Brent Watanabe

ARTICLE: DEER HUNTING, URBAN FLANERIE, AND POST-HUMAN GAMING

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Between May 19 - June 1 2023, VRAL exhibited Brent Watanabe’s groundbreaking VR project MINE. In this short essay – an abridged version of a much longer piece included in an upcoming book – we revisit one of Watanabe’s most iconic works, San Andreas Deer Cam (2015-2016) and its lasting impact on contemporary art.

Eddie Lohmeyer opens his book, Unstable Aesthetics: Game Engines and the Strangeness of Modding, by comparing and contrasting seminal Orhan Kipcak and Reini Urban’s ArsDoom (1995) to the more recent performance by Brent Watanabe’s San Andreas Deer Cam (2016). Although both artworks are modded versions of popular mainstream games – Doom and Grand Theft Auto V respectively – there are several differences between the two interventions.

First, ArsDoom was set in a custom map designed by the artists using AutoCAD reconstructing the Brucknerhaus exhibition hall in Linz, Austria, whereas Watanabe left the landscapes of San Andreas, modeled after the state of California, unchanged. Those spaces are also qualitatively different in game design terms: the former is self-contained and goal-oriented whereas the latter qualifies as an “open world” and no specific objectives are prescribed to the performer. Secondly, although both art performances featured an online component, ArsDoom was highly participatory, as it encouraged players to log on a dedicated server under the guise of contemporary artists (Joseph Beuys, Hermann Nitsch, Jeff Koons, and Nam June Paik among others) in order to destroy the virtual artworks on display using custom weapons. In short, we can argue that ArsDoom was an example of playable art criticism, or perhaps even institutional critique masquerading as a video game. It embraced the Italian Futurists’ call to arms – “We will destroy the museums, libraries, academies of every kind” – almost literally.

On the other hand, Watanabe’s San Andreas Deer Cam does not solicit any human input – in fact, it excludes it - and therefore qualifies as an example of what some scholars have called “post-human gaming” (Bittanti 2014, Ruffino 2020), whereas the game is either self-playing (as in many installations by Cory Arcangel, for instance) or the player’s avatar is replaced by artificial intelligence (as in the case of Forza Motorsport’s drivatars). Watanabe’s San Andreas Deer Cam is a modified version of Grand Theft Auto V in which a virtual deer traverses the game’s environments, both urban and rural, interacting with other kinds of NPCs, non-player characters controlled by the game’s artificial intelligence. The mod was created by replacing the standard human animal avatar(s) with a non-human animal avatar, whose movements, however, are still anthropocenic as “the deer’s actions are based on the game’s pedestrian AI” (Lohmeyer 2016, p. 1).


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Matteo Bittanti


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ARTICLE: A CLOSER LOOK AT BRENT WATANABE’S MINE

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Brent Watanabe’s MINE (2023) was featured on VRAL between May 19 and June 1 2023 as a single channel video. It is now available on the artist’s website as a collection videos. In this deep dive, we discuss the artwork’s main themes, its relation with previous projects, and the role of the artist walkthrough as documentation.

Brent Watanabe’s Animal Crossing: New Horizons All Mine (2020) and MINE (2021-2022), are intricately connected. The shared presence of the possessive pronoun “mine” in both titles serves as a manifest thread, while the thematic affinities evoke the practice of consumption, accumulation, and hoarding.

Animal Crossing: New Horizons All Mine made its debut during the inaugural season of VRAL in 2020 (e9), in the format of a video walkthrough encapsulating Watanabe’s astute intervention within the popular Nintendo cozy game.In his accompanying statement, the artist divulged his solace-seeking escapades within the realm of ludic escapades during the mandated domestic quarantine, with Animal Crossing emerging as a popular destination and source of refuge for the masses enduring “house arrest”. However, his initial enthusiasm rapidly devolved into disillusionment as he became acutely aware of the game’s real values and prerogatives, goals and mechanics fostering an insidious consumerist ethos. In fact, Watanabe expressed being “taken aback by the endless cycle of purgatory-like existence: waking up, completing rote tasks, consuming, upgrading, discarding, repeating.” In other words, the purported “new horizons” of Animal Crossing lack… novelty. Furthermore, they do not encompass a multitude of possibilities. Instead, a singular horizon emerges, and it is none other than the horizon of consumption.

Instead of shunning the mind-numbing ordeal concocted by the Japanese mega-brand, Watanabe embarked on an acceleratepursuit of hyper-capitalist imperatives, fully immersing himself in the most extravagant and hyperbolic forms of simulated consumption. Over the course of 150+ hours of gameplay, he thoroughly paved the entirety of the virtual island with digital asphalt, while ceaselessly accumulating a vast array of consumer goods, meticulously displaying and piling them upon every available pixel of the landscape. A special kind of window shopping. Remarkably, Watanabe accomplished this impressive feat without resorting to gameplay modifications, in order to bring to the surface the game’s inherent ideological underpinnings. This captivating experience was conscientiously documented as a walkthrough, hereby elevated to the status of video art. Notably, the artwork also exists as a virtual island, accessible to anyone armed with the appropriate codes, and conveniently accessible through the dedicated artwork page. In short, the work can be experienced on multiple levels.

For instance,

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Matteo Bittanti


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EVENT: BRENT WATANABE (MAY 19 - JUNE 1 2023, ONLINE)

Brent Watanabe

MINE

machinima/digital video (1920 x 1080), color, sound, 37’ 06”, United States, 2023

The latest work by Brent Watanabe is a thought-provoking exploration of the intersection between virtual reality and contemporary culture. Originally conceived as a semi-narrative interactive experience, MINE spans eight mesmerizing episodes, each presenting a different facet of our complex relationship with consumption, waste, the environment, and the digital world. Originally presented on Meta/Facebook VR platform Horizon Worlds, visitors are invited to journey through a kaleidoscopic array of immersive and fully-realized virtual environments, each revealing a new layer of insight and critique. From the grotesque realities of animal exploitation to the dark allure of gaming, guns, and surveillance, MINE is a bold and unflinching statement on the pressing issues of our time. The original work has been reimagined as a single-channel walkthrough video edited by the artist for VRAL

Brent Watanabe’s art practice defies categorization, fusing traditional techniques with cutting-edge technology to create installations that are at once visually arresting and intellectually engaging. Drawing on his extensive background in drawing and sculpture, Watanabe uses computer programming and electronics to create kinetic sculptures that are at the forefront of a new wave of digital art. Watanabe’s work has been recognized both nationally and internationally, with his groundbreaking 2016 project, San Andreas Deer Cam, receiving over 800,000 visitors in its first three months alone and being featured in publications such as New York Magazine, the BBC, and WIRED. In addition to his solo work, Watanabe has participated in group shows and screenings around the world, including Through Machine Eyes at the NeMe Arts Center in Limassol, Cyprus, Game Changers at MassArt Art Museum in Boston, and Playmode at the MATT Museum in Lisbon, Portugal. With recent solo exhibitions at prestigious venues such as SOIL Art Gallery, McLeod Residency, Jack Straw New Media Gallery, Gallery 4Culture, Anchor Art Space, and the Bumbershoot Music and Arts Festival, Watanabe continues to push the boundaries of what is possible in the realm of digital art. 

ARTICLE: A PORTRAIT OF THE ARTIST AS A YOUNG ASSEMBLER

What does Felix Klee mean that the screenplay of My paws are soft, my bones are heavy was “written by an artificial intelligence language model”? A few notes about GPT-2 and their implications for machinima.

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Klee used a Generative Pre-trained Transformer 2 (GPT-2) to generate the screenplay of his machinima. (GPT-2) is an open-source artificial intelligence created by OpenAI in February 2019 which can translate text, answer questions, summarize passages, and generate text output on a level that can be almost indistinguishable from human-generated content when used for short texts. One of the most popular applications based on this technology is, incidentally, a video game: AI Dungeon (2019) which used GPT-2 to generate dynamic text adventures based on user input. The screenplay of My paws are soft, my bones are heavy reads as follows:

My paws are soft.

My bones are heavy.

I can smell the sea.

I have an itch.

I can hear the wind.

I’m going to be here for a long time.

So let me take a nap.

My dreams have been full of death.

I’ve seen animals die and be reborn, but

never have I seen a human do the same.

So let me go into the ocean and drown.

It’s cold now.

I wonder if I’ll ever see land again.

The sea is my only home.

My one place where I can feel

myself, my body feels heavy.

My clothes are brutal.

My ears are tired.

I can hear my own heartbeat.

My tail is limp.

I can feel my own blood in my head.

I’m not human.

I'm not a beast.

I’m just another one of my kind.

And so I’ll stay here for as long as

it takes to get through the darkness

until the end of the world of the

world that I know I want to sleep.

I want to sleep.

[continues]

Emissary Forks At Perfection (live simulation, 2015-2016) Created by Ian Cheng, Producer Veronica So, Technical Director Samuel Eng, Modeling & Rigging Joshua Planz, Modeling Breht O'Hearn + Aaron Bohenick, Sound Design Greg Heffernan, Animation Chad Waldschmidt, Graphics Programmer Chris Clapis, Content Designer Jessica Wilson, Technical Artists Yang Wang + Zhenzhen Qi, Story Consultant Sean Manning + Alexander Benaim, Published by Metis Suns.

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EVENT: VRAL #9_BRENT WATANABE (SEPTEMBER 18 - OCTOBER 1 2020)

ANIMAL CROSSING: ALL MINE

digital video, color, sound, 7’ 05”, 2020 (United States)

Created by Brent Watanabe

Introduced by Matteo Bittanti 

Conspicuous consumption is the implicit goal of innumerable video games, but Animal Crossing: New Horizons is, by far, the most shameless celebration of capitalism. Released in March 2020, the latest installment of the popular series became the most popular video game during the most intense months of the Covid-19 lockdown in Europe and the United States. A commercial triumph – more than twenty two million copies sold in four months – New Horizons gave players the possibility to escape from their brick-and-mortar homes and relocate to a minuscole island in the middle of the ocean. All they had to do was to purchase the innocent sounding “Deserted Island Getaway Package” from a development company called Nook Inc. Lured by the promise of playful evasion and endless growth, American artist Brent Watanabe soon found himself enslaved by perpetual debt, surrounded by a mountain of waste, and forced to compulsively perform bullshit jobs. An unofficial adaptation of Maurizio Lazzarato’s The Making of the Indebted Man, Animal Crossing: New Horizons is one of the most sophisticated simulation of neoliberalism ever concocted: suffice to say that players must take a mortgage on their virtual houses to start “playing”. Assuming the role of a modern day Robinson Crusoe with entrepreneurial skills, Watanabe spent more than one hundred fifty hours hoarding as many consumer goods as possible and displaying them on his island. He documented his performance with a machinima.

Brent Watanabe is an artist combining a background in traditional materials and practices (drawing, sculpture) with emerging technologies (computer programming, electronics), exploring an artistic field still uncharted. For over a decade, Watanabe has been creating computer-controlled gallery installations populated by kinetic sculpture, drawing, projection, and sound. His 2016 project, San Andreas Deer Cam was streamed live on the internet, had over 800,000 visitors in the first three months, and was mentioned in several international publications, including New York Magazine, the BBC, and WIRED. Watanabe has participated in several group shows and screenings nationally and internationally, including Through Machine Eyes curated by James Bridle at the NeMe Arts Center, in Limassol, Cyprus, Game Changers at MassArt Art Museum, in Boston and Playmode at the MATT Museum, in Lisbon, Portugal. He has had recent solo exhibitions at SOIL Art Gallery (Seattle, 2006), McLeod Residency (Seattle, 2008), Jack Straw New Media Gallery (Seattle, 2009), Gallery 4Culture (Seattle, 2011), Anchor Art Space (Anacortes, Washington State, 2013), and Bumbershoot Music and Arts Festival (Seattle, 2016).

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Media coverage: Matteo Lupetti, ArtTribune (in Italian)