Netflix 'Squid Game' TiLiT Photozone
Other
- Year of Production
- 2025
Video
Summary
The Squid Game Photo Zone at Gwanghwamun Square marked the grand finale of Netflix's 2025 global pop-up tour. For the finale, a large pixel sculpture built with the eco-friendly modular system "TiLiT" was erected in the heart of Seoul.
It stacks ceramic-textured tiles to reinterpret the show’s whimsical yet eerie universe as a massive pink castle. Intersecting planes of pink, mint, yellow, and blue project a powerful volume from afar and intricate pixel textures up close. Visitors explore its arches and stairs, becoming part of the artwork to share on social media.
TiLiT's dual-module system separates frames from finishes, enabling rapid, waste-free setup. It ensures top structural safety and vivid visuals in high-traffic outdoor spaces, perfectly rendering the global IP’s brand identity. This project bridges a world-class IP with Korean spatial technology to transform an everyday space into an iconic landmark.
It stacks ceramic-textured tiles to reinterpret the show’s whimsical yet eerie universe as a massive pink castle. Intersecting planes of pink, mint, yellow, and blue project a powerful volume from afar and intricate pixel textures up close. Visitors explore its arches and stairs, becoming part of the artwork to share on social media.
TiLiT's dual-module system separates frames from finishes, enabling rapid, waste-free setup. It ensures top structural safety and vivid visuals in high-traffic outdoor spaces, perfectly rendering the global IP’s brand identity. This project bridges a world-class IP with Korean spatial technology to transform an everyday space into an iconic landmark.
Company Profile
Game Immersive Content
Therabyte Labs., Inc.
Therabyte Labs (Inc.) is an interactive media contents company founded by Bang Hyun -woo, a professor of engineering at Seoul National University and co -representative of media artist Heo Yoon -sil. Bang Hyun -woo and Heo Yun -sil have been an interactive media studio EVERYWARE, and have been introducing innovative interactive media works at art galleries and experience halls in over 20 countries around the world for over 10 years, at the labs and podiums of the College of Engineering and the College of Art for the past 20 years, which has become a technical basis for Therabyte Labs. Therabyte Labs is an interactive media contents company that intends to promote children's physical activity and intelligence through games based on its own motion sensing technology. By combining 50 kinds of physical activity -linked digital games with STEAM educational contents, we will play a role in stimulating children's body, psychology and social development and helping healthy growth. The children's experience playground, which utilizes its contents, was operated by the Funtory House, and was able to develop a realistic game that responded to the behavior of children according to each developmental stage. Currently, the company provides an integrated sensor-content-hardware integrated solution that can be serviced to play, education, and treatment institutions, and provides standardized platforms and subscription contents that are freely compatible with various games and body-sensitive input devices. The second business of the company is an eco -friendly spatial sculpture module that can easily disassemble, assemble, and reuse, to create a variable exhibition space. We launch a <Brickit> that stacks the three-dimensional modules and a <TiLiT> system for the highly freedom art wall production, and is supplied to many companies and institutions that want to practice Zero-Waste.