Marina Xenofontos | Twice Upon a While
Photo: Marina Xenofontos
“Twice Upon a While” is an ongoing videogame project that began in 2015 with the creation of its central character, Twice – an ideologically befuddled girl, suspended between hesitation and failure. Although conceived as a game character, Twice first appeared in an animated video before taking physical form as CNC-carved mannequins, frozen in moments of confusion, despair, and monotony.
In the video game, Twice awakens in bed and drifts into a day structured by choices. Guided through a series of decisions, she contemplates her life and surroundings, meets a boy, follows him to his treehouse, and eventually enters the surreal landscape of his brain scan. Her journey is marked by loops, false starts, and dead ends – each choice amplifying her disorientation and ambivalence.
Initially scripted as a choose-your-own-adventure narrative, the project has since evolved into a third-person open-world RPG, blurring the boundaries between story, simulation, and existential puzzle.
Failures, perhaps inevitable, carved Twice into many forms over the past eight years. With “Twice Upon a While”, she finally appears as originally conceived: digital, in the image of an early teenage girl. Her first incarnation was as an animation, developed in collaboration with Lukas Engelhardt during my residency at the Rijksakademie in 2018. From there, the project took several turns. Twice became a kind of Pinocchio – re-staged as a sculpture, appearing as if she had stumbled into mirrors, fractured and reassembled through different material lives.
The video game began tentatively and was later intended to appear at the dead end of the exhibition “Public Domain” at Camden Art Centre in 2023. Twice did not arrive there in time. That delay, like many others, became part of the work’s logic. My residency with Onassis AiR marks the conclusion of a years-long project as iterative and exploratory as the game itself. Twice now exists as an RPG video-game character, roaming a setting drawn from the neighborhood just outside my former home, along the bird-patterned fenced highway.
Photo: Delobel Alexandros
Demo Event Gzone, Limassol
With Fire Boy on her back, Twice returns to places that evoke memories. She reacts to what she encounters, wanders, circles back, and returns again. Movement, repetition, and delay are not obstacles here – they are the structure through which she continues to exist. The game is imagined as an exploration of specific, timeless dimensions, allowing players to revisit past choices, reconsider decisions, or misremember coming-of-age events. Its development – realized in close collaboration with Pariah Interactive and others – involved countless back-and-forths, echoing the finished project’s cyclical structure and the multiplicity of outcomes it permits. We tested and refined the game through two demo days. One took place during the Onassis AiR Open Days, where friends and visitors engaged with the game on the third floor of the residency spaces, offering feedback on gameplay, glitches, and quest mechanics. Their responses guided incremental adjustments, shaping both the world we had built and revealing how the narrative unfolds in practice.
The second demo day occurred at a distance, in my hometown of Limassol, at the GZone Gaming Center internet café, where gamers and other visitors encountered the work within a more game-oriented environment. These moments of testing positioned “Twice Upon a While” as a collaborative project, one that emerged through exchange across different contexts and stages of development.
Following these demos, “Twice Upon a While” moves to an exhibition at the Musée Cantonal des Beaux-Arts in Lausanne as a finished work, accompanied by a publication produced by the museum and featuring an essay by Maya Tounta. A custom PC is currently being set up in Cyprus to run the game at the exhibition.
In her text, Tounta describes the game as a meditation on time rather than narrative: a portal into early adolescent experience, accessed from a continually renewed present. She observes how this logic extends from earlier gestures in my practice, such as acts of copying, wearing, remaking, and inhabiting materials as ways of rehearsing identity across time. In this reading, “Twice Upon a While” is not an endpoint but a “replayable present” – a space where looking replaces explanation, and where solitude, memory, and subjectivity remain open and shared.
© Marina Xenofontos
Brain Scan World Symbols Veins
During Onassis AiR, as the game reached a stage where it could be played by others, it became possible to examine more closely the relationship between player choice and events inspired by personal memory. While the work cannot alter the course of past events, it allows for their repeated activation, shaping present perception and recollection and suspending them in a parallel realm of continuous return. The residency thus became not only a site for technical development, but a space for further engagement with the project’s core concerns: temporality, agency, subjectivity, and the ways experiences – particularly formative or traumatic ones – are replayed across mental landscapes, resurfacing through interaction, misremembering, and repetition.
Twice Upon a While 2025
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© Marina Xenofontos
"Twice upon a while" script with Aristotelis Nikolas Mochloulis
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© Marina Xenofontos
Twice's house basement
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© Marina Xenofontos
Sickle and lighter
Credits
Game Development
Pariah Interactive
Game Development Lead
Prashast Thapan
Game Engineering
Sahil Sharma, Sachit Nanajkar
Game Production
Revanth Sama
3D Art
Stephanie Davila
Artwork Development
Giorgos Tigkas
3D Animation
Srujan
Game Quality Assurance
Malvika Mital, Revanth Sama
Script Development
Aristotelis Nikolas Mochloulis
Music / Sound
Nikos Charalampous
Original Voices
Marietta Mavrokordatou, Nikos Charalampous (prompted through text-to-speech and voice design)
Funded and Supported by
Musée cantonal des Beaux-Arts de Lausanne, Camden Art Center, Hot Wheels Athens London, Onassis AiR through the AiR/ONX Fellowship
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