Carson Lynn

THE STRUGGLE (TO HEAL) IS REAL

Carson Lynn’s earliest machinima, Oddball (2019), introduced the foundational themes and stylistic elements that echo throughout his subsequent works, including A bronze anvil falls to the earth., Reversal Ring, and Storm and Stress. In these projects, Lynn explores the complex interplay between digital spaces and queer identity, employing video games as medium, message, and messenger. A set of recurring themes the representation of bodies, the exploration of virtual spaces as sites of friction and refuge, the use of mechanics as analogies for non binary experiences, glitching as queering permeate his creations. In this final installment about Lynn’s machinima production, we’ll focus on his inaugural work, Oddball.

Oddball is a poignant meditation on virtual embodiment and queer resilience within the battlegrounds of Halo 2. Thanks to the modification Project Cartographer, Lynn captures the raw intensity of in-game interactions and the futuristic landscapes of Microsoft Studios’s popular first-person shooter. By weaving together footage from the game with real conversations appropriated from player exchanges on YouTube between 2006 and 2010, Lynn crafts a context that moves beyond hyper-masculine competition – the expected/prescribed gaming experience – exploring themes of vulnerability, violence, and the search for safe spaces within fictional domains.

As the artist explains in the artwork’s accompaying text, Oddball draws inspiration from Aevee Bee’s 2015 personal essay, “I love my untouchable virtual body,” which tackled the concept of invulnerability within Bloodborne as a coveted but unattainable shield against real-world pain and trauma. Unlike Bloodborne’s fleeting moments of invincibility, Halo 2’s gameplay mechanics, where characters are unavoidably subjected to damage, decline and degradation, serve as a metaphor for the exposure and assault of the queer self in spaces rife with homophobia and aggression…

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Matteo Bittanti

Works cited

Carson Lynn

A bronze anvil falls to the earth., digital video, color, sound, 6’ 35”, 2023

Reversal Ring, digital video, b&w, sound, 3’, 2022

Storm and Stress, digital video, color, sound, 3’ 45”, 2020

Oddball, digital video, color, 3’ 27”, 2019

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CARSON LYNN: GLITCHING IS QUEERING

Central to Carson Lynn’s oeuvre is the exploration of queerness, not just as an identity but as a lens through which to challenge and reinterpret the world. This theme is evident in the way he employs digital media to question and disrupt normative narratives and binary understandings of identity, suggesting a fluidity and multiplicity that is intrinsic to the queer experience. This theme is manifest in Storm and Stress (2020).

In the summer of 2020, Lynn unveiled Storm and Stress, a distinctive project commissioned for Silicon Valet’s Lot Residency #07. This innovative exhibition, hosted on the digital platform's Instagram page over the course of August 1st and 2nd, marked a creative exploration into the digital and virtual realms. Lynn’s work, segmented into nine distinct parts, cleverly utilized the Instagram grid to present a cohesive yet multifaceted visual narrative. Each of the nine sections not only stood alone as a piece of art but also housed a unique short machinima clip, further enriching the viewer’s experience with dynamic, moving images that delved deep into the concept of queerness in digital spaces.

Central to Storm and Stress was the exploration of the concept of “queering as glitching” and “glitching as queering.” This innovative approach posits the act of glitching, often seen as errors or flaws within digital systems, as a form of queering, challenging normative structures and expectations within digital environments. Lynn’s project provocatively suggests that, much like the queer experience disrupts societal norms and expectations, glitches disrupt the smooth, expected functioning of digital systems. This parallel draws attention to…

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Matteo Bittanti


Works cited

Carson Lynn, Storm and Stress, video, color, sound, 3’ 45”, 2020


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BONES OF CONTENTION: QUEERING DIGITAL LANDSCAPES

Carson Lynn, !CURSED!, multimedia exhibition consisting of several digitally-constructed collages and a short machinima, 2022.

To fully appreciate the depth of Carson Lynns A bronze anvil falls to the earth., showcased in the Slot Machinima program at MMF MMXXIV, we now delve into his earlier works.

Originally featured within the context of the multimedia exhibition !CURSED! in 2022, Lynn’s Reversal Ring exemplifies the artist’s ongoing exploration of digital artistry through a queer lens, particularly focusing on the emblematic use of skeletons and skulls. This exhibition, comprising digitally-constructed collages and the aforementioned machinima Reversal Ring, utilizes a diverse array of source materials ranging from public domain illustrations to analog photographs of gamescapes, drawing from queer zine archives and employing memetic typography. This approach not only highlights Lynn’s innovative use of digital media but also underscores a thematic continuity with his previous works, such as the 2019 machinima Oddball (featured at the 2020 Milan Machinima Festival), which similarly employs game footage, skull imagery, and player interactions to create a narrative space that transcends traditional gaming aesthetics.

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Matteo Bittanti

Works cited

Carson Lynn, Reversal Ring, digital video, b&w, sound, 3”, 2022

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MMF MMXXIV: SLOT MACHINIMA

Image: Dall-e 3

The Milan Machinima Festival MMXXIV presents Slot Machinima, a new exhibition that showcases the growing relevance of machinima as a cutting-edge form of video art. Curated by Matteo Bittanti, this immersive exhibition features eight thought-provoking installations by international artists who push the boundaries of creative expression using video game engines.

Slot machinima

March 11-15 2024 09:00 - 18:00

Contemporary Exhibition Hall

IULM 6, IULM University

Via Carlo Bo 7, 20143 Milano

official website

curated by Matteo Bittanti

artists: Adonis Archontides, Steven Cottingham, Kara Güt, Thomas Hawranke, Andy Hughes, Carson Lynn, Stephan Panhans and Andrea Winkler, Bram Ruiter.

The exhibition’s title alludes to the elements of chance, repetition, and the blurring of reality and fiction inherent in both slot machines and the narrative structures of the exhibited works. As viewers navigate the expansive 800-square-meter Contemporary Exhibition Hall at IULM University, they are transported into surreal and often unsettling virtual worlds that challenge perceptions of reality, fiction, and the boundaries between the two. The curator eschews a rigid, linear presentation of the works, instead favoring an approach that embraces randomness and fluidity, creating an immersive context more akin to a video installation format than a traditional cinematic formula. The exhibition space is reminiscent of Plato’s cave, where visitors encounter works that blend the real and the virtual, the familiar and the uncanny. The carefully curated selection of machinima works, each with its own unique aesthetic and narrative style, invites viewers to question the nature of reality and the role of technology in shaping our perceptions. By embracing the unpredictable and the non-linear, Slot Machinima encourages active engagement and personal interpretation, allowing each visitor to construct their own narrative journey through the exhibition.

The comparison to slot machines extends beyond the element of chance; it also speaks to the addictive nature of the works on display, or rather, their source. Just as slot machines are designed to keep players engaged through a combination of anticipation, reward, and repetition, the machinima works in Slot Machinima draw viewers in with their mesmerizing visuals, compelling narratives, and the promise of new discoveries around every corner, which are the main ingredients of video games. In short, the exhibition becomes a space where visitors can lose themselves in the virtual worlds created by the artists, blurring the lines between the real and the imagined.

Ultimately, Slot Machinima challenges traditional notions of art consumption and presentation. By embracing randomness, interactivity, and the immersive qualities of video installations, the curator invites visitors to become active participants in the construction of meaning. The exhibition serves as a testament to the power of machinima as an art form, showcasing its ability to create compelling, thought-provoking experiences that push the boundaries of what is possible in the realm of digital storytelling. Key themes include the representation of warfare in the digital age, the complexities of human intimacy in virtual spaces, and the nature of control and agency in digital environments.

Steven Cottingham’s As far as the drone can see navigates the complex terrain of warfare representation, highlighting the critical perspective on the flood of images emerging from contemporary conflict zones. By introducing a female journalist character into the military simulation software ArmA 3, Cottingham challenges gender biases and explores the potential of digital simulations to represent the complex realities of conflict. European premiere. 

Kara Güt’s Lurker1 delves into the contours of human intimacy as shaped by the digital era, documenting the journey of a Twitch user practicing speedrunning while engaging with a sole chat participant. The work explores themes of constructed detachment from reality and power dynamics within virtual spaces. European premiere. 

Andy Hughes’s Inner Migration takes viewers on an exhilarating ride through Cyberpunk 2077’s Night City, juxtaposing dystopian game footage with archival films to contrast past visions of utopia with the harsh realities of a world under corporate dominance. The piece prompts reflection on the disparity between historical optimism and the current global situation, suggesting that for some, the dystopian imagery may already be a reality. World premiere.

Carson Lynn’s A bronze anvil falls to the earth. merges gameplay with performance art, transporting viewers into a chthonic realm where a solitary avatar engages in fierce combat with monstrous creatures. The intense battles serve as a metaphor for the LGBTQ+ community's real-world struggles against oppression, emphasizing the significance of perseverance and the quest for acceptance. European premiere. 

Thomas Hawranke’s seminal work Play as Animals offers a unique perspective on the virtual world of Grand Theft Auto V by focusing on the often-overlooked animal characters. Originally presented as a two-channel installation, the work is now showcased as a single-channel video that assembles YouTube clips, video sequences, and sound fragments to create a compelling narrative. By stepping into the roles of these non-human characters, players are invited to view the game’s world through a fresh lens, challenging established norms and inviting a reevaluation of their interaction with the virtual environment.

Bram Ruiter’s Infinite Skies, a machinima created during his film school years, explores themes of grief and purgatory. Set against the expansive, generative landscapes of Grand Theft Auto: San Andreas, the work marks an early milestone in Ruiter’s journey into avantagrade filmmaking. Revisited and remastered in 2024, but never seen before in an exhibition space, Infinite Skies showcases Ruiter’s evolving appreciation for the intricate exploration of complex themes through the medium of machinima. World premiere. 

Adonis Archontides’s Ya gotta wob’ere! Ya gotta wob’ere! (Don't give up! Keep trying!) (2019) is the third installment of a trilogy developed within The Sims 4 between 2018 and 2020, alongside Za woka genava (I think you are hot) (2019) and Sulsul! Plerg Majah Bliff? (Hello! Can I do something else please?) (2018). In these works, Archontides crafts challenging scenarios for Non-Player Characters (NPCs), exploring the challenges of our increasingly digital existence.

Stefan Panhans and Andrea Winkler’s »If You Tell Me When Your Birthday Is« (Machinima version) is a single-channel video that delves into the intricacies of communication with artificial intelligence in the modern age. The work features a series of absurdist dialogues between the artists and various AI chatbots, juxtaposed against surreal landscapes created using the video game engine Unity. Throughout the piece, Panhans and Winkler explore themes of intimacy, authenticity, and the search for genuine connection in a world saturated with artificial intelligence. By incorporating this work into the exhibition, the curator invites viewers to consider the complex relationship between humans and artificial intelligence, and the ways in which our interactions with AI shape our understanding of ourselves and others. Panhans and Winkler’s playful work serves as a thought-provoking commentary on the challenges and possibilities of communication in the digital age, and the ongoing negotiation between authenticity and artificiality in our daily lives.

Slot Machinima highlights the growing significance of machinima as a powerful tool for artistic expression and critical inquiry. By appropriating and repurposing video game engines of popular “Triple A productions” such as Grand Theft Auto V, Grand Theft Auto: San Andreas, Cyberpunk 2077, Dark Souls III, ArmA3 and The Sims, these artists create compelling aesthetic experiences that blur the lines between the virtual and the real, inviting viewers to question the nature of their own existence in an increasingly digital world. The exhibition stands as a testament to the limitless potential of machinima as an avant-garde medium, pushing the boundaries of contemporary video art.

Read more about the 7th edition of the Milan Machinima Festival

MMF MMXXIV: CARSON LYNN

We are thrilled to showcase Carson Lynns new, daring work, A bronze anvil falls to the earth. at the forthcoming Milan Machinima Festival.

A bronze anvil falls to the earth. transports the viewer into a chthonic realm, merging gameplay with performance art in the form of machinima. “Chthonic” references the underworld and its associated deities, suggesting themes of depth and concealed forces. This piece artfully combines elements of Greek mythology, Bloodborne’s intricate gameplay, and the concept of queer rage to weave a compelling story of struggle and resilience. It features a solitary avatar in fierce combat with monstrous creatures, metaphorically representing the LGBTQ+ community’s very real-world battles against anti-queer and anti-trans sentiment. The intense combat scenes not only captivate but also explore themes of resistance and defiance against oppression, portraying the avatar’s fight as a broader metaphor for the LGBTQ+ rights movement. Lynn effectively conveys a narrative of defiance and unity in the face of changing societal challenges, emphasizing the significance of perseverance and the quest for acceptance

Carson Lynn uses digital landscapes and game spaces to challenge traditional photographic and gaming conventions. Lynn’s diverse artistic toolkit includes analog photography, machinima, infrared scanning, and game hacking. After receiving his MFA from ArtCenter College of Design in Pasadena in 2020 and earning the ArtCenter Graduate Fellowship, the artist produced Dear Eidolon (2021), showcased on VRAL in 2021 and at The Modern Art Museum of Fort Worth, Texas, in 2023 , His work has gained international recognition, with exhibits at the Hua Naio Animation Festival (China, 2020), Barcú Expo (Bogotá, 2020), and Game Junction at Khodynka Gallery (Moscow, 2021).  Featured in interviews by Killscreen and LACMA Unframed, and a contributor to Heterotopias Magazine, Lynn’s influence extends beyond visual art. Based in Camarillo, California, Lynn continues to explore and redefine the boundaries of digital art and identity.

Read more about the 7th edition of the Milan Machinima Festival