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The occupation and reappropriation of industrial wastelands has become a part of the digital art festival scene. In some cases, new apparatuses are introduced, while in others, existing architecture is utilized for artistic purposes. Many cities and municipalities offer artists historically significant projection surfaces that shape the conceptualization of immersive art projects. In this context, multiple large-scale installation projects have emerged with the recent growth of the experiential creative industries sector. Against this backdrop, the present article raises the issue of a specific experience-design practice in the field of audiovisual (A/V) performance. More precisely, we examine a proposed conception process to help bring about a better understanding of cross-platform production approaches. The question we ask is: In the artistic context of the ever-changing digital arts, how can we account for the multiplicity of possible appearances of the same artistic project? To answer this question, we present the storytelling of the Enigma project and explain how producing a matrix of 3D environments, which can be deployed on a very wide variety of media, supports the proposal of the Agnostic Media Environment (AME) concept.
Breuleux et al. (2024) studied this question.