'In mid-August 2016, I found myself standing on a chair in my studio with a helmet-like headset strapped to my face, reaching up into the air with a plastic Virtual Reality (VR) controller in either hand. I had no way of viewing the so-called ‘real world’, and had no visual reference points to guide or orient me while in the mad creative throes of crafting a ‘sketchsculpt’ (not exactly a term that rolls right off the tongue), a type of cross between a sculpture and a sketch, one that at present can only be created via a set of Virtual Reality tools.' (Introduction)