Interactive Art

A Climbable Giant Spider Is Frieze London's Entry Point to a Multiplayer Game

Theo Triantafyllidis won the 2026 Frieze London Artist Award for Feral Metaverse (Spider) — a physical sculpture visitors climb that doubles as the doorway into a shared world where players can only move by cooperating to form group bodies.

Athens-based artist Theo Triantafyllidis has won the 2026 Frieze London Artist Award for Feral Metaverse (Spider), a participatory sculptural installation that will greet visitors at Frieze London, Regent’s Park, October 14–18. The award runs for the first time in collaboration with Google Arts & Culture, and the work is co-commissioned and co-produced with Forma.

The piece is an arachnid-form sculpture you can climb — and it functions as the physical entry point into a shared digital environment extending the artist’s ongoing multiplayer game.

The rule that makes it interesting

Inside the world, players cannot move independently. Progress requires cooperating with other players to form temporary group bodies — towers, wheels, group hugs, spiders — that emerge from collective action, with the goal of unlocking successive environments. There is no chat, no voice, no text: coordination happens entirely through what your body does next to somebody else’s.

Strip out language from a multiplayer game and you strip out most of what makes online space unpleasant — but also most of what makes it legible. What’s left is negotiation through movement alone, which is closer to how a crowd, a mosh pit, or a rope team actually works than to how a lobby works. That constraint is the artwork; the spider is the doorway.

Physical and digital as one object, not two

The award-winning trick here is structural. Plenty of art fairs have shown a sculpture with a screen-based component; far fewer have made the sculpture the interface. A climbable object placed in the middle of a fair does something a headset cannot: it is visible from across the room, it invites bodies before it explains itself, and it gathers a crowd — which happens to be exactly the raw material a game about cooperative bodies requires.

It also solves the chronic problem of game art at fairs, which is that a single player at a single station reads as a demo station. Building the entry point as a large object that several people can be on at once makes participation the default state rather than a queue.

Triantafyllidis’s line of work

Triantafyllidis has spent years on what he calls feral, entangled worlds — game engines used to stage ecologies rather than levels, with a recurring interest in monstrous bodies, simulation, and the awkward comedy of avatars trying to be creatures. Feral Metaverse (Spider) extends that: “metaverse” here is used with clear irony against the corporate version, which promised connection and delivered lobbies with billing. His counter-proposal is a world where connection is mechanically required and physically expressed, and where the price of moving at all is having to agree with someone.

The Google Arts & Culture involvement is worth watching precisely because of that tension — a critique of platform metaverses, produced in partnership with a platform. Whether that shows up in the work or only in the credits is one of the more interesting questions to bring to Regent’s Park.

Frieze London runs October 14–18 alongside Frieze Masters.