Søren Thilo Funder

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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ARTICLE: SØREN THILO FUNDER'S CHILDREN'S GAMES (PUZZLED)

Søren Thilo Funder, still from Children's Games (Puzzled) - FACTORY WORKERS UNITE, HD Video installation, 48'00", Dimensions Variable, 2019.

Working through the puzzle game.

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In his unique exploration of the intersection of play, community, and knowledge production, Søren Thilo Funder and Tina Helen aka FACTORY WORKERS UNITED document the playful assemblage of a 4000-piece jigsaw puzzle inspired by Pieter Bruegel the Elder's iconic painting Children's Games (1560). Titled Children's Games (Puzzled) (2019), this immersive video captures the artists and a diverse group of collaborators, adults and children, gathering around the seemingly mundane activity of piecing together a puzzle. Filmed from a bird's-eye view, the slow and deliberate process of (re)constructing the image from a myriad of fragments becomes a site for rich conversation and collective reflection.

The choice is not random: with Children's Games (1560), Pieter Bruegel the Elder offers a kaleidoscopic vision of childhood play, filled with an astonishing array of activities and characters. Yet, beneath the surface of this charming and whimsical scene lies a darker undertone. The chaotic jumble of bodies and games seems to suggest a world in which innocence and joy are constantly under threat from the violence and disorder that lurks just out of sight. Despite the painting's undeniable technical mastery and richly detailed composition, it is this underlying tension between play and danger that makes Children's Games such a powerful and enduring work of art. Bruegel's vision of childhood, with all its contradictions and complexities, remains as relevant and provocative today as it was when it was first painted over four centuries ago.

(continues)

Matteo Bittanti


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ARTICLE: SØREN THILO FUNDER'S SANDBOX LIFE IS HELL

Søren Thilo Funder, cop2_cit (sandbox life is hell), Computer Generated Image, Photographic Print, Light box, 84x210cm, 2021

Hell is other people’s skins.

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In his 2021 thought-provoking artwork cop2_cit (sandbox life is hell), Søren Thilo Funder presents us with a simulacrum of a riot cop, constructed entirely from elements of a popular video game, Grand Theft Auto V (Rockstar Games, 2013). This post modern twist on traditional portraiture challenges us to consider the role of simulation and representation in contemporary art. The avatar is presented as a deconstructed object, inviting the viewer to explore - and perhaps reassemble - its various components. From weapons to fabrics, each element is laid out for the viewer to piece together, offering an apparently playful, imaginative view into the world of game-based simulations. cop2_cit (sandbox life is hell) urges us to question the relationship between reality and simulation, and the ways in which games and other digital media can shape our perceptions of the world. 

Thilo Funder reframes the notion of custom-made skins, that is, visual modifications to the appearance of an object in a digital environment, such as a video game or virtual reality simulation. In the context of video games, skins are often used to customize the appearance of playable characters or objects in the game world. They may be created by the game developers or by individual players, using custom software or other tools. Custom-made skins can take many forms, from simple color changes to more complex designs that incorporate new textures, patterns, or even three-dimensional models. Skins can be created using a variety of tools and techniques, including digital painting, 3D modeling software, and image editing programs. Once created, skins can be shared online and downloaded by other players, allowing for a vibrant and diverse ecosystem of user-generated content. There's a long tradition within the context of game art to redesign skins in order to appropriate, alter, and subvert the ideology inherent to a video game…

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Matteo Bittanti


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EVENT: SØREN THILO FUNDER (FEBRUARY 24 - MARCH 9 2023, ONLINE)

EVERYWHERE

Digital video/machinima (720 x 328), color, 11’ 33”, 2007, Denmark

Created by Søren Thilo Funder

In Everywhere, we witness a lone figure navigating through a bleak and surreal urban environment, evoking a sense of isolation and alienation. The desolate terrain appears to be both familiar and foreign, presenting a disorienting experience for the viewer. The man’ continuous movement and evasion of unseen obstacles within the virtual realm challenge conventional notions of escapism, offering a fresh perspective on the concept as an unending cycle of seeking liberation from an undefined void. The piece’s cyclical nature serves as a commentary on the paradoxical nature of escape, as the runner’s repetitive journey highlights the futility of attempting to break free from the inherent boundaries, constraints, and power dynamics of digital media. Through this haunting work, the artist invites us to reflect on the interplay between virtual and real-life experiences, and the inherent limits within the world of gaming.


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. He invites the viewer to challenge their preconceptions and explore the unexpected, creating a dialogue that is both deeply personal and universally relevant. 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.