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ARTICLE: A CLOSER LOOK AT BRENT WATANABE’S MINE

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Brent Watanabe’s MINE (2023) was featured on VRAL between May 19 and June 1 2023 as a single channel video. It is now available on the artist’s website as a collection videos. In this deep dive, we discuss the artwork’s main themes, its relation with previous projects, and the role of the artist walkthrough as documentation.

Brent Watanabe’s Animal Crossing: New Horizons All Mine (2020) and MINE (2021-2022), are intricately connected. The shared presence of the possessive pronoun “mine” in both titles serves as a manifest thread, while the thematic affinities evoke the practice of consumption, accumulation, and hoarding.

Animal Crossing: New Horizons All Mine made its debut during the inaugural season of VRAL in 2020 (e9), in the format of a video walkthrough encapsulating Watanabe’s astute intervention within the popular Nintendo cozy game.In his accompanying statement, the artist divulged his solace-seeking escapades within the realm of ludic escapades during the mandated domestic quarantine, with Animal Crossing emerging as a popular destination and source of refuge for the masses enduring “house arrest”. However, his initial enthusiasm rapidly devolved into disillusionment as he became acutely aware of the game’s real values and prerogatives, goals and mechanics fostering an insidious consumerist ethos. In fact, Watanabe expressed being “taken aback by the endless cycle of purgatory-like existence: waking up, completing rote tasks, consuming, upgrading, discarding, repeating.” In other words, the purported “new horizons” of Animal Crossing lack… novelty. Furthermore, they do not encompass a multitude of possibilities. Instead, a singular horizon emerges, and it is none other than the horizon of consumption.

Instead of shunning the mind-numbing ordeal concocted by the Japanese mega-brand, Watanabe embarked on an acceleratepursuit of hyper-capitalist imperatives, fully immersing himself in the most extravagant and hyperbolic forms of simulated consumption. Over the course of 150+ hours of gameplay, he thoroughly paved the entirety of the virtual island with digital asphalt, while ceaselessly accumulating a vast array of consumer goods, meticulously displaying and piling them upon every available pixel of the landscape. A special kind of window shopping. Remarkably, Watanabe accomplished this impressive feat without resorting to gameplay modifications, in order to bring to the surface the game’s inherent ideological underpinnings. This captivating experience was conscientiously documented as a walkthrough, hereby elevated to the status of video art. Notably, the artwork also exists as a virtual island, accessible to anyone armed with the appropriate codes, and conveniently accessible through the dedicated artwork page. In short, the work can be experienced on multiple levels.

For instance,

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Matteo Bittanti


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EVENT: BRENT WATANABE (MAY 19 - JUNE 1 2023, ONLINE)

Brent Watanabe

MINE

machinima/digital video (1920 x 1080), color, sound, 37’ 06”, United States, 2023

The latest work by Brent Watanabe is a thought-provoking exploration of the intersection between virtual reality and contemporary culture. Originally conceived as a semi-narrative interactive experience, MINE spans eight mesmerizing episodes, each presenting a different facet of our complex relationship with consumption, waste, the environment, and the digital world. Originally presented on Meta/Facebook VR platform Horizon Worlds, visitors are invited to journey through a kaleidoscopic array of immersive and fully-realized virtual environments, each revealing a new layer of insight and critique. From the grotesque realities of animal exploitation to the dark allure of gaming, guns, and surveillance, MINE is a bold and unflinching statement on the pressing issues of our time. The original work has been reimagined as a single-channel walkthrough video edited by the artist for VRAL

Brent Watanabe’s art practice defies categorization, fusing traditional techniques with cutting-edge technology to create installations that are at once visually arresting and intellectually engaging. Drawing on his extensive background in drawing and sculpture, Watanabe uses computer programming and electronics to create kinetic sculptures that are at the forefront of a new wave of digital art. Watanabe’s work has been recognized both nationally and internationally, with his groundbreaking 2016 project, San Andreas Deer Cam, receiving over 800,000 visitors in its first three months alone and being featured in publications such as New York Magazine, the BBC, and WIRED. In addition to his solo work, Watanabe has participated in group shows and screenings around the world, including Through Machine Eyes at the NeMe Arts Center in Limassol, Cyprus, Game Changers at MassArt Art Museum in Boston, and Playmode at the MATT Museum in Lisbon, Portugal. With recent solo exhibitions at prestigious venues such as SOIL Art Gallery, McLeod Residency, Jack Straw New Media Gallery, Gallery 4Culture, Anchor Art Space, and the Bumbershoot Music and Arts Festival, Watanabe continues to push the boundaries of what is possible in the realm of digital art. 

MMF MMXXIII: INTRODUCING NICOLAS GEBBE'S THE SUNSET SPECIAL

The Milan Machinima Festival is delighted to present Nicolas Gebbe’s visionary project The Sunset Special, as part of the special program Utopia/Dystopia. Gebbe’s work will be available between March 19-26 2023 on the MMF website.

The Sunset Special is a mesmerizing audiovisual and interdisciplinary multimedia experience centered around an animated short film. With a critical and yet ironic eye, Gebbe delves into the effects of reality-distorting imagery and narratives perpetuated by social media and advertising through new technologies. The project provocatively questions our desires, nostalgia, and wanderlust, and skillfully deconstructs the digital products that promise us the perfect life: the idyllic trip, the flawless partner, the ultimate existence.

Immersed in a world of luxury, abundance, and travel, The Sunset Special masterfully plays with the superficiality that permeates these digital products and their constructed worlds. This thought-provoking project examines the role of the individual in the digital world as a consumer, exploring the connection between virtual experiences and real-world desires. How much of our attention is consumed by these virtual worlds, and what influence do they have on our desires and moral compass? Gebbe's exploration of these questions invites viewers to consider their own relationship with digital narratives and social interaction.

The Sunset Special comprises a multi-dimensional and multimedia project that includes an exhibition, a VR experience (coming soon), and a concept social media account. Each of these independent projects is narratively and audiovisually linked, forming a comprehensive and coherent experience that offers viewers a deeper understanding of the connections between the digital and analog worlds. For instance, the VR experience, currently under development, delivers “a constant stream of tropical travel paradise images. The VR-experience lead through a high-resolution 3D rendered holiday resort featured by The Sunset Special”. 

Nicolas Gebbe, The Sunset Special, the virtual exhibition (Courtesy of the Artist)

A visionary work that boldly challenges our perceptions of reality, digital media, and social interaction, The Sunset Special premiered at the Locarno International Film Festival, and was subsequently screened at Annecy International Animation Film Festival (WTF screening), Athens International Film + Video Festival Ohio, Motovun Film Festival, Lago Filmfest, Vilnius Film Festival. Filmfest Dresden: Open Air Screening, Festival du nouveau cinéma Montreal and KFFK Short film festival Cologne.

Matteo Bittanti


Works cited

Nicolas Gebbe

The Sunset Special

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

EVENT: RICARDO MIRANDA ZÚÑIGA (FEBRUARY 18 - MARCH 3 2022, ONLINE)

FINTECH FOR THE PRECARIAT

digital video (3840 x 2160), color, sound, 11’ 37”, 2017, United States

video documentation of an immersive world application

Created by Ricardo Miranda Zúñiga, 2021

FinTech for the Precariat is an immersive urban environment populated by Greed, Lust, Gluttony, Envy, gig workers and twelve voices from New York City’s financial spectrum. As the user wanders around this environment, she stumbles upon its inhabitants — from financial brokers to recent college grads to computer programmers and cultural workers —, gaining an understanding of their financial perspectives. It has been projected that the 2020s will be the decade of the “FinTech Revolution”. This marketing hyperbole is on the heels of many such revolutions sold on the broken promises of democratization and prosperity for all. FinTech for the Precariat asks a simple question: Who are the winners and losers in this “game”?

Ricardo Miranda Zúñiga is a new media artist. He approaches art as a social practice that seeks to establish dialogue in public spaces. Zúñiga received a B.A. in Practice of Arts and English Literature at University at California, Berkeley, and later an M.A. in Fine Arts a from Carnegie Mellon University. Born in San Francisco in the early Seventies in a family of immigrants from Nicaragua, Zúñiga’s practice explores such themes as immigration, discrimination, gentrification, globalization, and commodification. His works have been exhibited internationally, often behind the contexts of art galleries and museums.

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NEWS: VRAL #1_VICTOR MORALES (APRIL 25 - MAY 7 2020)

RAPID TRANSIT: PREFACE

digital video, color, sound, 13’, 2020 (Venezuela/United States)

Created by Victor Morales. Music: Daniel Dobson. Voices: Modesto Jimenez and Christine Schisano. Written by William Burns.

WORLD PREMIERE

Introduced by Matteo Bittanti

What is it like to ride the New York City subway thirty years from now? Victor Morales predicts that most travellers will wear VR/AR displays combined with electric stimulants or lectrics. But the subway itself has not changed much nor its rituals: passengers ignore each other while dancers perform to rhythmless soundtracks interrupted by beeps and synthetic shouts popping out of devices like rings and bracelets featuring holograms with hovering capabilities. On a late weekday night, a rider under the influence boards the train, unbeknownst to what is about to happen.

Born in Venezuela and based in New York City since 1991, Victor Morales is a director, performer, and designer. His practice includes theater direction, video design, animation, text, sound design, and digital puppetry. He collaborated on a variety of projects with Chris Kondek (Berlin), Joseph Silovsky (NYC), Jim Findlay (NYC), Findlay/Sandsmark (Norway), and Wolfgang Mitterer (Austria). Since the early aughts, Victor has been using video game engines to create interactive and non-interactive artworks. His multidisciplinary project Esperpento was selected for the Sundance 2019 New Frontier program and received the “Best Immersive and Time Based Art” award at the B3 Biennial at the Buchmesse in Frankfurt, Germany. 

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