In my recent project, Womb World, I scan hand-painted assets into the game engine. I stage the game with projectors and three enlarged sculptures of an IUD, tampon, and a birth control pill packet, magnifying the reproductive technologies we insert, swallow, or wear into womb landmarks. The game’s projected light curls around the sculptures, pooling in cavities, so the reproductive technology redirects the rules governing the space: where blood can travel, where liquids are absorbed, and when a passage opens or seals. The same hardware that edits cycles inside the body now edits the game’s cycles, and the player must navigate that altered womb.