non-human animals

EVENT: ALICE BUCKNELL: THE ALLUVIALS (APRIL 4 - MAY 5 2024, LOS ANGELES)

 Alice Bucknell's The Alluvials is a groundbreaking hybrid of video game and film. This project, set in a speculative near-future Los Angeles, engages with the the politics of drought and water scarcity through a unique narrative lens, presented at Killscreen’s new gallery space in Los Angeles.

What distinguishes The Alluvials is its commitment to exploring these pressing issues through the perspectives of non-human entities and elemental forces, such as the Los Angeles River, wildfire, and even the storied ghost of P-22, the city's famed mountain lion. The Alluvials is structured as a multi-chapter journey, spread across seven distinct worlds, using a game engine to craft a narrative that oscillates through time. This method allows the artist to explore possible futures and revisited pasts, creating a dynamic storytelling experience that challenges traditional linear narratives. By harnessing technologies like drone mapping, stable diffusion algorithms, and cinematic modding within the Grand Theft Auto V engine, the project crafts a parafictional world that is as visually enthralling as it is thought-provoking.

Each chapter of The Alluvials engages with different strands of speculative fiction and ecological theory in crafting engaging and meaningful narratives. The settings range from a synthetic water corporation’s storefront with a backdrop of burning Malibu, to a desertified downtown Los Angeles haunted by the swarm intelligence of wolves. These vivid scenarios invite players to immerse themselves in a world where a moth and a Joshua tree dream reciprocally in the ruins of the Hoover Dam, presenting a narrative that is both haunting and reflective.

The video game component of The Alluvials, developed in 2024, includes four levels, each set in a distinct environment where players assume the roles of conventionally non-playable characters, ranging from elemental forces to wildlife. This design choice not only diversifies gameplay but also enriches the narrative depth, allowing players to experience the ecological and thematic nuances firsthand. The game critically and creatively explores various gaming genres, such as first-person shooters and open-world explorations, reinterpreted through a speculative ecological lens.

Inspired by queer ecological theory and the concept of “difficult games”, The Alluvials challenges conventional game mechanics that center human players and predictable reward systems. Instead, it invites players to engage with gaming’s other affective capacities - such as failure and nonlinear progression - to reflect on the broader ecological implications of their in-game decisions. This approach not only highlights the potential of games as complex ecological systems but also prompts players to reconsider their relationship with the natural world.

The Alluvials is more than just a game or a machinima; it is a unique, visionary project that merges interactive media, ecological awareness, and speculative worldbuilding to address some of the most pressing issues facing contemporary society. Through its innovative narrative structure and immersive gameplay, it offers a compelling invitation to envision and engage with the future of our planet’s water systems and ecological health. As such, The Alluvials stands as a significant contribution to the fields of new media and environmental storytelling, promising to inspire and challenge its audience in equal measure.

Alice Bucknell is a North American artist and writer based in Los Angeles. Using game engines and speculative fiction, Bucknell’s work explores interconnections of architecture, ecology, magic, and non-human and machine intelligence. Bucknell is generally interested in the limits of scientific knowledge and systems thinking, the weird possibilities of play, and the ecological dimensions of games that can dissolve binaries like humans vs. environment, natural vs. synthetic intelligence, and self vs. world. They are the founder of New Mystics.

All images: Courtesy of the Artist and Killscreen

Alice Bucknell: The Alluvials (RSVP)

Killscreen

April 4th – May 4th 2024

5511 W. Pico Blvd.

Los Angeles, California

Read more about Alice Bucknell, The Alluvials (machinima, 2023); The Alluvials (video game, 2024)

MMF MMXXIV: THOMAS HAWRANKE

We are delighted to present Thomas Hawranke’s Play As Animals at the upcoming Milan Machinima Festival in a new format.

Originally coiceived as a two-channel found footage installation exploring the nuanced existence of animals in the virtual realm of Grand Theft Auto V, Play as Animals is presented as a single-channel video within the context of MMF MMXXIV. This work artfully assembles YouTube clips, video sequences, and sound fragments into a compelling visual narrative, highlighting the often-overlooked animal perspectives within a digital world primarily shaped by human stories. Hawranke examines the portrayal of these virtual beings, reflecting on human stereotypes and addressing the game-engineered discrimination they face. By stepping into the roles of these non-human characters, players are invited to view the games world through a fresh lens, challenging established norms and inviting a reevaluation of their interaction with the virtual environment. Indirectly, Hawranke asks the viewers: What insights emerge from exploring a trailer park on all fours, or experiencing the quietude of farm life? How does navigating the urban jungle as a pack alter one’s perception of the city? Does a fin's playful breach of water’s surface convey deeper meanings, and can one truly play with mice while sporting paws?

Born in 1977 in Bergisch Gladbach, Germany, Thomas Hawranke is a media artist and researcher whose practice investigates the influence of technology on society and the impact of computational logic onto human-animal-machine relationships. In his eclectic interventions, Hawranke operates at the intersection of performance and video art: a central concern of his is bringing to the surface the ideologies that inform everyday life. Hawranke graduated in Media Art at the Academy of Media Arts Cologne and received a PhD from the Bauhaus-University in Weimar, Germany, with a dissertation on the modification of video games, also known as modding, as a method for artistic research. Since 2005, he has been a member of susigames, an independent art label founded in 2003 that investigates alternative gaming’s approaches, and he is the co-founder of the Paidia Institute in Cologne. His works have been presented at several exhibitions and festivals, including the zkm_gameplay in Karlsruhe and the RENCONTRES INTERNATIONALES PARIS/BERLIN. Hawranke lives and works in Cologne, Germany. His recent collaboration with Lasse Sherfigg, Colossal Cave Adventure - The Movie, was featured on VRAL. 

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

ARTICLE: WHY LOOK AT ANIMALS?

VRAL is currently exhibiting Aleksandar Radan’s This water giver back no Images. To provide context to this remarkable work, we are discussing the Serbian-German artist’ oeuvre. Today we take a closer look at his 2019-2022 mockumentary series Steckbrief Natur.

In the context of game-based video art, Aleksandar Radan’s Steckbrief Natur series (2019-2022) stands as a sui generis work marrying the mechanics of machinima with the aesthetics of avant-garde documentary, or rather, mockumentary. This trio of nature “profiles” reimagines the popular genre of wildlife documentary through a lens that educates, even as it unsettles. By utilizing game engines to construct surreal dreamscapes, Radan’s triptych, consisting of Der Waldkauz (The Tawny Owl, 2019) and Steckbrief Natur - Episodes 2 & 3 (2022) probes the porous boundary between nature and techno-culture.

Initially introduced via the mighty Franco-Teutonic platform Arte.tv after the first episode was presented at a handful of film festivals in Germany, the series showcases Radan’s flair for technical innovation through avant-garde machinima. This inventive use of game assets aligns with the project’s conceptual interests in simulated and actual ecologies. In this sense, machinima’s reputation for flexibility and surreal possibility makes it an ideal vector for Radan’s exploration of environments where realism ruptures without warning.

At its core, Steckbrief Natur examines the interplay between documenting wildlife and the narratives we overlay onto other species. In Der Waldkauz, the tawny owl becomes more than flesh and feathers: it is a cipher for philosophical ruminations on existence and mortality. Through lingering shots of the raptor’s piercing eyes, Radan establishes its role as a messenger between altered states of being. This fascination with animals as vessels for cultural mythologies permeates the series.

(continues)

Matteo Bittanti

Works cited

Aleksandar Radan

Steckbrief Natur - Der Waldkauz (The Rawny Owl)

digital video, color, sound, 9’ 41”, 2019, Germany

Steckbrief Natur - episodes 2 and 3

digital video, color, sound, 14’ 02”, Germany


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EVENT: MERLIN DUTERTRE (AUGUST 25 - SEPTEMBER 7 2023, ONLINE)

Lullaby

digital video, color, sound (1920 x 1080), color, sound, 11’ 51”, 2019, France

Created by Merlin Dutertre

Developed with(in) Zoo Tycoon 2, Lullaby is set into a magic forest where people are mysteriously transformed into animals. The metamorphosis proves to be therapeutic as the former human animals are finally at peace.

With cinematic flair, Merlin Dutertre’s oeuvre weaves ethereal narratives and unique visuals, often unfolding within immersive video game worlds. At Paris 8 University, he honed an acute comprehension of the interplay between art and technology, which he channels into crafting transcendent experiences that break norms and blend genres. By seamlessly fusing found footage with virtual domains, Dutertre’s films redefine visual storytelling, harnessing his passion for the digital medium. Marked by an atmosphere of serenity and surrealism, his meticulously framed works invoke tranquility and contemplation. Lullaby and Saule Pleureur exemplify his creative acumen, guiding audiences through territories where the extraordinary and ordinary intertwine, where real and virtual dimensions harmonize. Based in Paris, Dutertre continues molding innovative and evocative films that reveal a distinct artistic vision.