Christian Wright

MMF MMXXIII UPDATE: A CHAT WITH CHRISTIAN WRIGHT

Christian Wright’s alter ego

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The Milan Machinima Festival is psyched to present Body Language, Christian Wright's delirious Body Language, whichdelves deep into the virtual realm of Dark Souls III (2016) to chronicle a captivating interaction between two players. Through this exploration, the artist examines the limitations imposed by the game’s design and the performative customs of the gaming community, specifically how these restrictions affect the players’ ability to express themselves and communicate with one another. With its striking juxtaposition of cinematic grandeur and the often-uneven terrain of gaming, Body Language deftly captures the nuances of limited body language in online gaming.

Body Language will be screened exclusively at the Museum of Interactive Cinema on Saturday March 25 as part of The Neo Avant-Garde program. Buy your ticket here.

Christian Wright was born in 1993 in Newcastle upon Tyne, England. A digital media artist working with video games and animation to blend cinematic and machinima visual languages, Wright looks at how the boundaries of expected play are stretched by the performative actions of players themselves. Whether it be the intimate physical interactions of online multiplayer, the choreographed quest for perfection of speedrunning, or the mimetic act of digital cosplay within character creators, the artist explores community-driven gestures and practices. His poetic machinima Son was featured in VRAL in the Fall of 2022.

Matteo Bittanti discussed the creative process behind Body Language with the artist.

Matteo Bittanti: Can you provide insight into the creative and practical process behind your latest work, Body Language? Can you discuss your approach to balancing the raw footage that you collected and the final work? Also, did you make a detailed storyboard, or was the project more improvisational?

Christian Wright: The process behind making Body Language was quite labour intensive. I had storyboarded a few months before filming began to various degrees of complexity and grandiosity (some fully rendered drawings, while others were just quick sketches), at this stage, not worrying too much about the limitations of what was possible within the game. They were mainly built out of my own ideas for scenes in the script, while others were from wanting to re-create set pieces from separate other games, films, animations or other media. Dark Souls isn’t the most forgiving franchise when it comes to creating machinima, so the real challenge was then scaling down or using a lot of creative problem solving to make the ideas work. There are no in-game camera tools (unless you want to class the binoculars, which aren’t great), so I had to utilize a combination of hacked FROMsoftware developer debug tools, Cheat Engine tables, and a tool called ReShade to create and composite the scenes I had in mind, more than half the shots in the film have some kind of post-production compositing/effects work done to them.

Even then, there were a lot of technical hoops with the game’s online mode that I had to jump through so that I could get two characters interacting together for the scenes. Even getting the tools to work with online without being banned, Dark Souls III’s online servers were taken offline for 8 months half way through filming. This meant I shot a lot of scenes in offline mode, leaving me with only one avatar available to act out a two character scene. I would have to use the tools to lock the camera in place, capturing a clean background slate of each scene, then a shot with Character A in frame so they could perform their action, before running over to where Character B should be standing, changing my armour and weapons to match the right costume, and shooting the reactive action. I would then take this into After Effects to key, rotoscope and composite together to create the final shot. It was exhausting! Luckily I found a work around soon after, but it was tough and very time intensive part of production. I think there’s a good few handfuls of those original shots that made it into the final cut, that I think blend pretty seamlessly with the online play footage, let me know if you…

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Matteo Bittanti

Works cited

Christian Wright

Body Language

digital video, color, sound, 21’ 19”, 2022, United Kingdom

Son

digital video/machinima (1920 x 1080), colour, sound, 14’ 59”, 2016, United Kingdom


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ARTICLE: THE ICONOGRAPHY OF CHRISTIAN WRIGHT'S WEEABOO WARRIOR

Christian Wright, Hugging Embrace, 2014

PURE BATHOS

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According to Urban Dictionary, the term Weeaboo “indicates a person who retains an unhealthy obsession with Japan and Japanese culture, typically ignoring or even shunning their own racial and cultural identity. Many weeaboos talk in butchered Japanese with the 8 or so words they know (i.e. kawaii, desu, ni chan). While weeaboos claim to love and support Japanese culture, counter intuitively, they tend to stereotype Japanese culture by how it appears in their favorite anime, which can be safely assumed to be offensive to the Japanese.”

Christian Wright's playful early machinima Weeaboo Warrior plays homage to the extreme Japanophilia of many Western gamers, or any gamer who is not of Asian descent. A tragicomic tale of a knight who desperately needs a new sword to fulfill his goals as an avatar, this machinima explores the bathos that permeates Dark Souls, thanks to an epic soundtrack that mixes Max Richter’s On The Nature Of Daylight and Motoi Sakuraba’s The Ancient Dragon. Another Wright's trademark — the use of intertitles or captions — is also at play. Once again, the juxtaposition of text and image create hilarious outcomes.

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Matteo Bittanti

Works cited

Christian Wright

Weeaboo Warrior

digital video/machinima (1920 x 1080), color, sound, 09’ 59”, 2015, United Kingdom

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ARTICLE: THE ICONOGRAPHY OF CHRISTIAN WRIGHT'S HUGGING EMBRACE

Christian Wright, Hugging Embrace, 2014

“SOMETHING BULGING IN THE DEPTHS OF HIS LEATHER PANTS”

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A bizarre slo-mo conversation between two robotic characters about a “luring bulge” and “golden eyes” that sound sounds like it was lifted from a cheap erotic novel, Hugging Embrace, one of Christian Wright’s earliest machinima, takes glitching to the next level. Characters literally break apart as they discuss the need to find a more private place to indulge in post-human intimacies. The penetration test seems successful, as polygons converge and then explode in a myriad of pieces. A single caress produces unfathomable damage as hands disappear into bodies without organs and limbs vanish in a mountain of hay. Characters’ legs and arms twist unnaturally. A bodily union becomes a literal merging of dark souls. The video illustrates the cheesy dialogue in a comic way and obscenity turns into hilarity. Hugging Embrace redefines kinky for the avatar age. There’s flesh. And there’s skin. There are lubricated shafts. But not the kind you imagine.

“This was juicy”, we are told.

Oh yeah, that was juicy.

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Matteo Bittanti

Works cited

Christian Wright

Hugging Embrace

digital video/machinima (1920 x 1080), color, sound, 14’ 30”, 2014, United Kingdom

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ARTICLE: THE ICONOGRAPHY OF CHRISTIAN WRIGHT'S HOLY SPIRIT

Christian Wright, Holy Spirit, 2016

THE “X” ON YOUR CONTROLLER IS A CROSS, YOU KNOW.

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Clocking at less than three minutes and thirty seconds, Holy Spirit is the shortest of the three installments comprising Wright’s triptych. It is also the most intense. Shock and awe: a frontal attack on all senses, Holy Spirit uses repetition as its main rhetorical tool. Scenes repeat three times, creating a pattern of violence and devastation. The sound (noise?) is brash and harsh throughout the entire video. A long shriek is accompanied by the visual deconstruction of the onscreen images, as glitches and other kinds distortions and corruptions gradually take over. Nobody will hear you screaming in a virtual space.

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Matteo Bittanti

Works cited

Christian Wright

Son

digital video/machinima (1920 x 1080), color, sound, 14’ 59”, 2016, United Kingdom

Father

digital video/machinima (1920 x 1080), color, sound, 10’ 13”, 2016, United Kingdom

Holy Spirit

digital video/machinima (1920 x 1080), color, sound, 3’ 21”, 2016, United Kingdom

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ARTICLE: THE ICONOGRAPHY OF CHRISTIAN WRIGHT'S FATHER

Christian Wright, Father, 2016

IS VIDEO GAME PLAYING A CULT?

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The work we’re currently exhibiting on VRAL, Son, is part of a monumental project created by Christian Wright in 2016, consisting of a trifecta of machinima titled Father, Son, and Holy Spirit respectively. The fil rouge connecting these works is the idea of ritualistic play, that is, the repetitive actions performed by the player, which Wright associates to the supernatural as it is represented in video games and in gaming communities. Father’s main “characters” are the four elements — Earth, Water, Air and Fire — which are interspersed with religious iconography, including the image of a fish, several churches, altars, tabernacles, and crosses.

Punctuated by the recurring use of slow motion and fixed camera, Father opens with the image of people floating or falling from the sky, a metaphor for the biblical falling of Man (sic) and the need for redemption through the sacrifice of Christ in the Christian mythology (in fact, the Savior himself does make an appearance at 3’ 09”). We see hordes of undead and walking skeletons pray for the return of the Sun/Son of God, either in natural environments and human made infrastructures, such as cathedrals.

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Matteo Bittanti

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ARTICLE: A CLOSER LOOK AT CHRISTIAN WRIGHT'S SON

Nikolaus Geyrhalter, Homo Sapiens, 2016

FROM RITUAL TO MACHINIMA: THE HUMAN SERIOUSNESS OF PLAY

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The work we’re currently exhibiting on VRAL is part of a monumental project developed by Christian Wright in 2016, consisting of a trilogy of machinima titled Father, Son, Holy Spirit. The thread connecting these works is the idea of ritualistic play, that is, the repetitive actions performed by the player, which Wright connects to the idea of the supernatural as represented in digital gaming and in game communities. In these works, religious themes and mundane concerns are intertwined. Likewise, the sacred and the profane are juxtaposed audaciously. Unlike many of his peers, Wright tends to use multiple games at once to create his machinima: in Son, for instance, NieR: Automata and Grand Theft Auto V are cleverly juxtaposed. He records footage from a variety of titles and then edits the most interesting bits to produce a cogent narrative. 

What impresses about Wright is an uncommon ability to mix the vernacular and the avant-garde. For instance, Son was inspired both by Caspar David Friedrich’s sublime landscapes, whose imagery is all but manifest in many of the frames, but also by the work of Austrian filmmaker Nikolau Geyrhalter, whose outstanding series of documentaries includes Earth (2019), Pripyat (1999) and Homo Sapiens (2016). The latter, which Wright mentions as a key inspiration, depicts a disquieting scenario whereby the world made by people is slowly won back by nature. At once a science fiction narrative and a documentary, Homo Sapiens is speaking both of the contingent moment and of a post-apocalyptic future. Likewise, Son depicts an array of realistic and fantastic environments, creating some kind of cognitive dissonance in the mind of the spectator...

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Matteo Bittanti

This is a Patreon exclusive article. To read the full text consider joining our Patreon community.

EVENT: CHRISTIAN WRIGHT (OCTOBER 14-27 2022, ONLINE)

SON

digital video/machinima (1920 x 1080), colour, sound, 14’ 59”, 2016, United Kingdom

Created by Christian Wright

Christian Wright reframes painting and cinema through the medium of the video game. Inspired by Caspar David Friedrich’s landscapes and by the extended duration of slow cinema, the artist references historical events and religious themes, but also fictional narratives, sagas and myths of the near future, introducing an expanded narrative that defies easy categorizations. Part of a trilogy, Son investigates the spiritual through the technical, using the notion of ritual as a point of departure. By emphasizing the in-between, the interstitial, and the liminal, the work transforms inactivity into revelation, emptiness into wholeness.

Christian Wright (b. 1993, Newcastle upon Tyne) is a digital media artist working with video games and animated assets to blend cinematic and machinima visual languages. Through this frame, he looks at how the boundaries of normal play are stretched by the performative actions of players themselves. Whether it be the intimate physical interactions of online multiplayer, the choreographed quest for perfection of speedrunning, or the mimetic act of digital cosplay within character creators, Christian places community driven gestures at the forefront.

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