Milan Machinima Festival

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March has been an especially vibrant month for our Patreon community. We have shared a wealth of material, including articles, essays, and videos that were made freely available in conjunction with the Seventh Edition of the Milan Machinima Festival, held from March 11-17, 2024. Below is just a glimpse of the diverse and rich content our patrons have exclusive access to, highlighting the breadth and depth of avant-garde machinima and its evolving landscape.

Join us on this exciting journey to explore and support the forefront of digital art and storytelling.

MMF MMXXIV: GINA HARA, RESIDENT ARTIST

The Milan Machinima Festival is proud to welcome acclaimed filmmaker Gina Hara as our inaugural Artist-in-Residence.

During her upcoming festival residency in Milan, Ms. Hara will present her latest work, partecipate in the upcoming In-Game Photography conference, while also leading a 1-day workshop for students enrolled in IULM’s Master of Arts in Television, Cinema and New Media, and specifically in the course taught by Matteo Bittanti entitled Video Games, Technology and Art.

Ms. Hara’s current projects build upon her extensive background in the context of game design, digital community and experimental cinema. As Creative Director of Montreal’s Technoculture, Art and Games Research Centre, she spearheads initiatives melding artistic imagination with videogame technology.

As an interdisciplinary artist, Ms. Hara holds an MA in Intermedia and an MFA in Film Production. Her broad experience encompasses film, video, gaming, new media and design. Her 2011 fiction short Waning received a Best Canadian Short nomination at the Toronto International Film Festival. Over the past decade, Ms. Hara has pioneered new frontiers in both filmmaking and creative Minecraft game video productions.

A true visionary in machinima filmmaking, Ms. Hara is the 2022 recipient of the prestigious Critics’ Choice Award for her stunning Sidings of the Afternoon. Unfolding entirely within Minecraft’s blocky realms, the work weaves an artistic dialogue across digital and physical realms, drawing inspiration from the photography and film innovations of legendary Bauhaus figure László Moholy-Nagy. Specifically, Hara explores how the Bauhaus movement’s ideals, creative techniques and uniting of fine art with function still reverberate through contemporary imagination and virtual spaces today. The film’s nonlinear narrative emerges through the lens of Maya Deren’s avant-garde classic Meshes of the Afternoon.

 
 

Her groundbreaking work Valley (2023) was featured in Season 3 of the VRAL. Inspired by the growing prevalence of AI counseling services, Hara developed a custom chatbot named Robin to simulate conversations spanning emotional issues like anxiety, self-doubt and growth. The dialogues touch on quintessentially human questions of purpose, connection and inner peace. Setting these intimate debates within a fantastical blocky gaming realm adds layers of irony and underscores the gulf between AI logical thinking and nuances of human psychology.

 
 

Her earlier film Geek Girls (2017) was screened at IULM in 2019 as part of the university’s Gender Play series events exploring the role of women in gaming culture. This original documentary reveals the overlooked women within fan communities. In fact, although geeky pop culture has gained prominence and visibility, little attention has focused on the many women shaping these worlds.With insight and humor, Hara’s camera follows female gamers, coders and sci-fi fans. She captured their exhilaration and solidarity, but also their frequent exclusion within male-dominated nerd spheres. From professional gamers facing online harassment to women developers battling death threats, Geek Girls spotlights a complex multiplicity of female experiences. Some women find community, some encounter gatekeeping. Most see both. Through intimate interviews, the film unpacks women’s engagement with today’s geek culture. Hara grapples with her own geeky identity on camera, situating herself within the world explored.

 
 

No less remarkable is Hara’s 2015 immersive multimedia installation that transforms the popular game Minecraft into a thought-provoking experiment on the rise and fall of civilizations, MindCraft, created with Pierson Browne and Joachim Desplande.

In its original open-world form, Minecraft offers players endless freedom to create, destroy, and explore fantasy realms limited only by their imagination. Yet in Hara, Browne and Desplande’s hacked version of the game, players face a starkly different scenario. Instead of an infinite sandbox, participants find themselves confined to a small, isolated island in the sky, surrounded on all sides by a vast, empty void. With minimal living space and finite resources, players must band together to survive and build a lasting society on this isolated island, passing hard-won knowledge from one generation to the next. Each person’s gameplay decisions collectively determines whether this microcosm world thrives or perishes over time.

By subverting Minecraft’s utopian promise, MindCraft confronts participants with important questions on sustainability, cooperation, and the delicate balance between creation and destruction. As they build an uncertain future for those who come next, players may gain insight into the enduring question: What legacy do we choose to leave?

 
 

In 2016, Hara directed and produced the award-winning machinima documentary web series Your Place or Minecraft? exploring the intersection of gaming and academia.

This episodic show transports viewers to the richly modded virtual realm known as the “mLab server” on Minecraft, owned by a game research center at Montreal’s Concordia University and inhabited by real-life students and professors from the center itself. As their academic lives and virtual adventures intertwine, the series captures the compelling stories that emerge. The seven episodes follow the players as they navigate collaborative projects, interpersonal conflicts, ambition, joy and frustrations, all within Minecraft’s possibility space.

Part documentary and part social drama, Your Place or Minecraft offers a window into the bonding and clashes that arise when academics build together in a virtual sandbox. The show spotlights not only their creations but also their real-world relationships as revived through the lens of gameplay. With insightful humor and immersive filming, the webseries encapsulates the joys, politics and collaborative challenges of scholarship.

 
 

We eagerly anticipate the insights and inspiration Ms. Hara will contribute as our first Game Artist-in-Residence at the 2024 Milan Machinima Festival.

Read more about Gina Hara’s work

EVENT: HARDLY WORKING (LOCARNO FILM FESTIVAL, ONLINE)

Total Refusal’s masterful video essay Hardly Working is now accessible on demand on the Locarno Film Festival’s website.

This monumental game video essay spotlights digital gaming’s unsung background performers — the rote routines of NPCs (non-player characters). Populating worlds solely to represent banality and engage in trivial pursuits, this supporting cast of a laundress, stable boy, street sweeper and carpenter now occupy center stage. Captured through an ethnographic lens, their repetitive labor cycles, programmed patterns, and periodic bugs form a potent analog to modern working life under capitalism – an endless hamster wheel of menial, thankless tasks. Like Sisyphus sentenced to perpetually roll his boulder in futility, these NPCs epitomize the toil intrinsic to system dynamics tilted starkly against them by coded design. Their endless drudgery upholds the stage so that gamers can play.

In June 2023, the machinima has been featured on the New York Times as well in their “Op-Docs” section.

Hardly Working has been screened at the 2023 Milan Machinima Festival.

The artist, researcher and filmmaker collective and pseudo-marxist media guerrilla Total Refusal appropriates contemporary video games and writes about games and politics. They upcycle the resources of mainstream video games, creating political narrations in the form of videos, interventions, live performances, lectures and workshops. Since its foundation in 2018, their work has been awarded with more than 50 awards and honorary mentions - like the European Film Award or the Best Short Direction Award at the Locarno Film Festival. The current members of Total Refusal are:Susanna Flock, Adrian Jonas Haim, Jona Kleinlein, Robin Klengel, Leonhard Müllner & Michael Stumpf



MEET THE JURORS: JENNA NG

Jenna Ng, courtesy of University of York

The seventh edition of the Milan Machinima Festival features an international jury panel comprising four esteemed members, including Jenna Ng.

Jenna Ng is an accomplished multi-award-winning researcher, highly regarded in the fields of digital media and culture. With an impressive educational background, including a PhD from University College London, she has transitioned from a finance lawyer to a trailblazer in academic research. Her work is primarily focused on theoretical, cultural, and critical analyses that intersect digital and visual culture. Her areas of expertise are diverse, encompassing digital media, digital culture, creative technologies, AI and algorithmic culture, interactive storytelling, and interactive media.

Ng's commitment to digital media and culture is evident in her extensive publication record. She is known for her groundbreaking work in digital imaging, screen cultures, and interactive storytelling. Her innovative approach includes practice-based methodologies, leading to unique research outputs such as a second-screen installation for theatre performance, multimedia scholarship, video essays, and online open-access collaborative initiatives. Her latest project, a creative research website on the nature of virtuality, has earned accolades such as the John Culkin Award for Outstanding Praxis in the Field of Media Ecology, the Learning on Screen Special Jury Prize, and the MeCCSA Practice-Based Research of the Year award.

As an esteemed speaker, Ng has delivered over 25 invited talks worldwide, including keynotes and plenaries at major conferences like the Society of Cinema and Media Studies (SCMS) and the British Association of Film, Television and Screen Studies (BAFTSS). She has also been a guest speaker at various public events and a juror for the Critics’ Choice Award at the Milan Machinima Festival.

Ng’s first book, Understanding Machinima: Essays on Filmmaking in Virtual Worlds (Bloomsbury, 2013), is a multimedia academic collection exploring the remediation of machinima in various fields. It has been well-received for its insightful exploration of machinima and is considered a foundational text for the emerging field of machinima studies. Her second book, The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie (Amsterdam University Press, 2021), delves into new theories of image display and has been awarded Honourable Mention for Best First Monograph by BAFTSS. Ng’s third book, currently in progress, will explore the existential tensions of living in the age of Artificial Intelligence.

In addition to her books, Ng has contributed significantly to academic journals like Cinema Journal, Animation, Games and Culture, and Screening the Past. At the University of York, she serves as the Head of Creative Technologies and has held various significant roles, including founding the Interactive Media BSc programme and establishing the MA Digital Media and Culture programme. Jenna Ng's multifaceted career and contributions to the academic world underscore her status as a leading figure in the study and exploration of digital media and culture.

Read more about Jenna Ng’s work

MEET THE JURORS: HENRY LOWOOD

Henry Lowood, curator at Stanford Libraries (Courtesy of Library of Congress Blogs)

The seventh edition of the Milan Machinima Festival features an international jury panel comprising four esteemed members, including Henry Lowood.

Henry Lowood is a distinguished curator and scholar at Stanford University, where he holds the positions of Harold C. Hohbach Curator for the History of Science & Technology Collections and Curator for Film & Media Collections in the Stanford University Libraries.

Since 2000, Lowood has been at the helm of the project How They Got Game: The History and Culture of Interactive Simulations and Videogames. Initially funded by the Stanford Humanities Laboratory and subsequently continued under the Libraries, this project delves into the history and preservation of digital games, virtual worlds, and interactive simulations. This initiative has birthed courses like the History of Computer Game Design and The Consumer as Creator in Contemporary Media, reflecting Lowood’s focus on these emerging new media forms.

Between 2008 and 2013, Lowood led the HTGG Stanford group in the Preserving Virtual Worlds project, sponsored initially by the U.S. Library of Congress. Collaborating with the University of Illinois, University of Maryland, Rochester Institute of Technology, Linden Lab, the Internet Archive, and others, this project represented a significant undertaking in the field.

As a scholar, Lowood has contributed significantly to the field of game studies and machinima studies, among others. Since the early 2000s, he has played a pivotal role in these areas, establishing himself as a leading figure in game studies. His latest book Replayed (Johns Hopkins University Press, 2023) consolidates his major publications and research on the preservation and documentation of virtual worlds, digital games, and interactive simulations. The Machinima Reader, co-edited with Michael Nitsche in 2011 and published by MIT Press, is considered one of the foundational texts in machinima studies.

Henry Lowood has served as a distinguished juror for every edition of the Milan Machinima Festival, bringing his expertise and insights to the evaluation processor the submitted works.

Read more about Henry Lowood’s work

MEET THE JURORS: MARCO DE MUTIIS

Marco De Mutiis, courtesy of the Author

The seventh edition of the Milan Machinima Festival features an international jury panel comprising four esteemed members, including Marco De Mutiis.

Marco De Mutiis is a Digital Curator at Fotomuseum Winterthur in Switzerland where he leads the museum research on algorithmic and networked forms of vision and image-making. He leads and co-curates different projects and platforms expanding the role and the space of the museum. These include the collaborative live stream programme Screen Walks (developed and co-curated with Jon Uriarte, curator of digital programmes at The Photographers’ Gallery in London), as well as Fotomuseum’s current experimental platform [permanent beta] The Lure of the Image.

Marco is also the co-director of the groundbreaking Master in Algorithmic and Networked Photography at Elisava in Barcelona, Spain, which will make its debut in September 2024.

He is a researcher and doctoral candidate at the Centre for the Study of the Networked Image at South Bank University where he focuses on the relationship between computer games and photography. He co-curated with Matteo Bittanti the group exhibition How to Win at Photography – Image-making as Play, exploring the photographic act through the act of play and the notion of games.

He has written, edited and contributed to several publications, including the recent book Screen Images – In-Game Photography, Screenshot, Screencast (co-edited with Winfried Gerling and Sebastian Möring). He is part of the artist duo 2girls1comp with Alexandra Pfammatter and his artworks have been shown internationally in galleries and festivals. He lectures and teaches regularly in different institutions and schools, including Master Photography at ECAL and Camera Arts at Lucerne University of Applied Arts and Design.

Read more about Marco De Mutiis’ work here.

MEET THE JURORS: MARTIN ZEILINGER

Martin Zeilinger, courtesy of the Author

The seventh edition of the Milan Machinima Festival features an international jury panel comprising four esteemed members, including the notable addition of Martin Zeilinger.

Martin is an Austrian researcher and curator currently based in Dundee, Scotland, where he works as Senior Lecturer in Computational Arts and Technology at Abertay University. His work focuses on artistic and activist experiments with emerging technologies (primarily blockchain and AI), intellectual property issues in contemporary art, and aspects of experimental videogame culture.

In 2021, Martin published the monograph Tactical Entanglements: AI Art, Creative Agency, and the Limits of Intellectual Property with meson press, which is freely available under an Open Access license. More recently, he released Structures of Belonging as part of Aksioma’s Postscriptum Series (2023), to begin re-imagining blockchain technologies beyond digital property enclosures. Martin co-curated the seminal Vector Festival (Toronto) from 2014 to 2020, and was lead organiser of the 2018 MoneyLab symposium (London).

His writing about art and technology has been featured in books including Artists Re:Thinking the Blockchain and the MoneyLab Reader 2, in journals such as Leonardo, Philosophy & Technology, Culture Machine, and Media Theory, and in art magazines including Spike Art Magazine and Outland.

Read more about Martin’s work here.

ARTICLE: HAUNTOLOGICAL OBSESSIONS: ON BRAM RUITER’S PERPETUAL SPAWNING

Bram Ruiter, Perpetual Spawning, digital video, color, sound, 5' 41", The Netherlands, Sound design and mix by Tom ‘Silkersoft’ Schley, made with Grand Theft Auto IV (Rockstar Games, 2013)

“Shot in Grand Theft Auto IV, Perpetual Spawning is an hallucinogenic, delirious take on repetition and reiteration. An obsessive hauntological quality pervades this eerie montage of glitches, while Tom ‘Silkersoft’ Schley’s ominous beats lead the viewer in a downward spiral into modern catacombs”. 

As the 2019 Critics’ Choice Award from the Milan Machinima Festival suggests, Ruiter’s film lingers with viewers through its hypnotic sense of unease.

As the Dutch filmmaker explained in a recent interview, Perpetual Spawning emerged organically from his ongoing fascination with Philip Solomon. Specifically, Ruiter was intrigued by how the late American avant-garde filmmaker utilized Grand Theft Auto’s open game architecture to explore the empty yet visually vibrant textures of violence within. Inspired by Solomon’s experimental approach, Ruiter began his own boundary-pushing interventions using available mods to alter GTA IV’s environment and camera positioning. Detaching the first-person camera view to float freely, Ruiter entered one of Liberty City’s subway stations and discovered the game glitching in compelling, unexpected ways. As random non-player character models began perpetually spawning in and out of frame, Ruiter leaned into the surreal effect and structured his footage around the rhythmic arrival of subway trains.

Through this appropriative process aligned with avant-garde figures like Stan Brakhage and the aforementioned Solomon, Ruiter’s machinima interrogation joins a lineage of experimental works utilizing emerging technologies to expose and reshape restrictive media formats. Perpetual Spawning was constructed through Ruiter’s distinctive intuitive approach during a period of confinement and constraint. First introduced in 2018 while temporarily living with parents due to financial limitations, the machinima parallels thematic sensations of entrapment and liminal stasis with its formally inventive passages through a glitched, destabilized gamespace. Though leveraging GTA IV rather than San Andreas – the setting for Ruiter’s 2015 work Endless Sea –, both poetic non-narrative pieces emerge from the artist’s urge to discover beauty and cathartic release through “screwing around” with commercial game assets in abnormal ways.

So, what does Ruiter’s tinkering achieve?

(continues)

Matteo Bittanti

Works cited 

Bram Ruiter, Perpetual Spawning, digital video, color, sound, 5’ 41”, The Netherlands, Sound design and mix by Tom “Silkersoft” Schley, made with Grand Theft Auto IV (Rockstar Games, 2013)

Bram Ruiter, Endless Sea, digital video, color, sound, 6’ 59”, 2015 (2023), The Netherlands, made with Grand Theft Auto San Andreas (Rockstar Games, 2004)

Perpetual Spawning is officially distributed by Collectif Jeune Cinema


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REMINDER: SUBMIT YOUR WORK TO THE 2024 MILAN MACHINIMA FESTIVAL

Calling all filmmakers and video artists! Transform gaming footage into provocative art. We welcome innovative machinima that repurposes, remixes, and reimagines video games.

We curate screenings around pressing themes, showcasing pieces that capture the complexities of contemporary life. Gaming’s unique aesthetics offer a dynamic lens to explore politics, art, technology, violence, ideology, and creativity. The most captivating submissions tap into gaming’s artistic potential to highlight real-world issues. An international panel of scholars, curators, and critics will select the most compelling works for exhibition. And yes, the most groundbreaking submission will receive our Critics’ Award.

Submissions are open through December 30, 2023. The full exhibition program will be announced in February 2024. The seventh edition of the Milan Machinima Festival will take place in Milan, Italy between March 11-17 2024. Please review our guidelines thoroughly before applying. This is your opportunity to have boundary-pushing machinima presented to a global audience.

Let your radical vision shine by submitting today!

MMF MMXXIII UPDATE: A CHAT WITH SØREN THILO FUNDER

Søren Thilo Funder, GAME Engine (Orange Bulletproof Kids), 2021, still

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The Milan Machinima Festival is delighted to present Søren Thilo Funder's groundbreaking work GAME Engine (Orange Bulletproof Kids) (2021) for the first time in Italy as a single channel video. Originally conceived as an installation. this work offers a thought-provoking and multi-layered exploration of the intersection between gaming and reality. GAME Engine takes the viewers on a journey to an undisclosed location, where they are invited to an exclusive press meeting with a game developer. Through the perspective of a spokesperson, the work offers a glimpse into a brand new game engine promising a revolutionary experience, with details shrouded in secrecy to protect its intellectual property value.

An artist who specializes in video and installation, Søren Thilo Funder, creates thought-provoking works that blend various cultural tropes, socio-political issues, and popular fictions. These narrative constructions operate within a delicate membrane where fictions and realities intersect, generating fresh interpretations and new meanings. Funder’s oeuvre is steeped in both written and unwritten histories, as well as a deep awareness of the paradoxes and complexities of societal engagement. His art explores temporal displacements, nonlinear storytelling, and the emergence of new, unconventional forms of memory. Through his work, Thilo Funder creates immersive spaces that enable unpredictable encounters with the political, temporal, and recollective. Funder received an MA from the Royal Danish Academy of Fine Arts and The School of Art and Architecture at the University of Illinois at Chicago. He is currently finishing a Doctorate program in Artistic Research at The Art Academy, Department of Contemporary Art, University of Bergen in Norway.

GAME Engine (Orange Bulletproof Kids) will be screened exclusively at the MIC - Museum of Interactive Cinema on March 25 2023 in the POLITICS OF GAMING program.

Thilo Funder's Everywhere (2007) was recently featured in VRAL S03.

Matteo Bittanti and Søren Thilo Funder discussed the genesis and evolution of GAME Engine, which has been exhibited internationally through various iterations.

Matteo Bittanti: Can you discuss how the recursive structure of GAME Engine (Orange Bulletproof Kids) reflects the repetitive nature of video game playing? Is this looped narrative a defining, quintessential feature of digital games? In our previous conversation, you spoke about the concept of tempor(e)ality, i.e., “the timeliness of reality, or how reality unfolds in accordance to time; not only on a phenomenological or conceptual level but on a socio-political one as well”, and how gaming can be a way for young people to “reclaim time”. However, the looped narrative in games can also give a false sense of progression: the effect is akin to being stuck in time, as seen in TV shows like Russian Doll and films like Groundhog Day. Can you address the tempor(e)ality of GAME Engine (Orange Bulletproof Kids)?

Søren Thilo Funder: I’ve been thinking a lot about how the recursive formatting of game levels somehow mirror the way in which we also seem to repeat gestures and passages in our everyday tempor(e)ality, to stay with that term. Especially in my work with CS:GO athletes, we kept circling around the idea of respawning, that is, the reappearance after having been killed, only to set out and repeat the motions that led to your perishing in the first place. GAME Engine (Orange Bulletproof Kids) was created specifically for an exhibition revolving around Extreme Sports. Here I proposed eSports as falling under this category. There is an extreme cognitive effort to the athlete that only succeeds if every micro action and choice is done at the exact right moment. And this extremely athletic precision is contrasted by the seated body and almost passive gaze of the athlete. I am really fascinated with the linkage to the excessive motion of the virtual character up on the screen and the physical still body that directs all the action. Another reason why I thought of CS:GO eSports as an extreme sport, is due to the complicated reality of having a sport where the playing field is induced with a political reality outside of the strategic unfolding of the game. I can think of no other sport where the competition is playing out in a field that is textured with the environment of an ongoing political conflict. I was interested in the linkage between what the players experienced cognitively, in the unfolding of their top athletic strategic maneuvering and astounding reaction time, and the visuality of the environment they navigated through, and the political landscape it represents. The respawning, of the CS:GO soldier, in the dark tunnel just outside the Mid Doors of the game level Dust 2, and of The Spokesperson delivering her presentation at the exclusive press meeting, perhaps speaks to the idea of being stuck in the recursive, but also that each respawning offers a possibility to think again, act different, learn from one’s environment. And technically (and conceptually), working with video installations for me is about progression in the looping environment. The video installation loops, the visitor of the installation can move about, leave, re-enter at their own behest. So linear narrative will always be an illusion – or for the apparatus itself to experience without a visitor – the real experience in the visitor will always be about assembling narrative, experiencing loops, selective editing or really respawning with the work. Or the work respawns every time a visitor leaves or enters. I like to use this circumstance quite deliberately, not as a way to bypass the problem of the visitor never experiencing what I had planned to be the experience, but rather to enforce this aspect and let this tempor(e)ality inform my process and my own experience of how narratives can be unfolded. There is a dreamlike sensation in experiencing the loop, that is not the loop. A return to somewhere else. I hope that this looping offers the possibility of reclaiming time – the time experience of the work but also really the time experience of existing in our contemporary tempor(e)ality. Progression is a strange word. It seems to have a certain implication of a productivity that leads towards accumulation, but I believe there could be progression in the looping, the respawning, the staying in the trouble and figuring out what the hell is going on before moving torrentially ahead.

Matteo Bittanti: Through repeated views of GAME Engine (Orange Bulletproof Kids), I couldn’t help but come to see a parallel to David Cronenberg’s eXistenZ. The spokesperson/game designer in both works is enigmatic yet captivating, charismatic yet elusive. Did you have Allegra Geller in mind while creating your project, and if so, to what extent was Cronenberg's 1999 reflection on video game culture a source of inspiration for your work?

Søren Thilo Funder: Allegra Geller is (tip of the cap) exactly the character I always imagined behind the game developer in GAME Engine (Orange Bulletproof Kids). We never meet her here though: we only see a…

(continues)

Matteo Bittanti

Works cited

Søren Thilo Funder

GAME Engine (Orange Bulletproof Kids)

digital video, color, sound, 30’ 02”, 2021, Denmark


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MMF MMXXIII UPDATE: A CHAT WITH ANDREA GATOPOULOS

Happy New Year, Jim, the official poster

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The Milan Machinima Festival is excited to present Andrea Gatopoulos' award-winning Happy New Year, Jim, a metaphysical meditation on virtual worlds and social connection in the age of video games. The machinima was (mostly) shot with/in Red Dead Redemption 2 (Rockstar Games, 2018). 

Happy New Year, Jim will be exclusively screened at the Museum of Interactive Cinema on Saturday March 25 2023 as part of the Made in Italy special program. Buy your ticket here.

Born in Pescara in 1994, Andrea Gatopoulos is the founder of the production company Il Varco, with which he has produced eleven short films and two feature films. Currently, he is the artistic director of Il Varco - International Short Film Festival, chosen by FilmFreeway for its Top 100 Best Festivals in the World, and is also the creator of the Short Days and Nuovo Cinema Abruzzese film festivals. His productions have been selected in over one hundred festivals around the world. Among his films are Flores del Precipicio (2022), Polepole (2021), Letters to Herzog (2020), Materia Celeste (2019), Spettri (2017) and Onyricon (2015).

Matteo Bittanti discussed the creative process behind Happy New Year, Jim with the filmmaker, Andrea Gatopoulos. 

Matteo Bittanti: Can you describe your path and trajectory as a filmmaker? What led you to explore cinema as a medium as an artform?

Andrea Gatopoulos: I consider myself a very curious, even nerdy person, and I began with cinema because I was exploring editing softwares back in the day when I was very young, around 12, 13. At that time, the first phones with cameras were being released on the market and I remember playing them with my friends, mocking blockbuster films. During my high school years, it became a sort of job since I would make videos for small companies in my hometown, for my friends’ birthdays and for my school. I think they still use a video of mine to advertise the school. I didn’t realize what cinema exactly was until I enrolled into university so I’ve never been one of those cinephiles that grew up watching author cinema. My origin story is completely profane, so to speak.

(continues)

Matteo Bittanti

Works cited

Andrea Gatopoulos

Happy New Year, Jim 

digital video/machinima, color, sound, 9’, 2022, Italy


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MMF MMXXIII UPDATE: A CHAT WITH STANISLAW PETRUK

Stanislaw Petruk

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The Milan Machinima Festival is excited to present Stanislaw Petruk's The Remnants, a short film created with the Unreal Engine set five years after a global disaster, where the remaining population is struggling to survive as the planet slowly dies. The machinima portrays the struggle for survival and the harsh reality of human nature in a post-apocalyptic world.

The Remnants will be exclusively screened at the Museum of Interactive Cinema on March 25 2023 as part of the Utopia/Dystopia program. Buy your ticket here.

Born in 1987, Stanisław Petruk is a filmmaker and Sr. VFX artist at Avalanche Studios in Sweden. He has directed several shorts and worked on video games such as WWE Immortals, Mortal Kombat, Agents of Mayhem, The Walking Dead, and Saints Row. He lives and works in Stockholm.

Matteo Bittanti discussed the creative and technical process behind The Remnants with the filmmaker, Stan Petruk.

Matteo Bittanti: Although you’re very young, you’ve already lived in several countries. How would you describe, comparatively, the social and cultural perception of video games in Russia, Poland, and Sweden, where you currently live and work?

Stanislaw Petruk: The great thing about the games is that they are very international. And here I am talking not only about players, but also about developers. And I think on the development side it is even more visible. You can easily move from one company to another even in a different country and work pipeline will be identical, same about the language – English for all communication and documentation.

Matteo Bittanti: You describe yourself as a self-taught artist, as you crafted your skills as a VFX artist and as a filmmaker mostly through online courses, tutorials, and hard work. Can you discuss your upbringing as somebody who “grew up on the internet”, so to speak?

(continues)

Matteo Bittanti

Works cited

Stanislaw Petruk

The Remnants

digital video, sound, 7’ 7”, 2022, Sweden


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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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MMF MMXXIII UPDATE: A CHAT WITH NICOLAS GEBBE

Nicolas Gebbe

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The Milan Machinima Festival is delighted to present a screening of Nicolas Grebe's unclassifiable work The Sunset Special, offering a voyeuristic glimpse into the meticulously crafted world of social media. This interdisciplinary multimedia project, anchored by an animated short film, invites viewers on an eerie journey to a luxurious realm of unfulfilled desire, endless longing, and the boundless promise of wanderlust. Through the project’s exploration of the pervasive effects of reality-distorting imagery and narrative, The Sunset Special offers a critical analysis of the nexus between nostalgia, desire, and the perpetuation of a customized digital product.

Gebbe's work is featured in the Utopia program and can be watched here until March 26 2023. 

We strongly encourage you to visit the official website to get a better understanding on the scale and scope of this project. 

A Frankfurt-based artist and filmmaker whose work explores the intersection of architecture, everyday spaces, and digital reality, Nicolas Gebbe creates intricate and immersive digital worlds that challenge our perceptions of the spaces and environments that surround us. Gebbe was born in London in 1986, and received his art diploma with a film major from Hochschule für Gestaltung Offenbach in 2018. Drawing inspiration from existing spaces and our habitual movements within them, his works isolate, alienate, and destabilize.

Matteo Bittanti discussed the creative process behind The Sunset Special with the artist, Nicols Gebbe.

Matteo Bittanti: Your artistic oeuvre demonstrates a preoccupation with facades, both literal and metaphorical. Here's I'm also thinking of a favorite of mine, Urban Dreamscape. In your creative endeavors, photogrammetry is a crucial tool that allows you to reconstruct and distort the surfaces of architectural spaces and urban environments, among other things. Your latest project, The Sunset Special, delves deeper into this fascination with appearances, as you contemplate the manufacture of luxury, exclusivity, and wealth in resort culture, much like that portrayed in The White Lotus, through the lens of social media. Can you elaborate on the origins of this project and the key inspirations that informed it?

Nicholas Gebbe: Key inspirations where video games I played in my childhood, experimental films and pop culture I absorbed through film and other media. The project combines several topics that interested me for a while and brings them together in a virtual hybrid collage. One of the main topics being the absurdities and superficialities of consumerism and advertisement which I enjoy observing in everyday life. Of course, social media amplifies these mechanism by a lot. Spending a lot of time exposed to these digital worlds, I feel the downsides rather vividly myself and care to question their contents. The project started with me experimenting with some found footage and 3D models with all the rough ideas in the back of my head. Through experimenting the simplified narration unfolded itself in a very linear gaming stereotypical fashion and step by step the project pieced itself together.

(continues)

Matteo Bittanti

Works cited

Nicolas Gebbe

The Sunset Special

digital video, color, sound, 17’ 30”, Germany, 2022


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MMF MMXXIII UPDATE: A CHAT WITH MARTIN BELL

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Martin Bell

The Milan Machinima Festival is currently featuring Martin Bell's groundbreaking machinima PRAZINBURK RIDGE in the Counter-Narratives program, alongside three other works. Based on a true story, the machinima is set during World War One, and stars former rugby player for Great Britain Douglas Clark. The athlete finds himself on the Belgian battlefields of Ypres and must rely on his old skills to save himself and his fellow soldiers from shot, shell and poison gas.

Martin Bell has been creating computer graphics all his life. Originally from a Yorkshire mining community, Martin moved to London and became a CG artist over 15 years ago. As an animator and film visualization supervisor, he has created huge action sequences for Hollywood productions such as Jurassic World, James Bond, Marvel, Fast & Furious, 1917, Aladdin, the DC Universe and The Wheel of Time. His first short, PRAZINBURK RIDGE premiered at Wigan & Leigh Film Festival 2022, a BIFA-qualifying festival, where it won the award for Best Animation. It was also selected for SPARK Animation Festival in Vancouver, Clones Film Festival, Tbilisi International Animation Festival, and Dispatches of War Festival among others.

We talked to Martin Bell about his practice as a machinimaker and his first solo project, PRAZINBURK RIDGE.

Matteo Bittanti: Can you describe your trajectory from CGI wizard to filmmaker? What led you to explore cinema as a medium and as an artform?

Martin Bell: I always wanted to make films. When I was eleven, I tried to make an Aliens sequel using DeluxePaint IV on my Amiga: that was probably my first unfinished project, many more would follow. 

Jurassic Park was what sealed it for me though, when dinosaurs suddenly came alive in front of me. I knew I wanted to be a part of that. In my CGI/VFX career I have always tried to steer myself towards the most creative roles possible – I wanted to be an animator to create my own stories, not necessarily other people’s stories. So eventually I ended up in film previsualisation for Jurassic World: Fallen Kingdom and found that to be a role I could be creative in, while contributing to a film franchise I loved. Later, the opportunity to supervise previs came along, and put me in an even more creative position. But meanwhile the desire to create my own films had been growing, and I’d been writing scripts. I’d been introduced briefly to Unreal Engine and knew it could potentially be something I could utilise but I hadn’t had chance to learn it yet, and then Covid-19 hit.

Matteo Bittanti: Very apropos... There’s a new generation of innovative filmmakers that was born during the Covid-19 lockdown. Forced indoors and unclear about the future, hundreds of creative types around the world began experimenting with different kinds of tools and storytelling techniques. Does this story sound familiar to you?

Martin Bell: Oh, very much so! Covid-19 and the associated lockdowns were awful, but I was conscious that it provided an opportunity to reset things, to take stock and think about what might be next. Without any work to focus on and no creative outlet, I knew I needed to make something, and with the time available I could learn Unreal Engine finally. So I decided I’d make a little three-minute short or something, in Unreal, just as a learning exercise. And PRAZINBURK RIDGE was born.

(continues)

Matteo Bittanti

Works cited

Martin Bell

PRAZINBURK RIDGE

digital video/machinima, color, sound, 10’, 2022, England


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MMF MMXXIII UPDATE: A CHAT WITH BRENTON ALEXANDER SMITH

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The Milan Machinima Festival is delighted to introduce Brenton Alexander Smith's The Impossibility of Things Disappearing. Featured in The Neo Avant-garde program, Smith's work will be available between March 19-26 2023 exclusively on the MMF website.

His previous machinima Things Are Different Now, was featured in 2020 as part of VRAL. Read an interview by Luca Miranda here. 

Brenton Alexander Smith is an Australian artist whose work delves into the intricate interplay between humanity and technology. He creates pieces that evoke a range of emotions, from discomfort to nostalgia, and draws on a variety of media, both digital and tangible, to craft immersive installations that feature both sculptural and video components. One of Smith’s primary concerns is addressing the cultural anxieties that arise from our dependence on technology. His work reflects this by imbuing machine detritus with human-like qualities and expressions. The result is a thought-provoking commentary on our relationship with technology and the role it plays in shaping our lives. Smith earned a Master’s degree in Fine Arts from the University of NSW in Australia in 2020, and his work has been exhibited internationally, as well as in his hometown of Sydney. His solo exhibitions include I Feel Like a Nervous Wreck (2019) at the virtual gallery of Closed on Monday Gallery and Together with Machines (2015) at the Akureyri Art Museum in Iceland. He has also participated in The Wrong Biennale (2019) in Valencia, Spain, and received the Friedman Foundation Travelling Scholarship in 2014.

In the following interview, Brenton Alexander Smith discusses the main inspirations behind his new artwork:

Matteo Bittanti: The impossibility of things disappearing is a captivating exploration of the intersection between life and death, and the notion of agency beyond the living. Can you speak to the inspiration behind this work, and how you approached creating a sense of liveliness and movement in a desiccated fish?

Brenton Alexander Smith: This work started as a technical challenge that I set for myself. I’ve worked with BeamNg.drivebefore to make similar kinds of videos but it was always within the constraints of the car theme of the game. I would use mods that other people have created to open up new ways of making, but the subject matter always began with a car. I wanted to see if I could put something else into the simulation to see how it would behave. I set about learning how to make my own mod for the game.

The idea was to replace the car with something different, perhaps something organic. I decided to go with the desiccated fish because it was part of an old video artwork I made during a residency in Iceland that I had been meaning to expand on. It was a video of a factory machine that packaged fish to be sent to Nigeria to be used as soup stock. I took a screenshot from the video and selected one of the dried fish from the image to be turned into a 3D object.

I think about the work in terms of resurrection. The original fish has surely been turned into soup by now, but here we see its specter rotating on screen. This is partly what I’m getting at with the title of the work. Matter doesn’t disappear, it can only become something new. In the same way images (like the fish) can be reused, reinterpreted and resurrected.

Matteo Bittanti: BeamNG.drive was designed to simulate the experience of driving with “realistic” physics. By using it to create an artwork, you subverted its intended purpose, well beyond your previous works. Can you address the role of BeamNG.drive in the creation of this piece, and how the simulation’s realistic physics affected the final product? Also, can you describe the process of creating the mod and how it enabled you to use the game’s physics simulation as an “animation” technique? Is this the first installment of a new series, à la The Soft Crash (2020)?

(continues)

Matteo Bittanti

Works cited

Brenton Alexander Smith

The Impossibility of Things Disappearing

digital video/machinima, color, sound, 6’ 10”, 2022, Australia


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MMF MMXXIII UPDATE: A CHAT WITH MANUEL GHIDINI

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The Milan Machinima Festival is happy to present Manuel Ghidini’s OccupyCAD, which appropriates and recontextualizes the protagonist from the Occupy Mars video game to suggest alternative possibilities for space exploration and to think about the very notion of “space”. Featured in the Made in Italy program, Ghidini's work will be available between March 19-26 2023 exclusively on the MMF website.

Manuel Ghidini was born in Gardone Val Trompia, an industrial stronghold in Northern Italy, in 1997. Ghidini’s upbringing in the City-workshop of Lumezzane heavily influenced his artistic practice. After completing his studies in Brescia, Ghidini moved to Milan to attend Brera Academy of Fine Arts, where he began to interrogate the perceptive questions of reality. Ghidini’s work investigates epistemology through the visual arts. He currently lives and works in Lumezzane.

In the following interview, Ghidini discusses the main inspirations behind his new artwork:

Matteo Bittanti: How does the artwork’s (re)use of a video game character challenge conventional notions of the representation of space in art, and how does this recontextualization of the character invite viewers to engage with space in novel, different ways?

Manuel Ghidini: The use of a video game and its resources, such as characters and settings, allows one to operate within the original imagery in a subversive way. Video games are an increasingly popular medium, especially among younger people, including my own generation. Video games, like music and film, have always been a great medium for information and propaganda. The appropriation and the reuse of video games and their assets make it possible to move into this sphere. Considering the games’ economic success - they overtook both the film and music industry a while ago -, they are becoming increasingly relevant and decisive in the dissemination of ideas and values in the cultural landscape. They too, like other media, construct narratives and representations of the self and of the Other.

An integral part of our cultural context, video games consciously or unconsciously reproduce the logics that underlie the capitalist exploitation of resources, often constructing the game in a competitive environment based on scores and unequivocal outcomes (note 1). This is not a necessary requirement by any means, but it seems to me that most if not all mainstream games tend to be based on these characteristics. Without competition or difficulty, video games are perceived as boring, thus “failed”.

Therefore, the reuse of game resources allows for the reshaping of their narratives, for a reimagining of their ideology, for a process of deconstruction of their imagery. Such a process allows for a focus on additional issues, giving the work more nuances and layers of meaning. It also stimulates additional interpretive senses.

I see OccupyCAD as an attempt to resurface that discarded but somehow always-already-present element of the original Occupy Mars video game. I refer to the discarded concerning the implications of what the act of Martian colonization, of occupying new spaces, new worlds, new means. Ignoring current global issues, from climate crises to social crises – not addressing the issue of climate change, except by making it the validating justification for abandoning Earth for a new world within a logic of sheer disposability. Considering the large number of young gamers, we can imagine the influence of these kinds of messages. I’m referring to young people who may or may not complete the mission to conquer Mars. Their will, like ours, is decisive. The use of game resources – of the main character in particular – gave me the chance to remove the cosmetics, the facade of the game and to focus instead on the main issue, the perennial race for survival, with its consequences. Working on the discarded, understood as the recovery of an issue, is of primary importance, and has not been addressed properly. I’m attempting to focus on the real problem we face as a species, by deconstructing the narrative.

Beginning with the operation accomplished with OccupyCAD, the reconsideration of aspects and reflections regarding the game, not foreseen in the original, can also arise in the spectator. I was, therefore, attempting to stimulate critical thinking about the existent in innovative ways, even with respect to machinima itself. The reuse of video game elements, thus, becomes a reactivation, a purposeful response and an act of reappropriation. A refocusing on something deliberately ignored by the original video game. An opportunity for reuse, reinterpretation of the video game. An exercise and a call to reimagine the cultural resources contained in a video game (as elsewhere) by reshaping them and being able to subvert them. The gesture of reappropriating and activating in reconstruction, acting and reacting in the cultural space of co-narrative.

Matteo Bittanti: How does OccupyCAD explore the tension between freedom and constraint, and how does the astronaut’s relentless movement within the confined space of the 3D graphics software relate to broader societal issues surrounding control, surveillance, and agency?

(continues)

Matteo Bittanti

Work cited

Manuel Ghidini

OccupyCAD

digital video/machinima, color, sound, 5’ 29”, 2022, Italy


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MMF MMXXIII UPDATE: A CHAT WITH LUCA GIACOMELLI

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The Milan Machinima Festival is delighted to present Luca Giacomelli’s, A Report for Humanity which adapts Kafka’s tale “A Report for an Academy”, using selected voiceovers to accompany imagery recorded from various video games such as Red Dead Redemption 2, GTA V, Space Explorer, Battlefield V, and FIFA 23. Featured in the Made in Italy program, Giacomelli's work will be available between March 19-26 2023 exclusively on the MMF website.

Luca Giacomelli was born in 1995 and he is currently enrolled in the New Technologies of Art Program at the Academy of Fine Arts in Carrara, Italy. His main interests are cinema, photography, and video art. He directed several shorts, including Dogs (2019, with Matteo Marchi), which was influenced by Werner Herzog, Andrei Tarkovskij, and Godfrey Reggio. His work What is Happening in Our City? was presented at the Milan Machinima Festival in 2020. Giacomelli lives and works in Carrara.

In the following interview, Giacomelli discusses the main inspirations behind his new artwork:

Matteo Bittanti: What inspired you to use Franz Kafka’s “A Report for an Academy” as a reference point for your latest machinima, and what drew you to the themes and messages of the story?

Luca Giacomelli: I have always been fascinated by poems and fiction — especially short stories — that succeed in describing, in a direct, raw, visceral and at the same time lucid and prophetic, the state and soul of humanity, both universally and individually. Examples includes Edgar Allan Poe’s short story “The Silence,” Guy de Maupassant’s “The Horla,” and several short stories by Kafka. Literature in general is what inspires me the most. Specifically, “A Report for an Academy” inspired me mainly because of the point of view in which one is forced to look, in an absolutely objective, realistic way, at the habits of human beings. Kafka chooses a monkey as an “empty vessel” to be filled with human customs and habits and as an impartial figure through whom he describes us, but it can also be seen as a point of view of an infant forced to live and deal with the so-called civilization in which he has to find a role and a task; of course “imitating” what is in front of him. And what does the narrator of Kafka’s story do but try to survive, adapting to his new environment? Through evolution into “civilized” man we have left behind the freedom of nature for the cage that is modern civilization, where our best chance of camouflage and survival comes from creating a kind of performance. All the monkey’s actions after his capture constitute a performance, but it is a performance that gradually becomes more conscious. What used to be instinctive has now turned into rational decision-making, and “performing” has changed from something it does to blend in to something it does to live.

Matteo Bittanti: How did you select the specific video games used in the artwork, and what factors did you consider as representative of “human habits, moments, and vicissitudes”? How does the use of video games as a medium highlight these themes and make them more accessible to a contemporary audience? How does the use of machinima and video games in this artwork challenge traditional artistic mediums and add a unique layer of meaning to Kafka’s story? What was the thought process behind choosing these particular games and how do they contribute to the artwork’s overall message? 

(continues)

Matteo Bittanti

Work cited

Luca Giacomelli

A Report for Humanity

digital video/machinima, color, sound, 4’ 27”, 2022, Italy


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MMF MMXXIII UPDATE: A CHAT WITH KENT SHEELY

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The Milan Machinima Festival is thrilled to announce the on-site screening of Kent Sheeely’s machinima Welcome Back. Sheely’s work offers a timely reflection on the highly anticipated return to “normalcy” following the global pandemic. Using Transport Fever (Urban Games, 2016) as his primary source material, Sheely masterfully appropriates and manipulates the game’s realistic infrastructure-building mechanics to create a thought-provoking exploration of the world that awaits us post-Covid.

At first glance, Transport Fever’s immersive gameplay mechanics appear to offer a straightforward and engaging experience, allowing players to construct and manage their own transportation networks across different eras. However, as Sheely suggests through his artful manipulation of the game’s content in order to trigger glitches and visual anomalies, the journey towards a state of “normalcy” may prove to be far more disconcerting and unsettling than we ever imagined.

Kent Sheely (b. 1984, United States) is a new media artist based in Los Angeles. His work draws both inspiration and foundation from the aesthetics and culture of video games, examining the relationships between real and imagined worlds. Much of his work centers around the translation and transmediation of symbols, concepts, and expectations from game space to the real world and vice versa, forming new bridges between simulation and lived reality.

Matteo Bittanti: As the Covid-19 pandemic continues to linger in our collective memory, it remains a paradoxical experience, insofar as it feels both fresh and remote. As an artist, how did you navigate this unprecedented moment in history? What were your personal encounters with this global crisis? Did it function as a harbinger of more catastrophic events to come, or was it “simply” a significant historical outlier? Moreover, how did you reconcile yourself with the concept of the “new normal,” and what coping mechanisms did you deploy to manage the tumultuous and ever-changing landscape of the pandemic? In essence, how did you perceive, process, and ultimately respond to this momentous period of crisis and upheaval that you represent with/in Welcome Back?

Kent Sheely: In March of 2020, I was working a full-time job in downtown Los Angeles, taking a bus to and from the office each day. When central management called to inform everyone we’d be working from home for a while (they thought it would only last a week!), it was just a fun change of pace for me and my coworkers at first; nobody knew how bad the spread of Covid already was, or that it would only get worse and impact our daily lives for years to come.

I quickly adjusted to doing the job from my home office, but after a few weeks of quarantine and constantly reading news about the escalating impact of the virus, cabin fever took hold and I actually got pretty depressed. Nobody knew when it would be over, or what the lasting effects would be, especially as weeks turned to months with no end in sight and no indication of how bad it would truly get. I tried to keep myself busy to curb the catastrophic thoughts and “what-ifs” that were constantly popping up. I spent a lot of time online with friends and found small projects for myself around the apartment, but I didn’t feel like making art for a really long time.

I eventually did find the motivation to start managing my feelings through my art practice, and the floodgates just opened up; there was a period where everything I made was in service of processing the tragedy and surreality of the new cursed world. Honestly I think that means of self-expression is what ended up helping me adjust the most.

Matteo Bittanti: As evidenced by Welcome Back, you have appropriated and manipulated Transport Fever to create a thought-provoking, visually stunning work of art. Could you share with us your personal connection to this particular simulation game and how it became a creative outlet for you? How did you negotiate the interplay between the mechanics of the game and your artistic vision, and ultimately leverage the affordances of the medium to give shape to your expression? Can you share your intent, methodology, and thought processes behind the production of this captivating machinima?

Kent Sheely: I was really into management simulators when I was younger, with games like SimCity 2000, Shortline Railroad and Rollercoaster Tycoon being a few early favorites. On a nostalgic lark a few years ago I picked up Transport Fever and spent quite a few evenings setting up and maintaining infrastructure between cities via road, rail, air and sea. I didn’t make my first artwork with the game until I moved to…

(continues)

Matteo Bittanti

Work cited

Kent Sheely

Welcome back

digital video, sound, 4’ 35”, 2022, United States of America


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