Interdisciplinary artist, creator and researcher, director and producer of interactive VR experiences. He works with audiovisual narration, immersive activities, art & science projects, video, interactive film, audiovisual narration, graphic design and visual narrative structures. His current area of interest is mixed reality, gaming engines, activities with 3d and Vr technology and the issue of embodiment. The scope of his research is broad, and his artistic strategy is based on exploring and expanding the boundaries of the medium he is currently working with. Founding member of Inexsistens creative collective, founder of Narration Systems Open Lab, guest lecturer at Speakers Avenue Training Institute, Co-founder of Virtual Occurrences Horizons portal. Leads the author's 3d and Virtual Occurrences II studio located at the Faculty of New Media at the Academy of Fine Arts in Warsaw.


beta talesbeta tales

beta tales

objects | llm | ai
hand of lovehand of love

hand of love

ai prototypingai prototyping

ai prototyping

synthographic obj


from Poland with Love
the palacethe palace

the palace

gaming experience


ai covers
from 1 to 7from 1 to 7

from 1 to 7

visual / simulation
images + objimages + obj

images + obj



video | photogrammetry
lovestory | vrlovestory | vr

lovestory | vr

vr experience | 6 dof




pat dudek | a milkmaid 4 show


vr experience | 6dof
what ifwhat if

what if

interactive video
symfonia fabryki ursussymfonia fabryki ursus

symfonia fabryki ursus

visual narration | preimaging
printmaking activitiesprintmaking activities

printmaking activities

4 channel installation


3d scanning


Joyce's Finnegans Wake




self publishing
black movieblack movie

black movie


beta tales Sebulec / Andrei Isakov / Jakub Wróblewski
„Nie Powszechny spis artystów” part V / Gallery Salon Akademii
curatorial text | Kat Zawada
Data has become a sensitive issue. Since it has become impossible to separate the digital from the non-digital, data has become part of us. Databases have taken the form of a digital collective memory, recording human smiles, sorrows and stories of success and failure on the disks of this world. Sensitive or not, their use can serve different purposes – destructive or constructive.

Using machine learning, Sebulec, Isakov and Wróblewski create a delicate gesture that transforms collective memory into collective imagination. „beta tales” consists of three open-ended narratives captured in the process, morphing, awaiting their first test. They cannot be touched, but in my fantasies they are perversely slippery, emitting a synthetic sound under the pressure of hands. Am I the only one who dreams of touching them, or do they desire my touch too?

Wróblewski weaves a visual narrative about tactility through an 18-part sculptural group made from airbags, spandex, lycra, vacuum and a mechanical metal arm. Although their abstract aesthetics mock my neurotic search for meaning, I speculate about their purpose – ergonomic armour, or perhaps colonnades enclosed in a cloud of material? The objects are based on visual prototyping using language models such as Python, TensorFlow and PyTorch, accompanied by projections of objects designed through deep learning.

untitled | two sculptural groups, airbags in elastane and lycra collars, vacuum, electric lifting transporter, 2024, 200x100x150 cm
untitled | synthographic forms based on visual prototyping using llm (large language model: python, tensorflow, and pytorch), 2024, video projection, 1:1, loop


Wróblewski examines the essence of designing forms using databases. He often combines opposing visual models into sets driven by the need to affirm new, unknown values and relationships. Machine learning prototypes are an extension of the desire for tactile sensations and fantasies within the realms of neurotic figuration. The design process involves working with collective memory, manifested in sets of images living and overproduced on the internet since its inception. Echoes of recognizable forms seek ways of communication that trigger tension. Machine learning becomes a way of prototyping, dreaming of building previously non-existent representations and objects, disregarding their functionality and practical aspects, although the artist's interest in gorpcore trend is visible in them. Materials used in the construction of physical phantoms, often arising from erroneous but romantic processing of digital images, are temporary. Objects undergo continuous change. Segmentary components create compositions with multifunctional applications. They will function before and after in the circulation system, just like components of synthographic representations. Haptic works resulting directly from algorithmic action raise questions about the consequences of using tools and incomplete and undefined regulations regarding artificial intelligence. The secondary use of materials resonates with the trend of degrowth and redistribution.

Wróblewski weaves a visual narrative about tactility through an 18-element sculptural group created from airbags, elastane, lycra, vacuum, and concrete. While their abstract aesthetics mock my neurotic pursuit of purposefulness, I speculate about their purpose – ergonomic armors, or perhaps colonnades shrouded in a cloud of material? The objects are based on visual prototyping using language models such as Python, TensorFlow, and PyTorch, accompanied by projections of objects designed through deep learning,” explains the exhibition curator.