Kara Güt

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: KARA GÜT

We are thrilled to announce that Kara Güt’s unclassifiable video work Lurker1, will be screened at the seventh edition of the Milan Machinima Festival.

The video begins with a statement: “This is an edited version of the last three nights of twitch user Lurker1’s stream made from recordings sent to me by user creep_by_radiohead in late 2019. Both users have since been deactivated. For the full unedited stream, please contact me”. What follows is a documentation of Lurker1 as he practices the any% speedrun of the game Dark Souls III and talks to the sole chat participant creep_by_radiohead.

Kara Güt is an artist living and working in Ohio, specializing in image-based digital media. Her artistic inquiry delves into the contours of human intimacy as shaped by the digital era, exploring themes of constructed detachment from reality and the intricate power dynamics within virtual spaces. Güt’s work has garnered national and international attention, with notable exhibitions at the Hybrid Box in Hellerau European Centre for the Arts, Dresden; Thomas Erben Gallery, New York; and the Singapore Art Museum. She received an MFA from the Cranbrook Academy of Art and she boasts affiliations with institutions such as The Institute for Electronic Arts at Alfred University. Güt’s creative endeavors have also been enriched by residencies at SPACES, Pioneer Works Tech Residency and she has been honored as a 2023 Knight Art + Tech Fellow, marking her a point of reference in the sphere of art, online cultures and technology. Her groundbreaking work Hurt/Comfort was screened at the 2023 edition of the Milan Machinima Festival.

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

MMF MMXXIII: THE NEO AVANT-GARDE

INTRODUCED BY/INTRODOTTO DA MATTEO BITTANTI

INTERVIEWS BY/INTERVISTE DI MATTEO BITTANTI

MARCH 19-26 2023/19-26 MARZO 2023 (ONLINE)

The Neo Avant-Garde emerged in the 1950s and 1960s as a continuation and redefinition of earlier Avant-Garde movements from the early 20th century. Its artists sought to expand the definition of art by pushing the boundaries of what was acceptable and rejected traditional forms and techniques. They utilized new media and technologies, such as photography, film, and performance art, and emphasized collaboration and collective creation instead of the idea of the solitary genius artist. This led to new art forms, including happenings, installations, and conceptual art, which prioritized the viewer's experience.

Machinima, a filmmaking form that utilizes real-time computer graphics engines to create movies, shares several affinities with the Neo Avant-Garde in contemporary art. It challenges traditional boundaries between media, namely film, video games, theater, and other digital media by utilizing the language of the video game to create cinematic narratives that disrupt conventional notions of what constitutes a "film." Machinima also exemplifies the Neo Avant-Garde's collaborative ethos, with artists frequently working together to bring their visions to life.

The Neo Avant Garde program features cutting edge works by Babak Ahteshamipour, Iain Douglas, Mark Coverdale, Kara Güt, and Brenton Alexander Smith. Ahteshamipour’s In Search of the Banned Dictionaries that contain the Words for the Things You Wish you could Express but You are Unable to With Common Words reinvents self-representation by appropriating World of Warcraft. Kara Güt’s Hurt/Comfort explores the concept of confession through the lens of live-streaming. Brenton Alexander Smith's The Impossibility of Things Disappearing is a haunting vignette that defies easy categorization. 

Additionally, the Neo Avant-Garde program will showcase an onsite screening of Christian Wright's Body Language, exclusively at the Museum of Interactive Cinema on March 25, 2023. Purchase your ticket here.

Matteo Bittanti

WATCH THE ONLINE PROGRAM NOW

ARTICLE: AMIR YATZIV'S LIVE ANIMATION THEATER

Amir Yatziv, Glass Widow, live animation theater, 2022

I have seen the future of theatre. His name is Amir Yatziv.

Patreon-Exclusive content

〰️

Patreon-Exclusive content 〰️

Israeli artist Amir Yatziv’s ongoing experimentation with video game technologies to reinvent theater is breaking new grounds with Grass Widow, “a play for three digital characters and one actress” which debuted at ArtPort in Tel Aviv on June 16 2022. It is also one of the most elaborate productions so far by Yatziv, whose stunning project The Kingdom of Shadows, was featured on VRAL S02 in 2021. An actress, Neta Spiegelman, is standing on an almost bare stage. Behind her, the interior of an apartment consisting of five separate rooms is projected onto a large screen. Often the scene is represented from above, blueprint-style, evoking the aesthetics of video game maps. 

As in previous performances, Spiegelman is wearing a motion capture suit that records her body and facial movements, transferring them to three digital avatars inside the apartment, so that they can act and perform live. There’s no delay or lag of any kind. Yatziv, the director, is synchronizing the character played by the actress with her virtual figures on screen in real time, using an Xbox One game controller. He is also acting in the play. Everyone is multi tasking, pardon, multi performing.

Grass Widow reinterprets Jean Paul Sartre’s play No Exit, which incidentally was the point of departure of Kara Güt’s Welcome to my Nexus (VRAL #30), another bold experiment in media convergence, an hybrid of gaming and theater before a live audience…

(continues)

Matteo Bittanti

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

ARTICLE: PERFORMING WITH/IN RED DEAD REDEMPTION

Elisa Sanchez, En mémoire de Dandelion, video, sound, 4’ 12”, 2021, France

Today is the last day to watch Elisa Sanchez' Au-delà du désert flou, plus aucune sauvegarde n’est possible on VRAL. To celebrate the conclusion of the exhibition, we look back at three artworks that appropriate and repurpose Red Dead Redemption.

PATREON-EXCLUSIVE CONTENT

〰️

PATREON-EXCLUSIVE CONTENT 〰️

In the past few years, several artists have used Red Dead Redemption 2/Online to create remarkable, often unclassifiable works. Although Rockstar Games’ Wild West themed videogame is the common denominator, the artists’ approach, intent, and execution vary considerably. Let’s consider three examples: Marie Foulston’s The Grannies, Kara Güt’s Welcome to my Desert Nexus (Deep inside my desert heart), and Elisa Sanchez’ Au-delà du désert flou, plus aucune sauvegarde n’est possible.

Let’s start with The Grannies. A short documentary clocking at 17 minutes, the film was originally conceived as a two channel installation at Now Play This, a video game festival in London. It presents the experiences of a group of players calling themselves The Grannies as they discover a secret area of the game where “normal” (read: consistent with the designers’ original intentions) rules do not apply. The players use their avatar as a vessel to explore such bizarre and weird territory. Here the relationship between the player and the avatar is clear and unambiguous. The filmmaker’s emphasis is on the artificiality of the simulation and the unexpected materiality of ethereal game spaces. The Grannies is first and foremost a statement about the nature of video games made by expert players, i.e. Kalonica Quigley and Marigold Bartlett, Melbourne-based friends and game developers, along with friends and fellow game-makers Ian MacLarty and Andy Brophy. Formally speaking, the video maintains the split screen/dual screen format of the original installation, unlike the works by Güt and Sanchez, which follow a less hyper-mediated approach, thus resulting in a more immediate and “transparent” viewing experience.

Kara Güt’s Welcome to my Desert Nexus introduces an extra level of performativity. Based on an existing screenplay, it features a group of player-actors performing within the game Red Dead Redemption Online before a live audience. Gemma Fantacci describes Welcome to my Desert Nexus as a“three-act play combining different aspects of performance and online gaming, IRL acting, and avatar dramatization”. A commentary on the myth of the frontier - “a facade upon which the player could paint their fantasies, just as the frontier of digital space is a facade for the same. In thinking about the facade and the false promise of infinity” (Kara Güt) - Welcome to my Desert Nexus is primarily a live performance, one in which things could go wrong - both on a technical and practical level. The actors' performance is recorded and subsequently shown as a machinima. Kara Güt’s Welcome to my Desert Nexus is a groundbreaking hybrid of gaming and theater, literally and metaphorically redefining the notion of “play”, in physical and online spaces. The theatrical performance is imbued with liveness, that special kind of hic et nunc that Walter Benjamin calls the “aura” of the artwork and that Philip Auslander explored in his seminal text Liveness: Performance in a Mediatized Culture (1999). Although the play does feature meta referential elements (it was, after all, inspired by Sartre’s No Exit) , it is mostly consistent with the Wild West tropes and conventions of the original source, Red Dead Redemption. The actors maintain their in-character persona throughout the entire play….

Matteo Bittanti

(continues)

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

A CLOSER LOOK AT WELCOME TO MY DESERT NEXUS

VRAL is presenting Kara Gut’s Welcome to my Desert Nexus as part of our Fall 2021 program. Welcome to my Desert Nexus, which will be accessible online until September 30, is a three-act play performed within a video game, focusing on two players within Red Dead Redemption Online as they encounter existential quandaries in the digital desert. Part table-read, part live gaming event, Welcome to My Desert Nexus introduces theatrical forms of expressions, stimulating emotional responses in the audience, in the contexts of video games. The performance, which has a duration of 44’ 50”, is situated at the intersection of different spatialities, temporalities, and media. Among other things, the work is complemented by a script laser printed with custom stamped illustrations, saddle stitched and designed by fellow artist Clara Gatto with Bulk Space which was presented at Printed Matter’s Art Book Fair, 2021. The full script is accessible here in PDF form. Welcome to my Desert Nexus is indicative of the complexity of the video game form, which transcends the boundaries of the screen to engage multiple senses.

The intersection between theatre and digital gaming is becoming more and more prominent. In October 2020, amidst a global pandemic, Canadian playwright Celine Song performed Anton Chekhov’s The Seagull with/in The Sims 4 and broadcast her entire performance in two installments on Twitch, as part of New York Theatre Workshop’s Artistic Instigators program, which was introduced to support both creatively and economically artists unable to perform on stage due to Covid-19 restrictions. Song introduced alternative ways to experience the popular life simulator, blurring the boundaries between the performer’s body and the avatars acting on the screen.

More recently, a selected number of players of the popular post-apocalyptic video game Fallout 76 have begun reenacting scenes from popular movies and play, including A Clockwork OrangeHamlet, The Good, The Bad, and The Ugly, and West Side Story, and they are currently working on a major production of Macbeth. One of the most popular groups using Bethesda’s game as a stage is The Theatre Company, “operating the Charleston Playhouse Theatre, the Watoga Opera House, Grafton Globe, & Morgantown Moulin Rouge.” In all cases, these performance adopt a calmer, more distanced approach to the bleak themes of the original video game, ignoring its “established narratives”. Here’s an image of the troupe performing at Moulin Rouge theatre via their avatars (source: Twitter)

MOTH DANCE.jpeg

VRAL will be exploring these hybrid forms - “video game augmented theatre” - that re-imagine the very notions of “performance” and “play” using a variety of platforms, poetic language, and collective practices in the upcoming months.

Matteo Bittanti

EVENT: VRAL #30_KARA GÜT (SEPTEMBER 17-30 2021)

WELCOME TO MY DESERT NEXUS (DEEP INSIDE MY DESERT HEART)

digital video (1920 x 1080), color, sound, 44’ 50”, 2021 (United States)

screen recording of a live/virtual performance at Pioneer Works, Brooklyn, New York on June 13 2021

Created by Kara Güt

Welcome to My Desert Nexus is a three-act play performed within a video game, which follows two players within Red Dead Redemption Online as they encounter existential quandaries in the digital desert. Part table-read, part live gaming event, Welcome to My Desert Nexus combines the aesthetics of theater and video games. The original play consists of an in-person presentation performed live at Pioneer Works, Brooklyn, New York on June 13 2021 resembling that of a live gaming event in which the players and their battle stations occupy the stage. Additionally, Welcome to My Desert Nexus was simultaneously streamed on the internet and accessible to anyone. The performance featured the four actors on stage controlling their avatars and reading their lines live. The narrator, in addition to controlling an avatar, performed live cuts via video switcher, allowing the screen to switch between the actors’ perspectives based on who was talking. This specific iteration of Welcome to My Desert Nexus, which is now presented on VRAL, starred Tommy Martinez as Charlie, Emma Levesque-Schaefer as Frances, Noah D’Orazio as Shepherd, and Kara Güt as Narrator. The original soundtrack was composed by Justin Majetich.

Kara Güt investigates the new contours of human intimacy shaped by an increasingly pervasive online lifestyle, constructed detachment from reality, and the power dynamics of the virtual. Using image and screen-based media, Güt explores the ontological necessity of certain digital spaces. She is specifically interested in how the patriarchal conversation within these contexts can be subverted by the artists and the participants’ intervention to generate new meaning. Working with video, screen capture, and the web, video games, and other digital spaces, Güt creates artworks that are sculptural in nature. She is interested in expressing the mythos of the digital and its manifestations in the physical realm. This notion – which takes the form of objects that play with language, translation, faux-intimacy, consumerism, and a metamorphosis born from the lore of digital, and internet lifestyles – informs her practice. A multidisciplinary artist with an MFA from Cranbrook Academy of Art, Güt is the recipient of the Peter MacKendrick Endowment for Visual Artists, Güt has been featured on Refigural Magazine, The Unstitute, and the Detroit Center for Contemporary Photography among others. Her work is part of the Cranbrook Art Museum collection as well as several private collections. Güt currently lives and works in Columbus, Ohio.

WATCH NOW