Olga Pudrovska
Computational Design, 3D Graphics & Animation
I create systems in which images and forms emerge from many individual elements through repetition, movement, light, shadow, and spatial arrangement. My practice moves between computational design, animation, physical prototyping, and sculpture.
Many of my animated works are designed from the beginning as sculptural systems, with the screen-based versions functioning as artworks and studies for physical realization.
My background in software development and procedural generation allows me to build custom tools and processes for creating work that would be difficult to design manually.Originally from Kharkiv, Ukraine, I am currently based in Germany.
Contact
Shadow Growth Systems
Growth Systems is a sculptural series in which hundreds of 3D leaf forms create an abstract cloud that casts a designed image as a shadow.
I use custom computational tools to position and orient the leaves so that the shadow resolves into the intended image.
The physical version is planned as a 3D-printed sculpture, with connector elements joining the leaves into one continuous structure. I am also exploring a kinetic version that could assemble and disassemble over time.

Lattice Systems / Shadow Voxel Sculptures


This series explores multilayer 3D forms built from hollow, edge-defined voxels.
Each layer reflects a slice of the original 3D model, creating an open lattice structure rather than a solid volume.
Light passing through the sculpture creates intricate grid-like shadows that become part of the work.
The project grew from physical paper and LEGO voxel prototypes and is now being developed into more refined forms for physical fabrication.


Paper Shadow Sculptures
This series uses cut and folded paper structures to create distinctive shadows through light.
The sculptures are designed as curved physical objects, with the cast shadow forming an important part of the work.
Some of these objects, cast multiple target shadows (for example, two different human profiles), depending on the light source position.
I am also developing selected pieces as downloadable construction templates, allowing others to make the sculptures themselves from digital files.



Fluid Systems
Fluid Systems explores images and graphic symbols formed through overlapping circular ripples on a water-like surface.
The image emerges from the size, position, and interaction of the individual rings rather than being placed on top of the surface.
The current work exists as animation, with future versions planned as interactive digital pieces that can be disturbed and then gradually reconstruct themselves.
Work in Development: Suspended Crystal Sculptures
I am developing a series of suspended sculptures made from many individual crystal elements arranged to form images or 3D objects in space.
The first works are already planned, and I have begun acquiring materials for them. Their realization requires time, workspace, fabrication, suspension tests, and lighting experiments.
The pieces will explore how an image changes with viewpoint, transparency, reflection, and movement.
What I Would Develop During the Residency
The residency would give me the time and resources to realize more of my computational studies and prototypes as physical works.
I want to develop suspended crystal sculptures, kinetic and 3D-printed pieces, and larger shadow-based works while continuing to build the computational systems behind them.
The work requires not only materials, but sustained experimentation with structures, mechanisms, lighting, fabrication methods, movement, and scale.
My goal is to develop a body of work that moves naturally between moving image and physical space, rather than treating digital and sculptural work as separate disciplines.