A location-based street game built for Wellington on the RJDJ reactive-audio platform, using the same binaural sound production as a Kaka's Soham Meditation: three-dimensional, headphone-delivered audio that places a fabricated sonic world inside the listener's own perceptual space. As a player moved through the physical city, their GPS position and motion triggered an immersive audio narrative keyed to specific streets and sites — a work of audio augmented reality and geolocative participation, where the medium is the listener's own walk through Wellington and the story unfolds across the city, the body, and the device at once. This is transmedia storytelling in the literal sense: the narrative lives across physical place, locative trigger, and binaural sound rather than in any single channel.
Then RJDJ withdrew the platform from public access in a pivot to corporate advertising content, and the work was destroyed mid-project. Its destruction became its significance: a direct encounter with the platform dependency trap, the dynamic in which creative work built on proprietary infrastructure can be erased by a corporate decision, years before this became a defining anxiety of the creative economy.
The response is the second half of the work: build your own infrastructure. Wellywood became JoyGeo. The specific Wellington game became a universal platform-building project. The content became the infrastructure. The local became the global.





















