Scorpionfly
(Escorbelula)

An 8-bit built-in adventure #ᴄᴏᴍɪɴɢsᴏᴏɴ
#indiegame 

Date

Jan 2026 ~ In development

Function

Fernanda Tosta, 
(Wanna join the team? send and email)
The Dragonfly-Scorpion ~ The Scorpionfly is a new species that emerged in 2021 from a completely unexpected crossbreeding. Apparently, a scorpion, one of the oldest terrestrial animals on Earth, stopped at the edge of a lagoon and was enchanted by a dragonfly, beautiful, light, and adapted to that environment of abundant vegetation. That small flying dragon with uneven wings awakened true delight in the scorpion. The dragonfly, transformed by the swamp and endowed with special eyes, had the privilege of seeing 360 degrees of a world that was its own. Aware of its long life, its freedom, and its perfect balance, it flew like an open book over that creature, heavy, shelled, accustomed to heat and dryness.The scorpion, completely enamored with that image, didn't know how to handle it. It wanted to climb onto the rocks and bushes to get closer, but would it survive if it fell into the water? Accustomed to holes, leaf litter, living among nearby construction materials, how could it be?

Why play?


Play Laboratory_Water and the City
Game, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Karen Steinman, Nina Lund Westerdahl, Fernanda Tosta, Lara Paim, Thibault Schiemann. 

Sponsorship 

Nordiskkulturfond 
An international project bridging São Paulo and Copenhagen to address the water-city disconnect using urban play as a social and political tool. How can play be used to uncover urban water issues, question policies, and forge new connections with the environment? Why São Paulo and Copenhagen? Different elements. Through an artistic residency Brazilian and Danish artists we explored play-informed research to uncover urban water issues, question policies, and forge new connections with the environment. The recent climate disasters—record-breaking droughts, wildfires and floods—urgently call for a reevaluation of how cities relate to water. This project tackles the issue through a dual-city game framework, linking the urban water challenges of São Paulo and Copenhagen to highlight their interconnectedness, presenting a decolonial approach that reframes local issues as collective global concerns. It goes further by advocating for urban play, artistic research, and performance as means to deepen our connection to water and the urban environment.

Why play? By fostering new embodied narratives, playing not only raises awareness but also encourages empathy, imagination, and a sense of belonging. It invites participants to think, feel, and act on how societies relate to water, aiming to establish play as a legitimate and impactful tool for urban dialogue. 

[ gallery ]

Brazilian Marquetry [Jigsaw Puzzle]
Game, Participatory Methodologies

Date

Out ~ Nov 2025

Function

Fernanda Tosta 

Assistant

João Millan

Sponsorship 

Sesc Vila Mariana 
The marquetry course offered an immersive collective experience in which participants co-created a single large puzzle from individually crafted parts. Each person designed and executed four marquetry pieces, all connected by a continuous line that crossed personal boundaries to form one unified visual narrative. Guided by the theme of Brazilian fauna and flora, the final puzzle became a mural exhibited at the hosting institution, transforming individual gestures into a shared artwork. This collective artistic process fostered an understanding of both hard and soft skills essential to collaboration—precision, patience, listening, negotiation, and trust—while challenging participants to develop technical mastery of marquetry within a group project. The exercise could easily belong to a maker reality show, yet it unfolded within cultural spaces, revealing how adequate time and space are crucial in cultivating these abilities. Hosted by the Art and Technology Laboratory of Sesc Vila Mariana, the course demonstrated how artistic environments can nurture collaborative intelligence through making, process, and shared authorship. 

Why play? Playing this game is effective for team building because it requires shared decision-making, coordination, and trust, transforming individual skills into a unified result through collaboration and collective responsibility.

[ gallery ]

Sobraprima Game -
[Painting on Wood]

Game, Participatory Methodologies

Date

Sep ~ Nov 2025

Function

Fernanda Tosta 

Assistant

Karen Steinman.

Sponsorship 

Sesc Vila Mariana 
Playing with wooden games can produce vast types of experiences, stimulating our creative capacity through feelings that the distinct mechanics can generate – desire and pleasure, anxiety and relief, curiosity and knowledge. Games are interactive systems capable of addressing the deepest themes of human existence; they can be detailed and sensitive to the choices and actions of the players and artists who create them, exploring ways to establish open, processual, and collaborative communication. During the classes, we learned about playful interaction, discuss the systematization of game rules, and their contextualization in the classroom. 

Why play? This game invites players to engage through touch, decision-making, and experimentation, turning material interaction into a meaningful experience. Rather than offering fixed outcomes, it encourages interpretation, responsiveness, and collective participation. By activating attention, perception, and dialogue, the game operates as a space where learning emerges through action, making play a tool for reflection and exchange.

[gallery] 

Sobraprima Chalk -
Game, Participatory Methodologies

Date

Out ~ Nov 2025

Function

Fernanda Tosta,

Help 

Karen Steinman, Lara Paim. 

Sobraprima Chalk is an abstract game that combines the elegance of geometry with the power of collective play. In this version, participants are invited to create a Sobraprima board directly on the ground using chalk. The geometric shapes of Sobraprima become symbols of water flows, reservoirs, and barriers within the city. Based on tic-tac-toe, players can embody different "forces" that shape urban water. We use corresponding geometric figures, such as rain, river currents, drought, or human infrastructure.

Why play? At the end of the game, participants are invited to observe the drawing left on the ground—a spontaneous illustration of an affective cartography about how water interacts with systems created by humans. The geometry reveals patterns of cooperation, resistance, and flow—reflecting the relationships between water and the city.

[gallery] 

Sobraprima Cards -
Game, Participatory Methodologies

Date

Ago 2025

Function

Fernanda Tosta.

Sobraprima Cards is a portable version of the Sobraprima game, originally made of wood, created to transform words into geometric imagination and shared intuition. Ideal for meetings, workshops, and creative circles, the game invites the symbolic reading of shapes and the collective construction of meanings. The objective is to arrange your cards creatively so that other players can interpret the word you are representing, while simultaneously interpreting the compositions of others, using a set of word cards that indicate various elements such as flows, natural elements, urban aspects, or other concepts/objects. Each participant receives a set of cards with different geometric shapes. The rules are light and intuitive: the game takes place in 4 rounds, each with increasing levels of difficulty. In the end, the winner is the one who accumulates the most points by guessing and connecting.

Why play? Sobraprima Cards is a game about imagining the invisible — translating the flows into a poetic and visual language of shared creation.


Conversadeiras 
Podcast Spotify 

Function

Fernanda Tosta.
Conversadeiras Podcast / The Art of Encounter Through Podcasts: In each episode of Conversadeiras, three voices come together to discuss thoughts at the intersection of art, design and technology—weaving questions with ideas and intuitions, creating maps for possible futures and expanding the boundaries of these fields. The podcast is a way to showcase a network of creatives who orbit around similar projects and works. 
-
https://www.instagram.com/conversadeiras.xyz 
https://open.spotify.com/show/6gRYBD3nTU3zzmNQEDJIvd?si=fab4e58651dc41b4



Um Vestido para Sankofa
Publishing 

Author
Tatiana Costa de Souza

Illustrations
Fernanda Tosta 

“When words lose their color and silence threatens to swallow memories, Sankofa emerges—made of scraps of history and courage. Stitched together with ancestral thread and embroidered with forbidden dreams, her dress awakens memories, provokes laughter, and defies oblivion. In this poetic and insurgent fable, enchantment unites with critique, and language becomes a territory of struggle and liberation.” 

Buy at Amazon - https://encurtador.com.br/qYGx



Marchetaria
Comissioned 

Function

Fernanda Tosta, Georgia Dias, Gustavo Lemes. 
“Portas” — commissioned marquetry for Sesc Carmo. 
Portas is a marquetry composition inspired by Marisa Monte’s song of the same name and the geometric paradoxes of M.C. Escher. Crafted from natural and tinted wood veneers, the work unfolds as a rhythmic landscape of doors, arches, and stairs—opening and closing, revealing passages of light and shadow. Each panel stands alone yet connects to form a continuous pattern, evoking the act of transition and the poetic motion of entering and leaving.






Sons Terrosos 
Sound, Eletronics 

Date

Jan 2024 ~ In development

Function

Fernanda Tosta, Guilherme Fiorentini, Tiago Schutzer. 
“Sons Terrosos” — sound synthesizer device
Sons Terrosos is an experimental sound synthesizer inspired by the film Memoria (2021), where listening becomes an act of presence and resonance. Developed as part of the Conversadeira Sonora – echoes of sound and nature, the device translates seismic, ambient, and earthly noise into a tactile sonic experience. With each interaction, it captures vibrations and transforms them into audible landscapes — sounds that breathe, oscillate, and hum like the invisible pulse of the ground. Much like the sonido, an ancestral clay instrument that sings with water and motion, Sons Terrosos invites the listener to tune into the frequencies of matter itself — where technology and nature blur into a shared field of vibration.




Marchetaria Digital

Games, Digital Fabrication

Date

Jan 2024 ~ In development

Function

Fernanda Tosta, João Millan 

Sponsorship

Sesc Bom Retiro 

[MAKE GAMES, NOT WAR] The Digital Marquetry board game class at @sescbomretiro left both smiles and tears of emotion. One of the most beautiful lessons came from Sueli, our Libras interpreter, who shared the Japanese concept of Sensei: a teacher is one who learned first, but a Sensei is one who was born before — the one who passes on knowledge to those who come next.

As Adriana Calcanhotto sings, and my Aries Mars agrees:
“...I want to arrive first / to signal the being of each thing / to filter its degrees.” It was a joy to guide such a wonderful group in creating playful projects. The Games at Sesc Bom Retiro course was a success — may there be many more to come.






  

ECOCidade Game
Games, Urban Activism  

Date

Jan 2024 ~ In development

Function
Coordination and Design: 

Fernanda Tosta 
Isac Ferraz 
Marcella Arruda 
Natalia Resengue 
Paula Monroy 
Rachel Teles
The ECOCITY Game is a playful and dynamic way to collect and organize information about resources and availability within groups for socio-environmental projects. It aims to echo the legacy of the ECOCIDE project, which aims to combat environmental collapse by aligning its actions with the food cycle. The game board is divided into past, present, and future phases with the intention of collecting experiences, situations, and expectations from participants who, at the end, will be encouraged to engage in a new work creation, event, product exchange, social awareness, and sensitization to important issues. The A Cidade Precisa de Você team hopes that the ECOCITY Game will be a moment of fun, strengthening ties, and the beginning of solid partnerships for building a more vibrant and sustainable city. Let's Play?

About ECOCIDADE: is a community-based initiative launched in June 2021 by the Instituto A Cidade Precisa de Você in the Brasilândia neighborhood of São Paulo. The project focuses on promoting agroecological transition in vulnerable urban areas, strengthening the local food system through urban gardens, community kitchens, composting points, and cooperative networks. It offers a six-month free training cycle for residents and local actors, covering modules such as circular economy, health & environment, micro-entrepreneurship, cooperative structures, urban regeneration and climate justice. By activating public spaces and engaging neighbourhood organisations, EcoCidade aims to build community resilience, food sovereignty and local circular economy in the face of climate and social-spatial challenges.  




Ativacidade

Tipe

Game, Participatory Methodologies

Date

April 2023

Fuction

Coordenação: Karen Steinman Martini
Design: Karen Steinman Martini e Fernanda Tosta
Colaboração: Lara Paim de Sene, Thaline Nunes Rocha, Luis Felipe Abbud, Laura Sobral, Heloísa Sobral e Marcella Arruda

Sponsorship

Instituto A Cidade Precisa de Você
AtivaCidade is a board game for co-creating urban interventions. It leads players to create an action plan for transforming the city by focusing on active citizenship in the use, appropriation, and management of public spaces, created based on the methodology developed by the Instituto A Cidade Precisa de Você (The City Needs You Institute). The game arose from the need to translate complex concepts in the field of urban planning, sharing knowledge and bringing together different actors around a table to co-create projects in a playful and participatory way.

The game has already been used at the Sesc Osasco Learning Festival (FestA!) (July 2022); Buenos Aires Park as part of the Cidade de Brincar (Play City) project (July 2022); the 8th International Festival of Urban Interventions (FIIU) and the 5th Placemaking Latin America Meeting (September 2023). Virada Sustentável SP at the Goethe Institute São Paulo (September 2023) and in 2023 joined the Change X Brincando pelo Brasil Community Fund with funding from the LEGO Foundation, being used in projects in 4 cities in Brazil. You can learn more about the project here: https://www.changex.org/us/city-activation-game





Site-specific Installation

Tipe

Urban Furniture, Participatory Methodologies

Date

August 2023

Fuction

Coordenação: Fernanda Tosta e João Millan 
Interpretes: Sueli Trindade e Yasmin Luha. 
Participantes:

Sponsorship

Sesc Pompéia 
In the second semester, a mixed group of deaf and hearing participants took on the challenge of building urban furniture at @sescpompeia’s carpentry workshop. Through environmental art references, drawing exercises, and collective gestures, we explored how to transform a place that invites encounters and change. With the support of interpreters @skatrindade and @yasminluha and guidance from @joaomillan_, we created and installed multifunctional furniture at Travessa Roque Adoglio — a piece that works as a bench, table, and bicycle rack. The project reflects our shared journey of making space for connection.






Jogos no Museu

Date

Jan 2023

Fuction

Fernanda Tosta

Sponsorship

MAM Museum 

"Ticket with no name" is an adventure text game created collectively by participants of the Games at the Museum - MAM SP, 2023/1. 

A space-time walk through the spectrum of colors from an art exhibition without walls. You are a person who lost your memory at the museum door, holding an ticket without name that gives you access to the exhibition. 

Outside there is a banner written “Dialogues with color and light”.  

The Enigma is to discover who you are as you walk through the exhibition: 
- Artist? - Educator? - Curator? - Art critic? - Collector? 

Want to play? - Click here!





Jogo Sobraprima_
Marquetry course

Date

Jan 2023

Fuction

Fernanda Tosta, João Millan

Sponsorship

Sesc Campinas 
...






Jogo Sobraprima_ Festival do Brincar


The SP Cidade do Brincar project took place between June and July 2022, promoting a series of cultural activations and artistic interventions for children and families, with playful and participatory dynamics, hands-on interventions, and the construction of urban furniture in five public spaces in different regions of São Paulo. On June 27th, we went to the Brazilian House Museum, one of the tools presented was The Playful Box is a toolkit that involves diverse elements of light, sound, air, topography, articulation, and surface. Elements that activate spaces, people, and dialogues, making tangible imaginaries and building other forms of relationship and affection. From a creative and playful perspective, each action in different public spaces mobilizes diverse elements, creating compositions that are activated through play and the participation of people.  

One of the components of the box in the construction phase was the SOBRAPRIMA game, which invites children, especially those in early childhood, to exercise their creativity in assembling new spatial configurations, as well as their imagination, by telling stories about what they built.  SOBRAPRIMA, created by Fernanda Tosta (Oficina Oito), is a game that investigates the pedagogy of learning-by-doing-playing, using a set of large pieces of wood painted with colorful patterns, which seeks to disseminate the aesthetics of mixing, joining, connections, and improvised junctions. Made from leftover wood, it seeks to translate the concept of the second life of materials, valuing the creative process of building something new with what already exists. With a proposal that spans generations, it can be played by children, adolescents, and adults, thinking about post-pandemic resocialization.Its rules are based on dominoes and puzzles; the challenge is to combine the pieces by joining the same colors and patterns that represent the same value, but new rules continually emerge from its players. The game teaches us concepts about geometric compositions, combinations, and colors, as well as helping us to be together and react in situations of choice.

https://www.changex.org/br/play-action-box 



https://www.acidadeprecisa.org/_files/ugd/33dfe0_35465ede721c4b45bb654d239e0b41ff.pdf


Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship 

MAM - Museum of Modern Art - São Paulo
Playing wood games can produce vast types of experiences, stimulating our creative capacity through feelings that different mechanics can generate – desire and pleasure, anxiety and relief, curiosity and knowledge. Games are interactive systems capable of addressing the deepest themes of human existence; they can be detailed and sensitive to the choices and actions of the players and artists who create them, exploring ways to establish open, procedural, and collaborative communication.

The [Sobraprima Game ~ An endless game that spans generations ~] seeks to disseminate the aesthetics of mixing, piecing together, connecting, and improvised junctions using marquetry to provide colors and patterns, valuing the creative process of building something new with what already exists. The artistic proposition consists of developing a mediation between two or more people about what is or is not valid for the game to be established; new rules emerge from its players.

{Sobraprima} is a concept that unfolds into objects and workshops, through which we can reflect on the meaning of the second life of materials when requalified for a new use. The course "How to make a wooden game" was taught during the years 2021, 2022 and 2023 at MAM - Museu de SP in videoconference classes.



Jogos no Museu_ Sobraprima no MAM


Pasolini Legge Pasolini, Poesia in forma di rosa
Label: RCA Italiana
Format: Vinyl, 7"
Country: Italy
Genre: Poetry
Year: 1962

.... 





Marchetaria 

Date

Jan 2025 ~ Sep 2025 

Function

Fernanda Tosta. 

  

(...) 



Carpentry School - Curatorship Sumaré unit.

Date

Jan 2022 ~ Sep 2023

Function

Fernanda Tosta, Caio Netto. 

Sponsorship 

Leo Social, 
Leo Madeiras, 
3 Apitos. 
The history of the Carpentry School predates the creation of Leo Social. This is because the School emerged in 2004, two years before Leo Social was founded. It was Leo Madeiras' first initiative focused on training carpenters for the sector. The project began with management and 3D project design courses in partnership with the Liceu de Artes e Ofícios de SP (São Paulo School of Arts and Crafts). 

Later, it partnered with SENAI (National Service for Industrial Training). In 2006, a Semi-Skilled Carpentry course was created, aimed at young people aged 16 to 18 in situations of social vulnerability. One of the reasons for the course's creation was the difficulty identified among business owners in the sector in finding qualified labor, in addition to complementing other initiatives aimed at contributing to the sustainability of the carpentry business. It was at this moment that the then Instituto Leo (Leo Institute), now Leo Social, was born. In 2014, legislation changed, prohibiting the employment of minors under 18 years of age in carpentry, even as apprentices. As a result, the Semi-Skilled course had to change its focus and be completely redesigned. Thus, we began working with young adults in vulnerable situations. Consequently, the Carpentry School became Leo Social's main project. 

Currently, the School offers seven courses:– Carpentry for Beginners – Professional Carpentry – Custom Furniture Assembler – Designer Course – Carpentry Assistant – Conventional Assembler – Successful Carpentry. 

In addition, the Carpentry School also offers several maker workshops in carpentry, aimed at those who enjoy doing manual work as a hobby.
https://leosocial.org.br/blog/conheca-a-escola-da-marcenaria/



Banco Escada_Workshop
Game, Participatory Methodologies

Date

Ago 2022

Function

Fernanda Tosta. 

Sponsorship 

Leo Social, 
Leo Madeiras
The Bench-Ladder course is a creative workshop that introduces basic woodworking techniques through the construction of a versatile and functional household object. Throughout the process, participants learn to use essential tools, understanding fundamental steps such as measuring, fitting, structure, and finishing. Each person develops their own version of a stool that also functions as a step, exploring variations in shape, proportion, and use. Thus, the exercise teaches not only the technical skills of woodworking but also stimulates inventive thinking, revealing how a simple everyday object can be reinvented through creative and conscious choices. 





Nomadic Furniture

Product design
Furniture
Nomadism


Function

Fernanda Tosta. 
Nomadic Furniture is an open-source design system conceived to activate and enrich urban public spaces through adaptable, modular furniture created by women and for women, with a focus on female and youth participation. This collection includes versatile pieces—tables, benches, loungers, racks, display units, stages, shelters, bleachers, and signage elements—designed for easy assembly, transport, and storage while maintaining both structural integrity and aesthetic coherence. The project explores the balance between simplicity and beauty, offering a flexible infrastructure for creative and communal use in woodworking workshops, food fairs, editorial markets, thrift bazaars, poetry slams, and outdoor art performances.

Nomade Furniture is an open-source furniture system designed to enhance the use of urban spaces, prioritizing women and young people. Designed by women for women, it is a line of modular, demountable furniture that is easy to assemble and transport.It offers a range of functionalities and diverse uses – these pieces of furniture include: tables and benches, benches and loungers, racks and display cases; stages and coverings; bleachers and platforms; signage and safety items.

The project's main challenge is to find the simplest way to build, transport, and store the products without compromising their aesthetic and structural quality. It can also be used for a wide variety of events, including: woodworking workshops; food fairs; book fairs; bazaars and flea markets; slam poetry performances; and other outdoor artistic events.




One of the issues that will be prioritized in the project is ergonomics in relation to body measurements outside the standard used in the industry, that is, female bodies. The workbenches and chairs will be designed for the female body and may allow adjustments for other body types. Due to the difficulty in finding workbenches and tools designed for female body and hand measurements, it is important to review and generate a table of comfortable measurements for work performed by people participating in events that may last up to 12 hours.

The system's proposal, in addition to developing products that will enhance public spaces for events, will also offer possible layouts for use that suggest an organization of flows to assist in setup and provide the maximum possible forms of encounters.



Commissioned Marquetry

Function

Fernanda Tosta. 

(...) 



The Make-believe School  

guidance: fernanda tosta 
assistance: marina da silva - andré montilha

participants: tiago schutzer - rilbert andrade - rany sousa - larissa fujinaga - kaô - heitor vallim - carolina arbex - camila ugino - brunner guimaraes - andre ryuji

photographs: bruno novaes 
[Oficina Oito - São Paulo - August 2021]

A relational and collaborative space for artistic-educational practices. The make-believe school happens through the collection, creation, and experience of documents, drawings, texts, and practices that I have been producing from observation and insertion in different teaching and learning models.

A school of play. Playing at school. In this place that blurs the lines between reality and fiction, art and education, work and play, I think as if we were relearning to read, reinterpreting the world we live in, rediscovering the things that surround us, and rethinking the relationships we build. Imagining new schools for the present, this first edition of the make-believe school presents itself as a place for artistic and educational practices, an invitation to encounter and to experience.

Thinking about the desire and need to accomplish-do-together, it goes hand in hand with different partners, establishes itself in backyards-garages-backyards and is an award-winning project made possible by ProAC LAB 2020. Carpentry class: The first activity of the program took place in the formation of a group that went through a module of seven meetings to think, discuss, design and materialize the furniture for the make-believe school. Thinking about new schools for our time, the people who participated in this workshop collectively developed different theoretical and practical activities to make the pieces that make up the school in this edition.





Marquetry Auctioned

Function

Fernanda Tosta


For

Silo Arte e Latitude Rural 
.... 





Support Cart for the Activator Device

Product design
Furniture 
Nomadism



(...) 






Alain Robbe-Grillet

(...) 

 

Smart Cities Project 

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta. 

Sponsorship 

Numen Produtora - Projetos Sociais 


(....)


Oficina Oito 
Makerspace, Brand, Furniture School 

Date

Ago 2019 ~ Fev 2021 

Function

Fernanda Tosta

Oficina Oito is a company that analyzes, develops, prototypes, and executes projects and ideas through woodworking. Our Fundamental Pillars - the 8 C's: Collaboration + Construction, Care + Trust, Growth + Creativity, and Knowledge + Collective. At Oficina Oito, we work in a network to analyze and prototype ideas, developing people's autonomy by teaching the necessary tools, providing creative expression through art and technology. We focus on bringing the necessary solutions to brands and individuals, providing flexibility, mobility, and autonomy through design and applied technologies, such as custom-designed digital fabrication.

About Fernanda Tosta: Founder of Oficina Oito, designer and artist, researcher in collaborative methodologies, and creator of the Sociocreative Woodworking method, with which she develops workshops using creative processes focused on individual protagonism and life skills. She has worked on socio-educational projects as a carpentry teacher at the Tomie Ohtake Institute (2016-2018) and Casalab Mulher (2019), and as a mentor for collaborative projects at Hackathon Paulista (2015), Casa Fora de Casa (2016-2018), and Interactivos? (2016-2019).


 

Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship 

MAM - Museum of Modern Art - São Paulo


(...)

 

Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship 

MAM - Museum of Modern Art - São Paulo

.... 
 

Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship 

MAM - Museum of Modern Art - São Paulo

.... 

 




Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship 

MAM - Museum of Modern Art - São Paulo

.... 



Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship 

MAM - Museum of Modern Art - São Paulo
.... 

Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship 

MAM - Museum of Modern Art - São Paulo
.... 



Conversadeiras



  1. Conversadeira is a metaphor, it is a meeting in sculpture.

    When used, it generates a type of artistic proposition that happens between its participants through words - speech and listening. It provides an experience of space that distances us from the common state, bringing us closer to understand things, others and ourselves.

    To talk you need to know how to listen, it's about knowing how to be in the place, more than ever.

    The Conversadeira Encruzilhada is the result of the conversation and collective construction of the woodworking workshop held in BH in Complex Alto Vera Cruz in the Favela Hacklab - project in 2019.


Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship 

MAM - Museum of Modern Art - São Paulo
.... 



Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship

MAM - Museum of Modern Art - São Paulo

.... 



Sobraprima
Game, Workshops, Participatory Methodologies

Date

Jan 2025 ~ Sep 2025 In development

Function

Fernanda Tosta

Sponsorship

MAM - Museum of Modern Art - São Paulo
....