm testing my capacity for navigating the unknown"
Releasing Need for Understanding: The cryptic symbols and alien architecture won't necessarily "make sense" rationally. Set intention to experience rather than understand. Confusion and mystery are features, not bugs. Let analytical mind rest and let experiential awareness lead.
Embracing Choose-Your-Own-Adventure: You'll face choices without knowing consequences. Some lead to dead ends, others to new realms. Trust intuition over logic. The "wrong" choice is still part of your unique journey through TERMINUS.
Navigating the Five Realms
Fleshold Crossing - The Threshold: This entry realm establishes the experience's aesthetic and logic. As you cross this frontier:
- Move slowly, allowing eyes to adjust to the visual density
- Notice the architecture's geometry - organic yet constructed, alien yet architectural
- Observe the humanoid clones without fear - they're inhabitants of this reality
- Begin recognizing symbolic patterns that will recur throughout
Exploration Tips:
- Look up, down, and behind - Johnson's art fills all spatial dimensions
- Approach objects and surfaces closely to see intricate detail
- Take time - rushing misses the density of visual information
Known Unknown - Familiar Strangeness: This realm embodies paradox - things feel almost recognizable yet fundamentally alien. The cognitive dissonance is intentional:
- Notice what feels familiar - architectural elements, spatial relationships
- Notice what remains utterly foreign - the combinations, contexts, purposes
- Sit with the discomfort of "I almost understand this, but not quite"
- This is the feeling of consciousness encountering genuine novelty
Scumm Engine - Deep Immersion: Named after a classic adventure game engine, this realm represents deeper engagement with TERMINUS's logic:
- You're no longer a tourist - you're becoming inhabitant
- The alien architecture starts feeling less alien, more like home
- Notice this shift in your relationship to the strange
- Explore more freely, trusting the environment's internal consistency
Gog & Magog - Tower of Danger: Biblical apocalyptic references suggest confrontation with shadow and threat:
- This realm may feel more ominous, claustrophobic, or intense
- "Impending danger" is atmospheric rather than actual threat - you're safe
- Notice your body's fear responses to purely aesthetic danger
- The tower represents vertical journey - ascent or descent into psyche's depths
Surviving the Intensity:
- Breathe through any anxiety - it's designed provocation, not actual risk
- If overwhelm becomes excessive, you can always exit and return later
- Sometimes confronting aesthetic danger builds psychological resilience
Tumblewych - Psychedelic Sensory Overload: The culminating realm delivers on the "brink of sensory overload" promise:
- Visual complexity, movement, color, and pattern reach maximum intensity
- This simulates psychedelic states through purely visual means
- Time distortion, ego dissolution, and perceptual overwhelm are intended effects
- Surrender to the sensory storm rather than resisting
Navigating Peak Experience:
- Let go of trying to track or understand everything
- Soften gaze - don't focus hard on details, let the whole field wash over you
- Breathe deeply and slowly - this helps prevent overwhelm from tipping into anxiety
- Remember this is art creating a temporary altered state - you will return
If Overwhelm Becomes Too Much:
- Close your eyes briefly while keeping headset on - darkness provides respite
- Remove headset completely if needed - the experience saves progress
- Take breaks between realms rather than completing all in one session
- This isn't a test of endurance - there's no shame in pacing yourself
Working with the Experience
Choosing Your Path: When presented with choices:
- Trust first impulses rather than deliberating extensively
- Remember there's no "winning" - all paths are valid explorations
- Some choices lead to dead ends - accept this as part of the labyrinth structure
- You can replay to explore alternative paths
Interacting with Symbols and Clones:
- The humanoid clones and cryptic symbols carry meaning within TERMINUS's internal logic
- You don't need to "decode" everything - let symbols work on you unconsciously
- Some meanings may only become clear after the experience or across multiple visits
- Symbolism often operates pre-verbally, affecting you without conscious understanding
Noticing Perceptual Shifts: TERMINUS is designed to demonstrate reality's malleability:
- Notice how your sense of space, time, and scale shifts between realms
- Observe when alien architecture starts feeling "normal"
- Track moments when you lose orientation or forget you're in VR
- These shifts are the experience teaching its central thesis experientially
The Quest's Revelation: What you're ultimately seeking will be "revealed" - but the revelation may be experiential rather than narrative:
- The understanding that "reality is malleable and multiple" isn't told, it's demonstrated
- Your consciousness itself becomes the site of revelation
- The mystery's answer may be the direct experience of consciousness encountering radical novelty
Integration and Post-Experience
Immediate Re-Entry (First 5-10 Minutes): After exiting TERMINUS, sit or stand quietly before engaging with ordinary reality:
- Your perceptual system has been intensely stimulated - allow recalibration
- Notice how normal environments look after 30 minutes in alien architecture
- You may experience mild perceptual aftereffects - heightened pattern recognition, subtle visual trailing
- This is temporary recalibration, not cause for concern
Processing the Journey: TERMINUS creates experiences that take time to understand:
- What emotions arose in different realms?
- Which choices did you make and why?
- What felt most alien vs. most recognizable?
- Did you experience the promised "slippage of time and space"?
- What was the nature of sensory overload in Tumblewych?
Artistic Integration: This is an art experience first, consciousness tool second. Consider:
- How does TERMINUS compare to other art that affected you deeply?
- What does it mean to "inhabit" an artist's drawn world as 3D reality?
- How does VR transformation of 2D art change the experience?
- What makes this different from traditional gallery art viewing?
Philosophical Reflection: The central claim - "reality is not fixed but malleable and multiple":
- Did you directly experience this truth during the journey?
- How did your perception shift across the five realms?
- What does "multiple realities" mean experientially vs. intellectually?
- How might this experience inform your relationship with consensus reality?
Replay and Deeper Exploration
Multiple Journeys: TERMINUS rewards repeated visits:
- Different choices create different experiences
- Familiarity allows noticing details missed in initial overwhelm
- Second visits often reveal deeper layers of symbolic meaning
- The experience changes as you change - different life moments create different encounters
Comparative Exploration: Try different approaches across visits:
- Once exploring rapidly, once moving slowly and examining details
- Once following intuition, once making deliberate analytical choices
- Once alone, once discussing with others afterward
- Once sober, once in altered states (if appropriate and legal in your context)
Bringing Others: TERMINUS becomes richer when compared with others' experiences:
- What realms did different people find most intense?
- Which choices did others make at decision points?
- How do different personalities interpret the symbolism?
- Discussing creates collective meaning-making around shared yet unique experiences
Context and Artistic Lineage
Jess Johnson's Visionary Art: Johnson works in tradition of visionary artists who create complete alternate realities - think Alex Grey's metaphysical anatomies, Ernst Fuchs's fantastic realism, or MC Escher's impossible geometries. Her intricate pen work creates dense pattern-worlds that VR translation makes literally inhabitable.
Psychedelic Art Without Substances: TERMINUS demonstrates how technology can create experiences historically accessible mainly through psychedelics - ego dissolution, reality malleability, encounter with the alien-yet-meaningful. The "psychedelic" aesthetic isn't decoration but functional - these patterns genuinely alter consciousness.
Choose-Your-Own-Adventure as Art Form: The branching narrative structure honors agency while maintaining artistic vision. You're not passive viewer but active participant in creating your unique journey through the work.
VR as Contemporary Art Medium: TERMINUS represents VR art at its most uncompromising - prioritizing artistic vision and consciousness exploration over comfort or accessibility. This is the medium's equivalent to challenging experimental cinema or contemporary installation art.
The Commissioning Context: That the National Gallery of Australia commissioned this signals institutional recognition of VR as legitimate contemporary art form capable of serious aesthetic and philosophical work.
TERMINUS offers something rare: a genuine encounter with alterity - radical otherness that can't be assimilated into familiar frameworks. It's not relaxation or wellness but consciousness expansion through confrontation with the beautifully, intricately strange. For those who "long for virtual unreality," it delivers magnificently.
