war

MMF MMXXIV: STEVEN COTTINGHAM

We are thrilled to reveal that Steven Cottingham’s latest work, As far as the drone can see, will be showcased in the upcoming edition of the Milan Machinima Festival.

With As far as the drone can see, Steven Cottingham navigates the complex terrain of warfare representation in the digital age, specifically through the lens of the military simulation software, ArmA 3, and its exclusion of female figures. Highlighting a critical perspective on the flood of images emerging from contemporary conflict zones, the artist questions the authenticity of such visuals, noting that some are generated from ArmA 3, which despite its realistic military portrayal, omits women entirely. Cottingham’s film intervenes by using open-source modifications to introduce a female journalist character into the game, engaging with a genderfluid guerrilla group. This narrative seeks to challenge the game’s gender biases and explore the potential of digital simulations to represent complex realities of conflict, including gender and power dynamics. The use of a drone symbolizes both an observer’s detachment and an omnipresent witness to these dynamics, suggesting a reflection on how conflict and its representation are inseparably entwined with media.

Steven Cottingham is an artist deeply engaged with the notions of virtual realism and visualization politics. His work critically examines the influence of emerging image technologies - including bodycams, surveillance advertising, military simulation software, and AI in prisons - on social behavior. Through filmworks and video essays likeA Camera Captures Images, A Court Sets Them Free and Postphotorealism, Cottingham explores the circulation of images and their impact on law enforcement and public perception, emphasizing the constructed nature of imagery to uncover the societal and technological processes that create meaning. His practice, which incorporates computer vision, animal crypsis, and documentary methods, invites a reevaluation of life under surveillance. Cottingham’s contributions have been recognized in venues such as Wil Aballe Art Projects, The 8th Floor, and The Polygon Gallery, among others. He co-edited the periodical QOQQOON (2018-2021) and participated in the Whitney Independent Study Program (2021-2022). Based in Vancouver, Canada, his work is supported by the Canada Council for the Arts and the BC Arts Council, highlighting his critical exploration of modern image-making and its societal effects. His monumental work Chain Link was featured on VRAL in 2022.

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

ARTICLE: FILIP KOSTIC’S FORTNITE REMAKE AS A COMMENTARY ON NEOLIBERALISM

VRAL is currently showcasing Filip Kostic’s 2019 game video Filip Kostic VS Filip Kostic in a brand new format. To contextualize this specific artwork as well as the artist’s oeuvre, we will be discussing a series of artworks influenced, inspired and/or developed with video games and game tools, such as the Unreal Engine. We begin with Fortnite: 007 Merciful Angel, an artistic remake of Epic Game’s popular battle royale video game.

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Filip Kostic’s Fortnite: 007 Merciful Angel is a reimagining of Fortnite, engineered using the Unreal Engine 5. This project was originally commissioned by curator Aaron Moulton for his groundbreaking exhibition The Influencing Machine, first showcased at Nicodim Gallery in Bucharest, Romania in 2019, and later revisited at the Ujazdowski Castle Centre for Contemporary Art in Warsaw, Poland in 2022. Fortnite: 007 Merciful Angel was subsequently presented in the context of the Manic American Humanist Show at Public Works Administration in New York between March 10-26 2023, alongside the works of other core members of the internet collective Do Not Research.

In The Influencing Machine, Moulton explored the nuanced relationship between institutions and media in societies transitioning from socialist to capitalist systems. Within the domain of visual arts, the curator explored the evolution from socialist realism to creative freedom, albeit constrained by the stipulations set forth in open-call exhibition guidelines. Recontextualizing the art of the 1990s within the modern-day milieu, both the exhibition and its related publication provide an intellectual platform for critical discourse on the global art ecosystem, interrogating key thematic areas, such as the integral role of activism in the artistic sphere, the influence of ideology on creative production, and the potency of institutional critique.

Curated by Abbey Pusz, the exhibition Manic American Humanist Show was situated in the aftermath of a decade marked by internet-enabled political experimentation, making it, historically speaking, a sort of follow up to The Influencing Machine. It also presented a US-centric view as opposed to the more European focus of Moulton’s show. Specifically, Manic American Humanist Show explored how the digital age – from the Occupy movement in 2011 to the election of Donald Trump in 2016 – has contributed in giving rise to a new kind of American citizen with increasingly specialized and highly tribalistic political leanings. The exhibition humorously engaged with this phenomenon through the lens of Post-Internet art, analyzing how contemporary alienation manifests in the fringe political spaces online before it reaches the mainstream…

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Matteo Bittanti


Work cited

Filip Kostic

Fortnite 007: Merciful Angel, interactive game, 2022-in progress, Serbia/United States

All videos (Fortnite: 007 Merciful Angel: Opening Sequence and 007 Merciful Angel: Scarlet Witch Monologue, both 2022) and screenshots courtesy of the Artist


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