Installation

EVENT: ALEKSANDAR RADAN (NOVEMBER 24 - DECEMBER 7 2023, ONLINE)

This water gives back no Images

3-channel video installation, 6:12 min, loop, 2017, Germany; hereby presented as a single-channel digital video

Created by Aleksandar Radan

Originally conceived as a 3-channel video installation, This water gives back no Images features a lush, tropical digital landscape created using modified scenes from Grand Theft Auto. We see palm trees bending in the wind and hear soft rustling sounds and bird chirps. An avatar moves through this landscape, wading into the water. As it bathes, the figure seems to dissolve into the ripples and reflections in the water, its contours blurring into the surroundings. About halfway through the video, a grainy black and white recording of Nina Simone singing “Images” (1966) appears embedded within the video game aesthetic. This water gives back no Images questions notions of identity and reflection within an increasingly digital world. 

A German artist born in 1988, Aleksandar Radan studied at the Hochschule für Gestaltung Offenbach. His work explores digital media, focusing on themes of technological disconnection and virtual identities. Radan alters computer game environments through modding, filming live action footage within the modified spaces. His experimental short films juxtapose programmed avatars with improvised gestures, bringing the virtual and physical worlds into collision. Radan’s works have been exhibited internationally, including at the Clermont-Ferrand International Short Film Festival and Oberhausen International Short Film Festival.

ARTICLE: MORITZ JEKAT’S UNREAL PHARMACON

The CG video installation Wetlands of Pharmacology by artist Moritz Jekat, whose groundbreaking machinima, The blue seals. Extinct and happy (2023) premiered in Season 4 of VRAL,  explores themes of co-existence, care, and healing through an immersive virtual environment. The 17-minute digital video was created entirely within the Unreal game engine and features a group of humanoid alien characters who come together in an intimate setting to exchange emotional and physical knowledge.

Jekat was inspired by the writings of several theorists, including Donna Haraway, to experiment with empathy, emotional sharing, identity, and hospitality in the junction between physical and virtual worlds. In contrast to the high-speed consumption of virtual spaces, Wetlands of Pharmacology intentionally adopts a slow, caring pace as the characters share dreams, thoughts, and emotions. Jekat cleverly appropriates video game technology and aesthetics to reimagine care as a central theme, defying the combat and violence prevalent in most commercial videogames.

Facing a world in realignment, surrounded by the high speed, consumption oriented environment in physical and virtual life created a longing for healing, reconnecting and re-kin-ing, love, forgiveness and politics and ­alternative perspectives on what surrounds us and how we can coexist in this in between. In Wetlands of Pharmacology a group of humanoid alien-avatars retreated to a virtual space inside a computer game engine. A coming together in a caring pile of exchanging thoughts, emotions and dreams, brought together by subconscious writing and tools of the wetlands. A waterbed in the physical space functions as a connector. The pharmacon, defined as both cure and poison, refers here to the technical objects, biological or non-bodily organs and social relations through which we open ourselves to new futures and thereby create the spirit that makes us human.

The artist collaborated with other artists, i.e., Andrea Bocca, Antoine Simeao Schalk, Valentina Parati, Yuna-Lee Pfau, to collectively develop the script performed by the CG characters. Jekat used motion capture to “wear” the customized avatar bodies and give an intimate, first-person perspective to the viewer. The pharmacon concept, meaning both cure and poison, is embodied through the virtual environment acting as both a space of connection and potential isolation. 

The accompanying physical installation thoughtfully extends the themes into the gallery space. The waterbed sculpture invites intimate gatherings, while the mycelium-inspired soft sculptures reference the interconnectivity of networks. Overall, the project offers a poignant commentary on how technology and virtual spaces may provide opportunities for empathy and care rather than just consumption and isolation. The hybrid virtual/physical installation rewards deep observation and critical reflection from the viewer.

Wetlands of Pharmacology represents an experimental, collaborative approach to using virtual environments and video game technology as spaces for emotional connection and healing. The project succeeds through its conceptual depth, attention to intimacy and care, and its seamless integration between the virtual characters and the physical installation.

Matteo Bittanti 

Read more about the 2023 show at ECAL here

Works cited

Moritz Jekat 

Wetlands of Pharmacology

Digital video (2000 x 1000), color, sound, 17’ 44”, 2023, Germany

The collective script was developed with: Andrea Bocca, Antoine Simeao Schalk, Valentina Parati, Yuna-Lee Pfau.

Sound Design: Bindiram Noah Gokul
Sound Mastering: Tamara Meli

Waterbed and soft sculptures
in collaboration with
Felice Berny-Tarente and Marine Col

Read an interview with Moritz Jekat

All images and video trailer courtesy of the Artist(s)

VIDEO: A CLOSER LOOK AT HUGO ARCIER’S GHOST CITY

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Currently on display at VRAL is Ghost City, Hugo Arcier’s groundbreaking 2016 video installation, which, until now, has never been exhibited online. The artwork clearly deserves a closer look, especially in its original iteration.

Digital Realism

A red-haired woman wearing a pitch black dress appears vaguely uneasy as she clasps her lavish handbag, perhaps wondering if the voracious camera consuming Los Santos before her eyes might breach the fourth wall and snatch her prized possession. She is taking in Hugo Arcier’s Ghost City at the 2016 Beirut Biennale, where the installation’s documenting the accelerated erosion — or rather full disappearance — of a virtual cityscape evokes a touch of apprehension in the viewer.

Inspired by a critical reading of Lucretius’s De Rerum Natura, Ghost City is a creative reinterpretation of Los Santos, a virtual replica of Los Angeles, within the alternative reality of San Andreas, that is, Grand Theft Auto V’s setting. Originally conceived as an immersive installation, the work blurs the boundaries between reality and virtuality. With a masterful blend of architectural and graphic elements, the viewer is immersed in a hauntingly desolate, monochrome landscape, completely devoid of human presence. As the camera incessantly explores this evocative environment, the city’s structures fade away as if consumed by an invisible force. Through the juxtaposition of architectural details, the deliberate removal of living presence and the render-like aesthetics, Ghost City prompts viewers to contemplate the interplay of memory, virtuality, and the epistemological foundations that shape our perception of the world.

As an installation, Ghost City comprises two large parallel screens projecting the vision of the vanishing world, and a third screen that acts as a kind of poetic voice-over that can be read and listened to before or after, functioning therefore either as a prelude or an epilogue. Arcier compares such a narrator to a digital ghost, a placeholder for the virtual identities we leave behind through our online activities…

(continues)

Matteo Bittanti


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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…

(continues)

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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MMF MMXXIII UPDATE: A CHAT WITH IAIN DOUGLAS, MARK COVERDALE

A still from Shank’s 54 by Iain Douglas and Mark Coverdale, courtesy of the Artists

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The Milan Machinima Festival is elated to present Shank's 54, the latest collaboration between game design and artist Iain Douglas and poet Mark Coverdale, whose previous work Facing the wolf was featured in VRAL.

Shank's 54 is an interpretation of the 54 two-line verses written by the poet on repeated walks down a canal in Camden, London. The recreation is set within the world of Grand Theft Auto V,which itself attempts to simulate a dynamic, reactive, “living” urban environment. Shank’s 54explores homelessness and it provides insight into an event through the eyes of a homeless bystander, leading us to wonder about the identity of the narrator.

Iain Douglas is an artist working with machinima, game engines, film, and materials like paint and plaster. Iain’s practice explores the themes of loss. He lives and works in The Netherlands. For more information, please visit his website.

Mark Coverdale is a widely published performance poet, writing from the picket line, art gallery, and the terraces. Mark’s poems for these machinima are drawn from his interests in domestic industrial decline and the troubled events of the New European East. He lives and works in London. For more information visit his website. 

Douglas and Coverdale's outstanding work is currently featured in The Neo Avant-Garde program and can be watched online until March 26 2023.

Matteo Bittanti discussed Shank's 54 with Douglas and Coverdale.

Matteo Bittanti: If I’m correct, “shanks” is a slang term for “legs”. What is it like to walk in a video game, considering that the act of deambulation is purely symbolic, that is, performed through finger play on a controller? Was this machinima the outcome of a psychographical kind of dérive in either/both virtual and physical spaces or did you intend to explore the representation of homelessness within Los Santos from the very beginning?

Iain: You are correct about shanks being a slang term for legs, it is also a slang term for a few other things from makeshift knives to periods of time (which for me was a lovely in road to some of the visual elements), however it is legs in the context of Mark’s verse. For my part of this collaboration, the film and installation were very much about homelessness. The homeless as with many other NPCs in Grand Theft Auto are very much bystanders, powerless observers, subject to the whims of players. Having lived in the UK, I have seen too much social injustice and the inequality that has caused so many people to live on the streets. In many cases these are very vulnerable people who, like in GTA, are the powerless observers to events and the victims of more. There was a period in 2013 when my family and I were homeless, that feeling of injustice, powerlessness and vulnerability still stings inside me ten years later. We were very lucky to not end up on the streets.

Mark: Well, how to follow such a fulsome answer. I think that Iain describes this aspect of visual impotency very personally and powerfully. I do, however, believe that as storytellers, it is a duty to give voice to those who can’t always do so. The fact that Iain instinctively picked up on the homeless character obliquely mentioned in the text, was a very necessary and affirming start to this process.

Having lived in London now for 20-odd years, I always liked the phrase 'Shanks’s Pony' and always associated it with Cockney Rhyming slang. It isn’t that, but when I produced the badge and gave it to my Cockney mate, the meaning was certainly confirmed. The connection between our four-legged friends and the industrial highway that was the British waterways adds a neat extra dimension too.

(continues)

Matteo Bittanti

Works cited

Iain Douglas, Mark Coverdale

Shank’s 54

digital video/machinima, color, sound, 7’ 40”, England, 2022

Shank's 54: the installation

Iain Douglas and Mark Coverdale's latest machinima (or machinema, as they prefer to say) Shank's 54 was originally shown in 2022 at Enschede (B93), an art gallery located in the Netherlands. We are happy to share some installation shots from the event, courtesy of the Artists.


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EVENT: JAKE COURI (FEBRUARY 10 - 23 2023, ONLINE)

A PRECARIOUS NIGHT AT PLUMB POINT

Digital video (2160 × 3840), sound, color, 24’ 04”, 2023, United States

Created by Jake Couri

A Precarious Night at Plumb Point finds our lead character positioned at sea, guided by the innate voyeurism hard coded into the world of gaming. Possessed by an internal dialogue, the viewer is presented with an assemblage-like simulation indicative of first-person exploration games, survival adventures, and cinematic trailers. Structurally based on the tragic fate of the first cruise ship intended for pleasure voyages, the SS Prinzessin Victoria Luise reached its unexpected demise the night of December 16th, 1906, after crash landing at Plumb Point Lighthouse. We follow our lead character aboard a modern-day cruise ship as he traverses through a series of environments led by the result of his perceived reality.

Jake Couri’s practice leverages digital space, employing computer-generated characters, environments, and conditions for the viewer to navigate. The artist examines the relationship between digital and physical reality, leaning on the possibility of making sense of the human condition through CGI avatars, cinematic effects, and theatrical sound composition. After completing a BFA in Fine Arts from Syracuse University, Jake Couri moved to San Francisco, where he received his MFA in Fine Arts with honors at California College of the Arts. His work has been shown at Superposition Gallery in Los Angeles, California (2019), Public Records in Brooklyn, New York (2020), and 4Culture in Seattle, Washington State (2021). He completed an artist residency at Anderson Ranch in Snowmass Village, Colorado (2019). He currently lives and works in New York City.

WATCH NOW

ARTICLE: I DON'T KNOW ABOUT YOU, BUT I NEED A VACATION SPOT

Federica di Pietrantonio, Vacation Spot in Gent (back to Rome), Rufa Space, Pastificio Cerere, Rome (Italy), 2019 photo by Eleonora Cerri Pecorella

Today is the last day to watch Federica Di Pietrantonio’s but I wanna keep my head above water. As a finissage, we revisit her groundbreaking project Vacation Spot (2019)

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As in the case of Letta Shtohryn's practice, this Sims-based machinima is part of a larger, multimedia project as Di Pietrantonio’s work ranges freely over painting, video, installations, and performances.

The heterogeneity of Di Pietrantonio’s approach and her ability to use different media to create an evolving universe in which the digital and the material converse with each other without any abrupt interruption is especially manifest in her project Vacation Spot, which she developed at Rufa Space, Pastificio Cerere in Rome as well as Gouvernement in Ghent, Belgium in 2019.

Di Pietrantonio's universe mixes avatars like the ubiquitous Foxy and classic icons of art, creating striking juxtapositions. Vacation Spot is closely related to Voyeurism, the short machinima we discussed a few days ago. But there are also objects - tangible objects - in the gallery space: her playground is all encompassing…

(continues)

Matteo Bittanti

Federica Di Pietrantonio, Vacation Spot in Gent, 2019, installation view, Gouvernement (Ghent, Belgium), photo by Andrea Frosolini

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NEWS: A CLOSER LOOK AT FEATHERFALL

“The videogame world is a space that constructs and transforms our dreams and desires. […] Games are more like dreams than they are like books or movies. As such, they can make visible structures of which they are not yet consciously aware.”

(Alfie Bown, The PlayStation Dreamworld)

Total Refusal’s Featherfall is currently exhibited on VRAL and will remain online until February 11 2021. An investigation of the complex relationship between dreaming and playing video games, Featherfall was originally conceived as a four channel video installation which takes the form of an immersive, curved structure reminiscent of gamers’ most extravagant set-ups. As Leonhard Müllner explains, the single channel machinima was created by combining “the overlapping scenes” via “a different editing” process. In the single channel machinima, several videos looping in “each of the four screens” are clustered together. Müllner adds that the videos displayed in each of the four monitors in the original installation have different lengths.

Total Refusal, Featherfall, installation view, 2019. (Photo: Courtesy of the artists)

Total Refusal, Featherfall, installation view, 2019. (Photo: Courtesy of the artists)

This video, produced by Total Refusal, shows the original video installation:

In this short video produced by Karl Wratschko and Lilith Kraxner for the Culture Department of Styria Province A9 in the celebration of the Art Award of the Styria Province 2019, Total Refusal describe themselves as a “media guerrilla group”:

Total Refusal is Robin Klengel, Leonhard Müllner, and Michael Stumpf. In their practice, they critically analyze and appropriate digital game spaces and recontextualize them. Playing games but ignoring the intended gameplay, Total Refusal allocates these resources to new activities and narratives, in order to create “public” spaces imbued with critical, even subversive potential. Leonhard Müllner works as an artist in the public and digital space and is currently writing his doctoral thesis at the Linz Art University at the Institute for Art and Cultural Studies. Robin Klengel works in Graz and Vienna as an interdisciplinary artist, illustrator, cultural anthropologist and vice president of the Forum Stadtpark. Michael Stumpf studied philosophy at the University of Vienna and now is an artist, designer and cultural theorist. Two of their works, Operation Jane Walk and How To Disappear: Deserting Battlefield, were featured in the 2019 and 2020 editions of the MFF respectively. Click here to read more about Total Refusal.