Finnish artist Raija Jokinen creates sculptural bodies out of flax which attempt to reveal the complicated relationship between the mind and body. Webs of flowers, veins, and roots cover her textile torsos, shape-shifting between plant and human forms. Jokinen invites the audience to get lost in these visual similarities, as she makes no distinction between whether the pieces are actually nerves or sprouting tree branches.
“It is fascinating how body-related details, such as skin, blood vessels, and nerve tracks resemble the forms of roots or branches, as well as many other organic things,” Jokinen told Colossal. More
A Closer Look at All Moncler Genius Collaborations

Moncler x Pierpaolo Piccioli
Valentino creative director Pierpaolo Piccioli introduced her sculptural range of column-like coats and cropped jackets, with hooded models recalling the sheltered women of The Handmaid’s Tale. Stark colorblocking grants the precise layers an even more striking appearance, with Moncler’s famed puffer shapes contorted into austere gowns, shapely gloves and restrictive vests. Architectural touches inform the esoteric designs, like capes that wrap around the body, in the vein of early 20th century red carpet gowns.
Moncler 1952
Stylist Karl Templer handles the slouchy, shiny Moncler 1952. Templer’s designs center around loose trousers and a host of colorful, expanded puffer jackets and vests. The retro vibes are solidified by an array of sweaters and quarter-zip intarsia knits accented by sporty stripes and old-school Moncler logos. An assortment of cartoony imagery appears on colorful sweaters, while a variety of fur outerwear and accessories elevates the looks beyond youthfulness.
Moncler Grenoble
The anonymous, in-house design team behind Moncler Grenoble returned to its retro-leaning roots with flared trousers and floral patters, complemented by furry hoodies and velvet iterations of the iconic puffer jackets. Shaggy shoes inform the comfy styling, which sees psychedelic-patterned zip jackets layered over other visually-busy trousers and shirts, topping the looks off with branded headbands and camouflaged floral goggles.
Moncler x Simone Rocha
Popular womenswear designer Simone Rocha delivered a moody collection for her debut range, juxtaposing a host of all-black looks with elegantly draped white and red looks. Textured gowns and lightweight tulle related to the muted floral detailing, adding a feminine edge to floral dresses. Layers of puffers were bolstered by strapped pouches and clutch bags, with fur-trimmed jackets tying in with heeled boots dotted with patches of hair. Tonal sequin detailing appears on gloves and around the Moncler logo, with bespoke bug-eyed sunglasses tying it all together.
Moncler x Craig Green
Unrelated to his ongoing Moncler C line, Craig Green issues a new collection for Moncler Genius. In line with his earlier collections that recalled organic samurai, Green’s latest Moncler creations feature body-distorting duvet-like coats, replete with bloated bag attachments and dangling straps. Executed in black and white — with and without pinstripes — the looks incorporate a host of complicated layers, with bags seamlessly blended into the creations.
Moncler x Noir Kei Ninomiya
One of the brightest stars under the COMME des GARÇONS umbrella, Kei Ninomiya has delivered technically stunning lines under his Noir label for a few years now. The same expertise is applied to his Moncler line, which ranges from jaw-droopingly intricate laser-cut sweaters and vests to Moncler’s familiar puffer layers accented by quilted detailing. True to the brand’s name, the items are all black, placing the focus on the crinkly, creased textures.
Moncler x fragment design
fragment design mastermind Hiroshi Fujiwara takes on a full range of wearables for his Moncler collaboration. Casualwear staples like sweaters, balmacaan coats and M65 jackets all appear, along with a generous portion of heavily-branded outerwear, ranging from coats emblazoned with “BACKSTAGE” to co-branding accented by a shout out to the cardinal directions. Bold reds and blues are elevated with the fragment logo, and plaid shirts are subverted with puffer fabrics, granting them an unconventional, ribbed shape.
Moncler x Palm Angels
Initially teasing the collaboration on Instagram only days ago, Francesco Ragazzi’s full Moncler Genius range is entirely informed by Palm Angels’ sensibilities. Comfy red hoodies and track pants offer Palm Angels branding and “IM SO HIGH” verbiage, with the stark red also appearing on a range of puffer vests and jackets. The full range even extends to branded socks, cropped hoodies, track jackets and drawstring puffer bags. Tonal sunglasses and berets complete the expansive selection.
Gargantuan Felt Masks of Beautifully Disturbing Characters by Paolo Del Toro
Artist Paolo Del Toro uses needle felting to create massive masks and sculptures using wool and foam. His creations depict mythical faces in expressions that range from grotesque grimaces to contemplative introspection; all of his works feature open mouths. While Del Toro’s work is not tied to any particular cultural visual heritage, the shifting personalities of his characters are reminiscent of Japanese Noh theater masks, which are designed to show different emotions from different angles. More
Kid Gets Instant Karma after Peeing on Elevator Buttons
You know urine trouble when you do something wrong on so many levels.
Tom Hardy got a stupid Leonardo DiCaprio tattoo because he lost a bet
A bet that dates back to The Revenant finally pays off in all its ridiculous glory.
Gorgeous indie comedy game Chuchel is out in early March
View Signal Source
Snøhetta’s “A House to Die In” Goes Up for Public Display as the Project Faces Approval Battle
The result of an 8 year collaborative process between Snøhetta and Norwegian artist Bjarne Melgaard, “A House to Die In,” is now on display at a new exhibition Tjuvholmen in Oslo, Norway.
Three Things You Have In Common With All Writers
February 6, 2018 by Art Holcomb I’ve seen several thousand students in my career and, from that vantage point, trends and patterns appear. One of those trends details things that all developing writers get wrong in the beginning of their … Continue reading →
The post Three Things You Have In Common With All Writers appeared first on Storyfix.com.
Plug, play and learn at the TouchDesigner Summit 2018 in Berlin
This weekend, February 3rd to 4th, we will join 230 TouchDesigner users at Derivative’s second ever TouchDesigner Summit in Berlin for an 48-hour marathon of workshops, masterclasses, and presentations. Here’s why:
Playing Nasty Characters
Nasty characters can be important and necessary in larp; and then somebody has to play them. This article looks at the practical issues of taking on such roles; at the social and psychological implications of this kind of play; and at the important things to consider when coming out of play.
The post Playing Nasty Characters appeared first on Nordiclarp.org.
The Next Game From The Makers Of FTL Is Brilliant

Into The Breach, the next game from the creators of FTL, is sort of like a cross between XCOM, Advance Wars, and FTL itself. But maybe it’s best described as beautiful kaiju chess.
Here’s the premise: You, controlling a gang of three time-traveling mech pilots, must defend a cluster of islands from alien invaders. To do so, you embark upon a series of small turn-based battles, on randomly generated 8×8 grids full of aliens and obstacles. Your goals will vary from mission to mission, but your main task is always the same: Protect the buildings. Every time a building is damaged, you’ll take a hit to your power grid, which is essentially your overall health. That number sticks with you from battle to battle, so losing too many buildings in a single mission can leave you vulnerable in the next one. Once your power grid hits zero, you’re dead—you’ll have to start a brand new run, although you can select one pilot (along with his or her bonuses and levels) to go back in time with you for your next run.
Advertisement
Battles unfold similarly to Advance Wars, but there are a few big twists. For one, you’ll always know what your enemies are going to do, because they’ll show you what they’re about to hit. Instead of trying to anticipate their attacks, you’ll have to find ways to stop those attacks from happening. If you know one spider-alien is about to assault a precious power plant, you can use a mech to push him one tile down, causing the alien’s attack to hit nothing but air. But if there are five aliens attacking, you’ll have to think creatively, because you only have three mechs. You can try to use multi-directional attacks to take out multiple aliens at once, you can put together creative combos, or you can make sacrifices in hopes of winning the larger battle.
You’ll frequently feel outnumbered and hopeless, but with enough strategy and thought, there are usually ways to solve any problem. Because there are no XCOM-style probabilities, every attack will always work the way you expect it to work. By playing around with new abilities and manipulating the environment, you can build clever death machines. Once you get the hang of it, you’ll start feeling like a genius—at least until the next group of aliens crushes you. Each battle takes 5-10 minutes, and an entire campaign might take a couple of hours, as you try to get further and further each time you play (much like FTL).
Into the Breach is out February 27 for PC, with Mac and Linux versions to follow. And yes, I know, everyone wants it to come to Switch. It’d be perfect there. I know.
Pokemon Go Maker Niantic Acquires Startup That Develops Multiplayer Augmented Reality Tech
Pokemon Go and games like it may soon allow you to play together with others in augmented reality (AR), if an announcement by the game’s maker Niantic is any indication: Niantic revealed Thursday that it has acquired Escher Reality, a Bay Area-based startup that has developed technology to build advanced AR games and experiences. Escher Reality’s […]

