A‑GEN‑C

Agency for the Connected Generation

A new
publishing house

Helen Starr and Nimrod Vardi of A‑GEN‑C present a new publishing house from their Central London showspace — a first look at a new model for publishing and circulating art.

On View

On view until
21 November 2026

Public opening Friday & Saturday, 12–6pm, or by appointment.
We're closed Friday 2 Oct & Saturday 3 Oct — we'll reopen Friday 9 Oct.

Location

Arbeit Studios – Lisson Grove
London NW8 8FT

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Publishing interactive worlds.

A‑GEN‑C commissions, publishes, archives and circulates visual novels, playable cinema, interactive literature and non‑traditional animation. Rather than functioning as a conventional gallery, A‑GEN‑C develops long‑term cultural infrastructure for emerging artistic forms — creating ways for interactive artworks to be editioned, collected, distributed and experienced beyond the exhibit. To read more about our work visit a-gen-c.com.

Rain Dancing Impossible Worlds

Four new interactive commissions

Games · Visual novels · Interactive graphic novels · Ceramic controllers

A rain-swept illustration of derelict industrial structures, naming the four commissioned artists: Anna Bunting-Branch, Danielle Brathwaite-Shirley, Kinnari Saraiya and Aliyah Hussain.
Gif by Natasha Soh (@MimichiArts)

At the centre of this showcase is the idea of Impossible Objects. Historically, an impossible object was a two‑dimensional representation of a three‑dimensional form that could not exist, as cited in Marcel Duchamp’s Apolinère Enameled (1916). Almost a century later, Mark Leckey’s canonical exhibition The Universal Addressability of Dumb Things (2013) imagined the material object exceeding its physical boundaries: physical and virtual worlds coexisting through techno‑animism.

Made from paper and digital technologies, the interactive novels in this showcase bring histories, possible futures and dreams into bodies in the present. Rather than offering a disembodied, patriarchal God’s Eye View, they locate the human within multiple temporalities at once. The visual novel becomes a space/time‑travel tool, allowing pasts, possible futures and imagined worlds to be embodied in the present.

That this proposition is made through the work of women from different cultural backgrounds matters. Those historically excluded from defining both technology and the universal Human are here constructing the terms through which they are encountered. Drawing on Jamaican philosopher Sylvia Wynter’s Being Human as Praxis, Impossible Objects becomes not only the artwork but the possibility of performing another living entity: human, animal, plant. Brought into being through bodies that touch, choose, imagine and act.

This Art & Technology presentation brings together interactive graphic novels by Anna Bunting‑Branch, Danielle Brathwaite‑Shirley and Kinnari Saraiya, accompanied by bespoke ceramic controllers created by Aliyah Hussain.

With works by:

Aliyah Hussain, Botanical Interface Vessels, 2026

Botanical Interface Vessels, 2026

Aliyah Hussain

Botanical Interface Vessels (2026)

Handheld ceramic controllers carrying histories of colonial extraction, extinction and ancestral memory. Their wildflower‑ash glazes are read as colour codes by computer vision, and symbolically through human touch — becoming physical interfaces between bodies and digital worlds.