modding

BONES OF CONTENTION: QUEERING DIGITAL LANDSCAPES

Carson Lynn, !CURSED!, multimedia exhibition consisting of several digitally-constructed collages and a short machinima, 2022.

To fully appreciate the depth of Carson Lynns A bronze anvil falls to the earth., showcased in the Slot Machinima program at MMF MMXXIV, we now delve into his earlier works.

Originally featured within the context of the multimedia exhibition !CURSED! in 2022, Lynn’s Reversal Ring exemplifies the artist’s ongoing exploration of digital artistry through a queer lens, particularly focusing on the emblematic use of skeletons and skulls. This exhibition, comprising digitally-constructed collages and the aforementioned machinima Reversal Ring, utilizes a diverse array of source materials ranging from public domain illustrations to analog photographs of gamescapes, drawing from queer zine archives and employing memetic typography. This approach not only highlights Lynn’s innovative use of digital media but also underscores a thematic continuity with his previous works, such as the 2019 machinima Oddball (featured at the 2020 Milan Machinima Festival), which similarly employs game footage, skull imagery, and player interactions to create a narrative space that transcends traditional gaming aesthetics.

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Matteo Bittanti

Works cited

Carson Lynn, Reversal Ring, digital video, b&w, sound, 3”, 2022

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NEWS: 2GIRLS1COMP’S MEANWHILE IN LOS SANTOS (DISSOCIATION NATION)

The 2girls1comp collective strikes back with a new groundbreaking mod for Grand Theft Auto V titled Meanwhile in Los Santos.

Marco De Mutiis and Alexandra Pfammatter’s new mod utilizes GTA V’s expansive open world environment to spotlight the inner lives of NPCs that normally serve purely functional roles for the player. As the player drives or walks around Los Santos, the camera suddenly shifts perspectives, cutting away from the playable protagonist to focus instead on a random NPC. The player observes them frozen in place, trapped in an introspective moment as internal monologues and existential musings appear as subtitle text.

These inner dialogues touch on themes of free will, identity, purpose, and the NPCs’ perception of themselves as fictional entities within a simulated Grand Theft Auto world. The writings pull verbatim quotes from real world Twitter rants about simulation theory, giving the NPCs a meta awareness of their own artificial construct. This blurs the lines between the “real” physical realm we inhabit and Los Santos’ virtual reality. The project is somewhat reminiscent of Miranda July’s Extras and Luigi Pirandello’s Six Characters in Search of an Author.

From a gameplay perspective, Meanwhile in Los Santos adds unpredictable narrative texture to Rockstar Games’ open world, requiring players to patiently sit with and contemplate the inner turmoil of NPCs they would otherwise ignore. It also formally challenges the dominant and singular perspective players embody when controlling GTA’s violence-prone antihero protagonists. Losing control to focus on an NPC injects more humanity and plurality of experiences into Los Santos.

The mod also makes a sly sociopolitical statement, appropriating the controversial NPC meme that depicts people who lack autonomy of thought as scripted video game characters. Meanwhile in Los Santos suggests that dismissing others as mindless NPCs only serves to suppress legitimate interiority and different kinds of agency. It argues for more empathy, even for fictional denizens like those occupying the satirical world of GTA V.

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

This water gives back no Images

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

Created by Aleksandar Radan

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

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

ARTICLE: A CLOSER LOOK AT CHRIS KERICH’S THREE IMPOSSIBLE WORLDS

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we are discussing several artworks that comprise his oeuvre. Today, we delve deeper into his Minecraft video essay, with a comparative approach.

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The specific nature of Chris Kerich’s Three Impossible Worlds becomes clearer when contrasted with Sjors Rigters’s The Virtual Frontier. Both artworks employ Minecraft to unpack the ideological biases and constraints subtly encoded within the game’s mechanics and procedural systems. Yet despite this shared intent, the two projects mount their critiques through notably distinct creative strategies.

Fundamentally, Kerich and Rigters have a common ambition: to expose and defamiliarize the colonialist, hyper-capitalist ideology that Minecraft insidiously promotes through its gameplay loops of endless accumulation, extraction and technological expansion. The artists are united in interrogating how this blockbuster video game normalizes ecologically reckless values of infinite growth and resource exploitation.

However, Kerich and Rigters diverge in their means of critiquing Minecraft’s embedded ideology. Whereas Rigters adopts a direct, expository approach in his video essay format, Kerich opts for a more oblique and interpretively open-ended tactic with his interactive impossible worlds. This contrast illuminates two viable artistic avenues for laying bare the concealed politics suffusing mainstream games...

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Matteo Bittanti

Works cited

Chris Kerich

Three Impossible Worlds, digital video, color, sound, 11’ 14”, 2022, United States

Sjors Righters

The Virtual Frontier, digital video, color, sound, 3’, 2020, The Netherlands

All images courtesy of the Artists

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ARTICLE: THE ART OF THE SUBVERSIVE MOD

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we are discussing several artworks that comprise his oeuvre. Today, we examine his conceptual mod GamePyg’s Face and Body Overhaul.

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Produced in 2021, GamePyg’s Face and Body Overhaul is a conceptual art project by Kerich that employs fictional mod listings and images to critically explore the entitlement, attitude, and control manifest in video game modding cultures. It represents both a continuation of and departure from Kerich’s previous game-based art.

Like earlier works, GamePyg interrogates the ideologies and assumptions embedded in gaming environments. Here the focus falls on modding communities and the gendered politics of editing female bodies and sexuality in games like The Witcher 3. Kerich fabricates an extreme future scenario involving AI-generated mod content to unpack player entitlement and anxieties around control.

However, unlike more abrasive works like Piles, GamePyg adopts an oblique, indirect approach using fictional texts and images. The project was initially posted on the popular modding site Nexus Mods posing as a real mod to engage that community. This can be seen as a more subtle, injection-based artistic intervention into a specific subculture compared to Kerich’s more disruptive previous pieces.

Certain themes carry over from earlier projects. For example, GamePyg continues Kerich’s interest in making visible the hidden values and meaning-making systems encoded in games, which is a stated goal of works like Three Impossible Worlds as well as Dynamic Kinetic Sculptures. The fictional mod explores how modding extends player assumptions about control, “ownership” and access to predominantly female bodies. And it makes use of fictional scenarios and imagery to probe the implications of emerging technologies like AI on gaming and gender representation.

At the same time, GamePyg distinguishes itself by targeting a specific sub-culture rather than gaming writ large…

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Matteo Bittanti

Works cited

Chris Kerich

GamePyg’s Face and Body Overhaul, mod, 2021

The mod can be downloaded from this URL

A full documentation of the project and the development process is available here

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ARTICLE: THE GLITCH IS THE VIDEO GAME’S ID

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we’ll be discussing several artworks that comprise his oeuvre. Today, we examine his twin projects Katamari Dreams and The Midday Channel.

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In twin projects The Midday Channel (2017) and Katamari Dreams (2016), Chris Kerich leverages live memory disassembling software to remix and reimagine two classic PlayStation 2 titles, Persona 4 (Atlus, 2008) and Katamari Damacy (Namco, 2004). Despite using the same core technique on both games, the resulting aesthetic experiences differ markedly, demonstrating how memory hacking can both reveal and recast the intrinsic software and artistic qualities of the source games.

Kerich’s innovative use of an emulator and disassemblers to manipulate games while running represents an emblematic example of game-based contemporary art for several reasons. First, it allows creative intervention into the original games, remixing assets and code to generate novel audiovisual spaces. By altering the game maps, assets, and code while the game runs, Kerich is able to reconfigure the “raw materials” of the original game worlds. This remixing and reimagining of game environments is a signature of artistic game modification.

Second, his process reveals and comments on the underlying software processes that power the games. By directly viewing and editing compiled game code, Kerich provides rare insight into the internal logic governing gameplay – peering “behind the curtain”, in a way that investigates games as software systems, not just entertainment experiences. This interrogative uncovering of obscured technical architectures is a key theme in Kerich’s practice and game-based art more broadly…

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Matteo Bittanti


Works cited

Chris Kerich

Katamari Dreams

Screenshots, gifs produced with live memory disassembling software to hack Katamari Damacy (Namco, 2004), 2016

The Midday Channel

Screenshots, gifs produced with live memory disassembling software to hack Persona 4 (Atlus, 2008), 2017

All images courtesy of Chris Kerich

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ARTICLE: JOHN CHAMBERLAIN LIVES ON

VRAL is currently showcasing Chris Kerich’s latest project Three Impossible Worlds. To accompany the exhibition, we are discussing several artworks that comprise his oeuvre. Today, we examine his series Dynamic Kinetic Sculptures.

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Like the previously discussed Piles(2018), Dynamic Kinetic Sculptures (2017) utilizes the mechanics of video games in unconventional ways in order to produce glitch art and reveal the underlying systems and hidden ideologies. However, whereas Piles employed violence and repetition to provoke discomfort, Keric’s previous work Dynamic Kinetic Sculptures taps into the joyful anarchy and broken physics of glitch art.

In this series, Kerich builds impossible vehicular constructions using the editor in the soft-body physics driving simulator BeamNG.drive. Vehicles are stacked, fused, and contorted into chaotic sculptures that burst into flames or cause extreme glitching of the physics engine when simulated. According to the artist, this project was inspired by the vernacular YouTube series Car Boys, in which the hosts push BeamNG to its limits to produce an absurdist, often hilarious spectacle.

BeamNG.drive is notable for its advanced soft-body physics simulation which allows vehicles to crumple, deform, and come apart in dynamic ways during crashes. Both Piles and Dynamic Kinetic Sculptures  use exploitation of game systems against their intended purpose in order to surface hidden logics, biases and prerogatives. But whereas the former is painstakingly structured and demanding of both artist and viewer in terms of duration and access (it was originally livestreamed on Twitch for 22 hours), Dynamic Kinetic Sculptures embraces playful serendipity, shorter length, and post facto consumption. It follows in a lineage of glitch art that finds meaning in rupturing systems through technical abuse rather than programmatic critique.

And while Piles implicates masculinity and power relations in its repetitive symbolic violence, Dynamic Kinetic Sculptures has no such explicit agenda beyond visible chaos. In fact, the Car Boys inspiration anchors it firmly in the juvenile but often creative energy of tinkering that many first experience in childhood, usually coded ‘male’: like video games, automobiles are connoted as “boys’ toys”, that is, tools and technologies that promote masculine ideals of competition, power, status, domination, and aggression through play, often emphasizing technical mastery and…

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Matteo Bittanti

Works cited

Chris Kerich

Digital Kinetic Sculptures

digital video/machinima, color, sound, various length, 2017, United States.

digital images, 2017, United States.

All images and videos courtesy of the Artist.

Read more about Chamberlain’s sculptures.

Read more about Brenton Alexander Smith.


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ARTICLE: THE MACHINIMA OF ATTRACTIONS

VRAL is currently showcasing Regression 4, Jordy Veenstra’s latest installment in his ongoing monumental investigation of San Andreas. To accompany the screening, we are delighted to present Experience, a 2021 machinima developed with a playable simulation titled Virtual Rides III.

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Jordy Veenstra’s collaborative machinima project Experience transports viewers into the lush, vibrant world of Pixelsplit’s Virtual Rides III (2017). Developed over two years alongside the game’s creators, this experimental short film leverages the malleable possibilities of virtual spaces to construct a heightened cinematic reality. Experience represents Veenstra’s most ambitious and imaginative machinima project to date, recasting a familiar carnival setting as an avant-garde spectacle. Through kaleidoscopic colors, impossible camera angles, and hypnotic motion, the film redefines the sensory possibilities of interactive environments. This is the polar opposite of ONRIDE’s dystopian attraction.

From its opening shots gliding over the fairgrounds, Experience signals its intent to revel in the limitless perspectives unique to simulations. The camera swoops and pans across the setting, freed from physical restraints to showcase the scale and details of the space. Tracking shots follow the coasters’ winding motions, abstracting them into studies of shape and texture. Veenstra describes this disembodied viewpoint as “exceeding audience expectations”, leveraging the machinima format to highlight aspects of the world beyond what players see. The cinematography foregrounds sensory experience, allowing time to appreciate the setting’s rich sights and sounds.

This immersive effect stems from Veenstra’s custom augmentation of Virtual Rides III’s assets, part of his “practice of distortion” for enhancing game environments. Wildly colorful and asymmetric patterns adorn each ride, evoking an imaginative, pataphysical mood. Typography and pop culture images further transform the familiar carnival into an otherworldly realm. As Veenstra explains on his website, this surreal digital set...

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Matteo Bittanti


Works cited

Jordy Veenstra

Experience

digital video (1280 x 544, aspect ratio: 2:35), color, sound (Stereo, -14LUFS), 9’ 20”, 2021, The Netherlands

Produced by Pixelsplit and A Pixelated Point of View

Made with Virtual Rides III, Pixelsplit, 2017

Mods: Freecam adjustment by Pixelsplit

Film Score: FEX.

All images and videos courtesy of Jordy Veenstra

This is a Patreon exclusive content. For full access consider joining our growing community.

ARTICLE: LIBERTY CITY’S EXTERNALITIES

VRAL is currently showcasing Regression 4, Jordy Veenstra’s latest installment in his ongoing monumental investigation of San Andreas. To accompany the screening, we are delighted to present Collateral Damage, an experimental machinima developed with/in Grand Theft Auto IV.

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Jordy Veenstra’s re-edited version of his machinima short Collateral Damage utilizes the open world of Grand Theft Auto IV as a canvas for an experimental narrative that defies expectations. Originally created in 2012 as a more traditional crime story, the 2018 cut runs just 2 minutes but packs a provocative punch. Veenstra transforms the possibilities afforded by Rockstar Games sandbox into an avant-garde work that challenges both artistic and gameplay conventions. Through innovative editing and a focus on psychological tension, Collateral Damage provides a mature reflection on violence and chaos within the criminal underworld.

As a machinima created using assets from Grand Theft Auto IV, Collateral Damage immediately cues certain expectations about the chaotic, crime-ridden nature of Rockstar’s fictional Liberty City. However, Veenstra subverts these themes right from the start. The opening shots follow two men driving through the rainy night time streets not on some criminal escapade, but engaged in muted conversation. One man seems to be confiding in the other about being framed by an acquaintance. Veenstra then cuts to the interior of a nondescript apartment, where the atmosphere grows increasingly tense and surreal between the two men. Extreme close-ups, off-kilter angles, and disjointed editing introduce visual disorientation and psychological friction. Strange flashes fill the screen at key moments, suggesting internal turmoil. Rather than depicting high-octane gameplay action, these oblique sequences focus on building an atmosphere of brooding unease.

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Matteo Bittanti


Works cited

Jordy Veenstra

Collateral Damage

digital video, color, 1’ 58”, 2012/2018, The Netherlands

made with Grand Theft Auto IV, Rockstar Games, 2008

Mods: Rockstar Editor, by Rockstar Games; Simple Trainer by sjaak327

All images and videos © Jordy Veenstra 2022

This is a Patreon exclusive content. For full access consider joining our growing community.

ARTICLE: FROM DUSK TILL DAWN

VRAL is currently showcasing Regression 4, Jordy Veenstra’s latest installment in his ongoing monumental investigation of San Andreas. To accompany the screening, we are delighted to present DUSK, a second experimental machinima created with/in Left 4 Dead 2 that evokes the horrors of a post-apocalyptic world.

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Like ONRIDE, Jordy Veenstra’s experimental machinima short DUSK utilizes game assets from Valve’s Left 4 Dead series to vividly capture the haunting atmosphere of a zombie apocalypse. Clocking in at just forty-five seconds, this machinima displays a remarkable level of technical artistry and emotional resonance. The Dutch filmmaker originally conceived of DUSK as a simple technical exercise, but soon realized the potential for a more fully realized artistic work. The resulting film succeeds both as an experiment in pushing the boundaries of machinima as a medium, and as a self-contained narrative that provides commentary on the human condition in dire circumstances.

Visually, DUSK immerses the viewer in a world overrun by zombies through its expert use of Source Filmmaker. The setting itself is instantly recognizable to fans as the finale of Left 4 Dead Dark Carnival campaign, but the moody lighting and haze of smoke and embers transform the familiar truck depot into a hellish landscape. Backlit by flames and the flashing lights of emergency vehicles, the decrepit industrial space takes on a nightmarish quality. When the two staggering zombies enter the frame, they blend in with their surroundings, reduced to anonymous ghouls in a sea of undead. The shadows and silhouette effects reinforce the ambiguity between the living and the living dead, evoking the collapse of civilization itself.

From a technical perspective, Veenstra’s mastery of Source Filmmaker is on full display. The smooth camera movements, use of depth of field, and detailed lighting reveal a deep understanding of cinematic techniques. The sweeping camera zoom from inside the car to a close-up of the zombies creates visual tension and a sense of voyeuristic dread. Veenstra also effectively repurposes game assets like particle effects and audio to heighten the ominous atmosphere. The moans and screams of zombies layered into the soundscape make the setting feel alive despite the lack of visible undead hordes.

Beyond impressive technical execution, DUSK contains deeper metaphorical resonances related to the human condition. The zombies represent humanity reduced to its basest impulses: anonymous, lumbering vessels driven only by hunger. Devoid of personality or purpose beyond consumption, they haunt the landscape like ghouls. Meanwhile, the abandoned truck stop evokes the remnants of civilization, now just an empty shell inhabited by the undead. On his personal website A Pixelated Point of View, Veenstra described this setting as a “limbo between the stages of death, alive and infected,” suggesting that the zombies are not monsters, but rather the inevitable endpoint of human existence in the apocalypse. The film’s nightmarish atmosphere leaves a lasting impression of dread about both the zombie genre and humanity’s impermanence.

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Matteo Bittanti


Works cited

Jordy Veenstra

DUSK

digital video (1280 x 536), color, sound, 45”, 2022, The Netherlands

DUSK’s soundtrack is solely made with SFX from Left 4 Dead 2 (Valve Software, 2009).

Resources and mods:

Left 4 Dead, Valve Software, 2008

Left 4 Dead 2, Valve Software, 2009

Source Filmmaker, Valve Software, 2012

All images and videos © Jordy Veenstra 2022

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ARTICLE: WHY DO ZOMBIES GO TO AMUSEMENT PARKS?

VRAL is currently showcasing Regression 4, Jordy Veenstra’s latest installment in his ongoing thematic and topographic investigation of San Andreas. To accompany the screening, we are delighted to present an unusual short machinima featuring zombies and rollercoasters, ONRIDE.

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The titular question is asked and immediately answered in Jordy Veenstra’s 2022 machinima ONRIDE. The Dutch filmmaker created a post-apocalyptic atmosphere by appropriating and repurposing the quintessential living dead video game, Valve Software’s 2009 Left for Dead 2. ONRIDE offers a highly unusual roller coaster point of view set after the zombie apocalypse has left an amusement park empty and decaying. The outcome is simultaneously weird and eerie.

To construct this dystopian scenario, Veenstra relied on Left 4 Dead 2’s open-world environments and post-apocalyptic art direction. The popular co-op multiplayer shooter pits up to four players against hordes of zombies across a variety of maps ranging from cities to bayous. Players choose from four survivors with unique personalities as they complete missions and combat the undead. By leveraging these detailed assets and locales, Veenstra was able to capture the creepy, abandoned theme park seen in ONRIDE.

Visually, ONRIDE makes clever use of the game’s first-person perspective to create an intimate and unexpected roller coaster POV. Shot smoothly thanks to the Source Demo Smoother mod, the camera cruises along rickety wooden tracks offering an unsettling view of the joyless park. The VHS overlay effect and the unusual ration (1280 x 536) add a fuzzy, retro aesthetic that heightens the sense of watching an old tape found in the ruins. As opposed to the usual ambient noise of a busy theme park, the dreadful silence in ONRIDE makes the ride feel lonely and forgotten: attraction becomes repulsion. The only sounds are the coaster running along the tracks and occasional zombie growls in the distance.

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Matteo Bittanti


Works cited

Jordy Veenstra

ONRIDE

digital video (1280 x 536), color, sound, 1’ 20”, 2022, The Netherlands

Made with Left 4 Dead 2 (2009), by Valve Software

Mods: VHS Overlay by ANFX, Disable Survivor Voices by Ziggy

All images and videos © Jordy Veenstra 2022

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ARTICLE: A CLOSER LOOK AT JORDY VEENSTRA’S REGRESSION 4

VRAL is currently showcasing Regression 4, Jordy Veenstra’s latest installment in his ongoing ludo-topographical project. To accompany the screening, we are delighted to present a critical examination of Veenstra's monumental series Regression in video essay form.

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Conceived and developed by Dutch artist and filmmaker Jordy Veenstra, the ongoing Regression series uniquely captures experimental machinima within Rockstar’s ever expanding Grand Theft Auto’s urban and rural territories. Using an array of mods and the Rockstar Editor, Veenstra produced avant-garde studies of these detailed spaces from distinct vantage points. From 2019, Veenstra has been producing four installments, all showcased on VRAL

While linked thematically, each film focuses on different contexts within specific Grand Theft Auto maps. As an auteur, Veenstra explores overlooked corners, finding beauty in transformed gameplay. His rigorous approach reimagines chaotic worlds as meditative landscapes.

Regression’s title refers to the illusion of perfection in Grand Theft Auto’s dystopia, perceiving it as societal decline, deterioration, and barbarism. Behind the glitzy façade, flaws and cracks emerge, satirized via aggressive advertising, profanity, and lawlessness. Through distorted, dreamlike aesthetics, the films unpack the dissonance between illusion and grim realities. Visually embracing both analog and digital, a grainy 24fps texture emulates film alongside sweeping 4K vistas. Dynamic grading heightens contrast and painterly scenes. This fusion pays homage to cinema’s legacy while exploring the frontiers of simulation. Veenstra eschews narrative conventions such as voice over or didactic illustration in favor of a more improvisational production. Loose frameworks guide raw gameplay capture while editing choices shape the experiences. 

Using the embedded Rockstar Editor, Veenstra cuts, frames, and exports clips from Grand Theft Auto V. His shots feature depth of field, enhancing cinematic illusions in-engine. With the EVE mod, scenes export at 24fps, evoking the look and feel of celluloid. Veenstra coined the expression “cinematic distortion” to indicate techniques transforming gameplay into cinematic aesthetics. Key features include:

— Filmic aspect ratios over typical 16:9;   

— 24fps over higher game frame rates;

— Extensive color grading to shift familiar hues;

— Analog artifacts like grain and motion blur;     

— Cinematic framing and pacing;

— Intuitive filming focused on spaces rather than plot.

The outcome distances the polished CG interactivity of the original games for the richness of celluloid. Veenstra’s distortion process elicits a dreamlike, glitchy texture, expanding and simultaneously merging machinima and cinema. Through strategic post-production transformations, Veenstra’s meticulous workflow sculpts raw gameplay into textured cinematic experiences, transcending Grand Theft Auto’s digital gloss.

Specialized mods from the active modding community enrich creative possibilities. Veenstra leverages these fan-made tools, showcasing remarkable imagination alongside his vision.

The Dutch filmmaker redefines player relationships with familiar game spaces. Chaotic criminal playgrounds transform into serene environments appreciating underlying aesthetics. The films play with realism and artificiality, using convincing illusions yet reveling in fanciful virtual possibilities. Through skillful craft, Veenstra elicits resonance and humanity from violent game worlds. His cinematic distortion recalibrates familiar mayhem into a canvas for poignant artistic expression.

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Matteo Bittanti


Works cited

Jordy Veenstra

Regression 1, digital video, color, sound, 3’ 19”, 2019, The Netherlands

Regression 2, digital video, color, sound, 3’ 23”, 2019, The Netherlands

Regression 3, digital video, color, sound, 9’ 49”, 2019, The Netherlands

Regression 4, digital video (4k Scope), color, sound, 13’ 51” (original), 2023, The Netherlands

Joris Ivens, De Brug (The Bridge), black and white, silent, 15”, 1928, The Netherlands

Bert Haanstra

Glas (Glass), color, sound, 15”, 1958, The Netherlands

Zoo, black and white, sound, 11”, 1960, The Netherlands

Vittorio De Sica

Ladri di biciclette (Bicycle Thieves), black and white, sound, 93”, 1948, Italy

All images and videos courtesy of the Artist

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NEWS: TURNING GTA V’S SAN ANDREAS INTO THE PLATFORM FORMERLY KNOWN AS “TWITTER”

In recent months, the modding community has been abuzz with the groundbreaking work of the elusive collective known as 2girls1comp. They have redefined the practice of altering, customizing, and reinventing Grand Theft Auto V (GTA V), pushing the boundaries of what is possible at the crossroad of the avant-garde and the vernacular. In a manner reminiscent of the Situationist International, their work is both ironic and iconic, infused with elements of culture jamming and tactical media. Their approach to modding is simultaneously political and playful. 

Their latest mod, titled SANANDREAS.TXT , turns GTA V’s replica of California, i.e., San Andreas, into a social media platform. In other words — no pun intended — this modification allows players to write messages all over the map of GTA V, both literally and metaphorically. Those “captions” or “overlays” can be read by everyone who has the mod installed. To use the mod’s messaging system, player must simply hit the F10 key on their keyboard to open a text box, type messages of up to 94 characters, and press ENTER to share them with all mod users, making their messages visible at the specified location within the game world, enabling a collective and shared textual experience.

Possibilities are endless: San Andreas can be transformed into a poetic space. Haikus could be disseminated everywhere. Hints and tips. Casual observations. Instructions. Revelations. Meta play. However, early experiments with the mod have taken a more prosaic turn, with players dropping insults and expletives as they did in previous social media. “We welcome users leaving Twitter/X to SanAndreas.txt” the collective state with an (un)intentional dose of recklessness. By transforming GTA V’s game world into a platform for social commentary, 2girls1comp actively disrupted the prevailing norms and encouraged players to participate in virtual dialogue. The resulting (asynchronous) conversations, in turn, shed light on the key values, top priorities, and main interests of the GTA V community. As they state in their communiqué:

“we do moderate hate speech, but so far, we decided to leave everything in, because we are looking at the mirror of the GTA V gamer community […] we will post screenshots of the less offense and more creative ones on the mod site. the game is […] a messaging service for friends, a piece of concrete poetry, a meme.”

By now, the collective’s modus operandi is clear: their prankish attitude is loaded with social criticism. For instance, last Summer, 2girls1comp introduced a mod titled F*** the Policy. When the player’s avatars are being actively sought by the in-game cops, they are read their rights, which amusingly includes the verbose Rockstar Games End User License Agreement (EULA). This clever twist not only injects humor into the game but also serves as a satirical commentary on the often overlooked legalities in the gaming industry. 

2girls1comp’s repertoire extends beyond the realms of satire. Their modding experiments include titles like Towards and Philosophy of the Photo Daddy which combines Vilém Flusser’s theories on the medium of photography with the stereotypes surrounding the so called “photo fanatics”. Specifically, this mod challenges the dogmatic ideas of what constitutes a “good photograph” advanced by the infamous daddies. On the other end of the spectrum is The GTA V Piano of the Dead a more whimsical and zany creation that defies conventional gameplay norms. As of today, it’s the collective’s oldest and most popular mod, with approximately 800 downloads. All of their creations received 5 stars out of 5 and a variety of colorful comments.

In a prior modification, aptly named Every thing, 2girls1comp draws inspiration from the innovative concepts of game designers Keita Takahashi and David OReilly. This mod ambitiously transforms San Andreas into a boundless realm of possibilities. Its core function involves systematically spawning every object within the GTA V prop database, pushing the game to its limits until it inevitably succumbs under the sheer weight of “every thing,” resulting in a spectacular crash.

2girls1comp’s modding endeavors in GTA V represent a unique blend of artistic expression and sociopolitical commentary, deliberately disseminated within vernacular rather than avantgarde spaces, i.e., one of GTA V’s most popular modding sites. Their work challenges the conventional boundaries of gaming, inviting players to engage in critical discourse within the virtual world and the Artworld.

As they continue to push the envelope with their innovative creations, the modding community eagerly anticipates what 2girls1comp will offer next, bridging the gap between the virtual and the real in thought-provoking ways. Their upcoming creation (release date: “soon”) is titled “MEANWHILE IN LOS SANTOS (DISSOCIATION NATION)”.

Read more about 2 girls 1 computer, a force to be reckoned with in the modding-sphere.

ARTICLE: LOST IN THE LOOP

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VRAL is currently showcasing Firas Shehadeh’s Like An Event In A Dream Dreamt By Another — Rehearsal (2023). To contextualize his work, we are looking at several of his most recent project. We began yesterday with There, Where You Are Not (2022), a series of performative screening on the nature of digital culture. Today, we continue our exploration of There, Where You Are Not.

We are pleased to present a second component of Firas Shehadeh’s ambitious 2022 multimedia project, There, Where You Are Not: T,WYAN_appendix, abbreviated as T,WYAN_appendix. Although the artist describes it as an improvisational sound performance, T,WYAN_appendix is something else altogether: A comprehensive auditory odyssey that delves into the multi-layered landscape of contemporary digital culture. By meticulously weaving together sonic and visual elements, this element of Shehadeh’s larger multimedia project serves as a visceral expedition into memes, video games, network spirituality, emotional landscapes, hybridity, and additional scapes that inform our online discourse. The performance was originally presented on October 15 2022 at the Singapore Art Museum as part of the Singapore Viennale 2022 Named Natasha. An excerpt is available here.

T,WYAN_appendix also exists as a 32’ machinima piece, intended as a sophisticated companion to Meme Without Irony, another machinima crafted within the environment of Grand Theft Auto V. T,WYAN_appendix serves as a revelatory exposition of the hidden mechanics of video gaming. It focuses on the “game before (under?) the game” or perhaps, one might argue, the “real game,” pulling back the curtain on the intricacies that generally remain concealed from the end-user.

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Matteo Bittanti

Work cited

Firas Shehadeh

There, Where You Are Not, sound performance, improvisation, various lengths, hereby presented as a digital video, color, sound, 32’ 26”, 2022, Palestine

Firas Shehadeh

The View From ‘No Man's Land’, print, edition of 300, softcover, 204 pages, 2020, 104 x 176 mm.

All images and videos courtesy of the Artist


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ARTICLE: MEME DISPLACEMENT

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VRAL is currently showcasing Firas Shehadeh’s Like An Event In A Dream Dreamt By Another — Rehearsal (2023). To contextualize his work, we will be looking at several of his most recent project. We begin with There, Where You Are Not (2022), a series of performative screening on the nature of digital culture.

“I wander silently and am somewhat unhappy,
And my sighs always ask “where?”
In a ghostly breath it calls back to me,
“There, where you are not, there is your happiness.”

George Philip Schmidt

Firas Shehadeh, a Vienna-based Palestinian artist and researcher, fashions intricate artworks informed by digital world-building within the post-internet milieu. A distinguished alumnus of the Academy of Fine Arts Vienna, where he received a Master of Fine Arts in 2022, Shehadeh has long been preoccupied with the interplay between post-colonial narratives, technological landscapes, and historical resonances.

In his 2022 multimedia project There, Where You Are Not, a precursor to Like An Event In A Dream Dreamt By Another — Rehearsal, Shehadeh deconstructs the dialectic between digital spaces and physical reality, all set against a backdrop of post-colonial discourse. The work is a meticulous examination of the transformative journeys that lived experiences and concrete objects undertake as they metamorphose into their digital counterpart, only to be catapulted back into the material world, often in transmuted forms. Shehadeh’s layered narrative dissects the roles of digitality and internet memes, serving as a discerning commentary on such themes as identity, geopolitics, and cultural representation in an epoch marked by incessant digital proliferation.

The titular phrase, There, Where You Are Not, pays homage to an eponymous literary work by Kamal Boullata, a Palestinian artist and theorist of considerable renown. Boullata’s conceptual framework finds its roots in “The Wanderer,” a poem by German poet Georg Philipp Schmidt. The phrase, for Boullata, acted as a metaphorical articulation of an existential disjunction – his severed connection with his Palestinian homeland. It becomes a potent expression for unattainable realms, whether they be geographical, emotional, or conceptual.

Shehadeh augments this complex intertextuality by introducing an additional conceptual stratum: the borderless yet boundary-recreating universe of the internet. His project launches an investigation into the post-colonial ramifications of these digital realms. The work questions the ways in which the internet serves as both a liberating force that transcends traditional borders and a mechanism for the reinscription of power dynamics, cultural commodification, and appropriation. Utilizing an array of mediums – including digital art, video installations, gameplay footage, and textual exegesis – the project scrutinizes the functioning of memes as cultural touchstones within the digital ecosystem. These memes…

(continues)

Matteo Bittanti

Work cited

Firas Shehadeh, Meme Without Irony, digital video, color, sound, 6’ 21”, 2022, Palestine.

All images courtesy of the Artist


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EVENT: FIRAS SHEHADEH (SEPTEMBER 8 - 21 2023, ONLINE)

Like An Event In A Dream Dreamt By Another — Rehearsal

Single-channel video (color, sound, narrator: Mamusu Kallon), 14’ 19”, 2023, Palestine

Created by Firas Shehadeh

Part of Shehadeh’s ongoing research into video games and Palestinian youth culture, Like An Event In A Dream Dreamt By Another — Rehearsal combines found-footage of Twitch streamers and custom game mods for Grand Theft Auto V (Rockstar Games, 2013). Unpacking video game mods as a form of contemporary archive — and therefore digitizing historic and contemporary architectural sites in addition to seemingly ubiquitous objects — the artwork proposes Los Santos, a virtual replica of Los Angeles, as the biblical “land of milk and honey”.

Firas Shehadeh is a Palestinian artist and researcher exploring issues of identity, meaning, and aesthetics in the digital age. Currently based in Vienna, his interdisciplinary practice engages with post-colonial effects, technology, and history through the lens of worldbuilding and internet culture. Shehadeh holds a Master of Fine Arts from the Academy of Fine Arts Vienna, where he is currently a PhD candidate. His education also includes studies in conceptual art, video, and architecture in Vienna, Barcelona, and Amman. Investigating topics like colonial legacies, memory, and belonging, Shehadeh creates speculative narratives that reveal unseen structures and realities. His research-focused practice utilizes and subverts the visual languages of new media, examining how technology transforms society’s relationship with knowledge and power. His work, which has been exhibited internationally, offers a critical perspective on the role of the internet and digital imaging in shaping contemporary identities, histories, and ways of world-making.

NEWS: ART IS A GAME NOT EVERYBODY CAN PLAY (LET ALONE WIN)

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VRAL is currently exhibiting Juan Obando’s Pro Revolution Soccer, a modded version of PES celebrating a counter-historical event: a match between Inter Milan and the Zapatista Army of National Liberation soccer team that never took place. Today, we are presenting another example of video game-based art created by hijacking, appropriating, and recontextualizing Konami’s popular soccer game, The Cool Couple’s Emozioni Mondiali (2018-ongoing) through the lens of Sarah Thornton’s notion of subcultural capital. Previous episodes in this series include Miguel Gomes, Marta Azparren, Gweni Llwyd and Owen Davies

Nicolò Benetton and Simone Santilli aka The Cool Couple, are known for their astute artistic interventions which often incorporate video games, as in the case of Flyin’ High (2021), a machinima created with(in) Microsoft Flight Simulator. Emozioni Mondiali (2018-ongoing) skillfully combines the domains of sport, politics, and art. Described as “an expansion kit” for the immensely popular football game Pro Evolution Soccer 2018, the work is an ironic and provocative arena that encourages user, pardon, visitor participation. Specifically, each museum goer is invited to engage in situ with a special edition of Konami’s simulation featuring customized athletes/artists belonging to distinct movements spanning from the Renaissance to the present day. Notably, among these teams are the duo themselves.

Executed with meticulous care and a deep respect for the evoked artists, events, and movements it represents – e.g., the Renaissance, Baroque, Neoclassicism, Romanticism, Impressionism, Futurism 1909, DADA, S.F. Surrealiste, Abstract Expressionism, Fluxus, Pop Art, Conceptual Art 1961, Art Informel, Land Art, Arte Povera, Young British Artists, Dreams and Conflicts – Venice Biennale 2003, Photo-Legends, Post-Internet, Documenta (13) –, Emozioni Mondiali is a mischievous examination of the symbiotic (parasitic?) relationship between art and sport, and vice versa. The work has been exhibited as an interactive installation running the customized iteration of Pro Evolution Soccer 2018, and it is complemented by abstract paintings based on the teams’ jerseys and uniforms patterns.

Emozioni Mondiali is both an exercise in skinning – i.e., the process of altering the visual look of game elements like characters, vehicles, or weapons of a video game without changing their underlying mechanics or gameplay functionality – and extreme customization. As most gamers know, skins are applied as textures, materials, or mesh overlays that give models a new surface look. Creating skins requires graphic design skills and often advanced 3D modeling knowledge to make the assets fit the game’s visual style. Moreover, skinning allows the most skilled players to put their own visual stamp on games in a way that shows off their style, skills, or status in the community and it could be considered an example of what art critic Sarah Thornton calls subcultural capital in her 1995 book Club Cultures, which refers to the social status, knowledge, and cultural competencies that confer prestige within certain subcultures. Subcultural capital can be converted into economic capital: unsurprisingly, the most sought out skin artists often provide their services to other gamers – and artists, why not? – for a price.

(continues)

Matteo Bittanti


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EVENT: JUAN OBANDO (JUNE 30 - JULY 13 2023, ONLINE)

Pro Revolution Soccer

Custom PC, modified game, two controllers, two custom-made gaming seats, sound system, projector, and vinyl screen structure, 2019 hereby presented as a gameplay video (1920 x 1080), color, sound, 21’ 23”, Colombia, 2019

Created by Juan Obando

Pro Revolution Soccer is an interactive installation that deftly reimagines the popular football simulation Pro Evolution Soccer (PES). Drawing inspiration from the profound bond between the Zapatista Army of National Liberation (EZLN) and the Italian soccer club Inter Milan, this artwork ingeniously introduces the EZLN as an enthralling new feature within the simulation. Evoking the enigmatic essence of a mythical football match, the work unfurls an intriguing narrative where EZLN daringly challenges the Italian team, forever suspended in the realm of imagination. Originally presented as an interactive installation based on a modified version of Konami’s soccer simulation, the artwork is presented on VRAL as a one channel gameplay video.

Juan Obando is an artist from Bogotá, Colombia, specializing in interventions within social systems. Through video performances, post-digital objects, and screen-based installations, Obando explores the collision of ideology and aesthetics, sparking the emergence of speculative new worlds. Obando’s work has garnered international recognition, with exhibitions held in Mexico, France, Colombia, Germany, and the United States. Notable solo shows include “Fake New” at General Expenses (Mexico City, México), “Summer Sets” in Faneuil Hall (Boston, MA, 2022),  “DEMO” at Museo Espacio (Aguascalientes, MX, 2022), and  “La Bodeguita de La Concordia” at Galería Santa Fé for the Luis Caballero National Art Prize (Bogotá, Colombia, 2021). Selected group exhibitions include First Place In The Table? (Trafo, Szczecin, Poland, 2022), Game Changers (MAAM, Boston, 2020), Video Sur (Palais de Tokyo, France, 2018), La Vuelta (Rencontres de la Photographie,  Arles, France, 2017), and MDE15 (Medellín, Colombia, 2015). Obando was also awarded a Rhizome commission from The New Museum in 2012, a MassArt Foundation grant in 2017, and an Art Matters fellowship in 2019.

EVENT: JORDY VEENSTRA (DECEMBER 19 2022 - JANUARY 5 2023, ONLINE)

AR3NA

digital video/machinima (2048x858), color, sound, 35’ (original), 2022, The Netherlands

Created by Jordy Veenstra, 2022

AR3NA is a visual study of Quake III Arena; its environments and its textures. It is also a complex work of media anthropology: a deeper critical look at more than two-hundred maps in which millions of battles have been fought since 1999. With a production time frame and a duration exceeding those of most experimental machinima, Veenstra’s AR3NA is a meta-commentary on video game play, architecture, space and places.

Jordy Veenstra is a video editor, motion graphics designer, 2D animator, and experimental filmmaker based in Amsterdam, the Netherlands. In his practice, Veenstra connects art and narrative with technology and software through the medium of experimental film. His work examines often overlooked social and artistic concerns. His works have been exhibited during the 2020 and 2022 editions of the Milan Machinima Festival and the equally astounding Regression Trilogy was featured as a show on VRAL in 2020.

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ARTICLE: DEFUND THE GTA POLICE?

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Felix Klee's most brazenly political machinima developed with/in Grand Theft Auto V investigate the cop as an ideological force - but also as a farce - within the game.

No one left to frisk and Police running wild were originally presented in the context of United We Stream festival (2020) — which dealt with the theme of “The Authoritarian and the Potential of Art” — and at the 23rd Equinoxio Film Festival Bogotá and Retina Latina.

Exploring the sociopolitical dimension of Grand Theft Auto through modding and machinima, Klee seeks to present an understanding of the relationship between real life police brutality and the simulated violence of video games, where carnivalesque excesses are the norm and real life consequences negligible or non existent. These works also raise interesting questions about the very possibility of the artist in articulating such dichotomy and introducing a nuanced point of view. No one left to frisk and Police running wild exemplify Klee's constant preoccupation with the political, which he approaches with a surreal, almost comical tone. The filmmaker juxtaposes the seriousness of real world abuse by policemen against minorities and people of color - one machinima explicitly evoke in its very title the so called stop-question-and-frisk program, or stop-and-frisk, a controversial practice of temporarily detaining, questioning, and at times searching civilians on the street for weapons and other contraband in New York City. Such practice is known elsewhere as the Terry stop. In the past decade, several activists have alleged that the program unfairly targets African-Americans and Hispanic-Americans.

The criticism is hiding in plain sight in Klee's short video, which features a bored policeman who spends his day sitting on a chair in the porch of his foreclosed home. However, his idle time is interrupted by a confrontation with an invisible criminal. The outcome mixes real world tragedy with slapstick style action.

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