AnAmphibious Retreat

Stefano Dealessandri

Keywords: Wetlands, Royal delft, Goose game

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“AnAmphibious Retreat” explores processes of vilification and re-evaluation of wetlands—transitional zones between land and water that resist rigid categorization. The project focuses particularly on the Netherlands, a country historically shaped by the drainage of wetlands, now reconsidering the reintegration of these very environments. Central to this investigation are the themes of ambiguity, instability, and decay. 

The project engages with the fluid meanings of “retreat”—both as a withdrawal from deeply-rooted beliefs, and as a space for study or leisure. Through a visual essay, it reimagines amphibious environments as sites of experimentation, critical inquiry, and ecological transformation. 

The work unfolds through an open-ended adaptation of the “Goose Game,” a 16th century board game originally from Italy, using its cyclical structure as a playful journey through the evolving meanings and layered histories of Western understandings of wetlands. On a material level, a process of decay and transformation is triggered by scratching the sealed surfaces of traditional Delft Blue ceramics, which depict images of extractive colonial dominion over the environment. 

On top of this, the ephemerality of the materials used, such as 3D-printed bioplastic, degradable in marine environments, and water-soluble blue ink, reflects the instability and transience of both this research and the environments being considered. 

“AnAmphibious” functions as a deliberate linguistic glitch, suggesting both an indefinite article and a prefix of negation. It gestures toward the project’s core skepticism: can amphibious logics truly infiltrate systems historically designed to oppose them? 

Decommissioned Duty Free Aircraft Trolley (KLM; seawater tank with decaying digital bio-fabrications and scratched Delft Blue plates depicting colonial and extractive dominion over the environment.
The Flying Dutchman now and then — KLM x Royal Delft.
Seawater tank with decaying digital bio-fabrications and scratched Delft Blue plates depicting colonial and extractive dominion over the environment.
Adapted version of the "swimming goose game" (1880); Sanded Horrix table (1870), 4 bio-degradable goblets
Sanded Horrix Board Game Table manufactured in The Hague, ca. 1870
Adaptation of "Het Zwemmende Gansenspel" (The Swimming Goose Game — ca. 1870) and 3D printed biodegradable goblet
PROCESS: Reinterpratation of "Facon de Venise" Goblet with digital bio-fabrications compostable both in marine and terrestrial environments.
PROCESS: Curing of Goblet's stem; 3D print covered with sodium alginates (compostable in both marine and terrestrial environments.
Detail from the visual essay
Detail from the visual essay

Excerpt from the rulebook of the adapted Goose Game

Excerpt from the rulebook of the adapted Goose Game