surveillance capitalism

THE MAKING OF A CYBERPUNK MASTERPIECE: CHAIN-LINK

A standout feature of the Slot Machinima program at MMF MMXXIV was the European debut of Steven Cottingham’s As Far as the Drone Can See. This remarkable 15-minute work delves into the intricate landscape of depicting warfare, offering a critical view on the surge of imagery from modern conflict zones. Cottingham introduces a female journalist within the military simulation software ArmA 3, challenging prevailing gender biases and probing the capacity of digital simulations to capture the nuanced realities of conflict. To fully appreciate his new work, it is useful to return toChain-Link, Cottingham’s remarkable full-length machinima, showcased on the VRAL platform in 2022.

The inception of Chain-Link can be traced back to the artist’s fascination with the creative possibilities inherent in the medium of machinima. As he explained in this interview, he views the genre as a blend of found footage and digital puppetry, where the constraints of the video game’s mechanics necessitate creative and often counterintuitive workarounds, imbuing the process with a unique form of ingenuity. This engagement with the medium allows for a reworking of game worlds into narratives that diverge significantly from their original contexts. Cottingham draws upon a wide array of influences, from the choreographic to the cinematic, to repurpose the virtual landscapes of video games into a canvas for storytelling.

At the heart of Chain-Link lies the tension between creativity and constraint, a theme that resonates both within the film’s narrative and its production process. The characters navigate a world where surveillance and control pervade every aspect of existence, mirroring the constraints Cottingham himself navigated in creating the film. This theme is not just a narrative device but also a reflection on the process of machinima, where the limitations imposed by the game engine and the available mods and add-ons prompt a constant negotiation with the material at hand…

(continues)

Matteo Bittanti

Works cited

Steven Cottingham

Chain-link, single-channel HD video, comprising machinima, 3D animation, and found footage with sound, 90’ 1”, 2022, Canada

Steven Cottingham

As Far As The Drone Can See, single channel HD Video, comprising machinima, 3D animation, and found footage with sound, 15’ 50”, 2023, Canada

Steven Cottingham, Liljana Mead Martin

MACHINE CINEMA, The making of Chain-Link, digital video, color, sound, 12’ 03”, 2023, Canada


This content is exclusive to Patreon subscribers. To gain full access, consider joining our vibrant community.

MMF MMXXIV: CROWD CONTROL IS AWARDED THE CRITICS’ CHOICE AWARD

FOR IMMEDIATE RELEASE

Crowd Control Wins the 2024 Milan Machinima Festival Critics Choice Award

Milan, Italy – The Milan Machinima Festival is thrilled to announce that Crowd Control by Jonathan Carroll and Cat Bluemke (SpekWork Studio) has been honored with the 2024 Critics’s Choice Award. This recognition serves not only as a testament to the creativity and skill of Carroll and Bluemke but also highlights the critical role of arts funding — in this case, the Canada Council for the Arts — in nurturing innovative digital explorations.

This groundbreaking Unity 3D project, hereby presented as a game video essay, emerged as a standout in a field of international submissions, captivating jurors and audience alike with its innovative exploration of artificial intelligence and its impact on collective action and historical revolt, particularly within the context of the French Revolutionary mob as depicted in Assassin’s Creed: Unity (2014). This work is part of the duo Assassin’s Creed Art History series, which includes previously self-published game essays Gameworkers and Guildworkers (2020) and Blindspot (2021).

Crowd Control delves into the intersections of crowd simulation technology and the surveillance industry, questioning the role of technology in shaping the possibilities of collective action in both the past and the future. Through its insightful text by Cat Bluemke, compelling design and programming by Jonathan Carroll, and engaging narration by Romanne Walker, the project reflects on the evolution of crowd representations from art history to contemporary video game simulations, redefining the notion of video essay, machinima, and desktop cinema.

The selection of Crowd Control was overseen by an esteemed panel of jurors, including Marco De Mutiis, a digital curator at Fotomuseum Winterthur; Henry Lowood, a curator and scholar at Stanford University; Jenna Ng, a multi-award-winning researcher; and Martin Zeilinger, a senior lecturer in Computational Arts and Technology at Abertay University. Their diverse expertise in digital culture, machinima studies, and the intersection of art and technology played a pivotal role in identifying Crowd Control as a work that embodies the festival’s mission to explore the avant-garde and innovative frontiers of digital storytelling.

The Milan Machinima Festival extends heartfelt congratulations to Jonathan and Cat for their remarkable achievement. The duo presented their work in person on March 14 2024 in the Game Video Essay special program. Crowd Control stands as a compelling examination of how digital and interactive media can not only represent historical and contemporary phenomena but also provoke critical reflection on the destructive force of US-driven techno-capitalism.

For more information about Crowd Control, please visit Spek Studios’ website.

About the Milan Machinima Festival

The Milan Machinima Festival is a leading international event dedicated to exploring the artistic, scholarly, and critical potentials of machinima, a form of filmmaking within real-time, virtual 3D environments. Through its annual presentation of works that challenge traditional narratives and aesthetics, the festival celebrates the innovative convergence of digital gaming, cinema, and video art.

About SpekWork Studio

Cat Bluemke and Jonathan Carroll create art that delves into the themes of work and play, manifesting through video games, performances, and expanded reality experiences. Their collaborative projects, which began in 2013, critically examine how technology mediates both labor and leisure. Operating often under the banners of SpekWork Studio and Tough Guy Mountain, their partnership has produced an intriguing portfolio of work. As SpekWork, they specialize in developing video games, virtual and augmented reality experiences, and mobile applications, intricately exploring the interplay between users, workers, and players. This body of work not only reflects on the technological regulation of daily activities but also invites reflection on the broader implications of digital interaction in modern society.

Work cited

Cat Bluemke, Jonathan Carroll, Crowd Control, digital video, color, sound, 8’ 08”, 2023, Canada.

Narration by Romanne Walker.

Contact: To contact the curators, please click here.