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GAME VIDEO/ART. A SURVEY

APRIL 4 – JULY 31, 2016
  • EXHIBITION
    • DESCRIPTION
    • INSTITUTIONS
    • CREDITS
    • LEVELS
    • INTERVIEWS
    • TIMELINE
    • CATALOGUE
    • PRESS
  • ARTISTS
  • VISIT
  • EVENTS
  • NEWS
  • VRAL
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  • MILAN MACHINIMA FESTIVAL
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BLOG

EVENT: COLL.EO (OCTOBER 11—24 2024, ONLINE)

October 11, 2024

REASONABLE TOO

digital video (3840 x 1632), color, sound, 10’ 03”, 2018 (2024), United States/Italy

created by COLL.EO

The second in a series of machinima by COLL.EO examining social and racial tensions in the United States produced between 2018 and 2020, Reasonable Too depicts a fatal encounter between a young man and law enforcement, set against a stark urban backdrop. Utilizing the digital environment of Grand Theft Auto V, the piece juxtaposes the overwhelming force of authority with the vulnerability of the victim, culminating in an execution. The progression of events – from the initial pursuit to the officer’s use of force – offers a pointed critique of systemic violence and power imbalances. By presenting this narrative within the context of a video game, Reasonable Too heightens the sense of helplessness and alienation often tied to real-world tragedies, underscoring the complex relationship between virtual worlds and lived experiences.

COLL.EO (est. 2012) is the dynamic duo of Colleen Flaherty and Matteo Bittanti, whose artistic practice can best be described as a tiresome exercise in recycling other people’s ideas. Known for their breathtaking lack of innovation, COLL.EO specializes in taking the work of others, throwing on a thin veneer of irony, and calling it subversion. After spending an extended period shuttling between San Francisco and Milan, they’ve managed to carve out a niche in Los Angeles, where the air is thick with their smug displays of so-called “appropriation” and “intervention.” Like an art world cover band, they rehash the past with neither flair nor purpose, but somehow they persist.

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Tags COLL.EO, Colleen Flaherty, Matteo Bittanti, Reasonable, San Andreas, Grand Theft Auto V, violence, police, simulation, race

EVENT: ALAN BUTLER (SEPTEMBER 13—26 2024, ONLINE)

September 13, 2024

26 GASOLINE STATIONS

digital video (1920 x 1080), color, sound, 4’ 23”, 2016, Ireland

created by Alan Butler

September 13 - 26 2014

Introduced by Matteo Bittanti

26 GASOLINE STATIONS is a digital homage to Ed Ruscha’s iconic 1963 photobook, 26 Gasoline Stations. Ruscha’s work famously documented the mundane yet intriguing petrol stations along his route from Los Angeles to Oklahoma City. In contrast, Butler’s reinterpretation situates this journey within the virtual world of Grand Theft Auto V’s San Andreas, transforming the act of driving across America into a navigational exploration and documentation of digital spaces. Executed as both machinima and an ebook, the project captures each station from the confines of Butler’s studio in Ireland, emphasising the shift from physical to virtual mobility. This transformation not only pays tribute to Ruscha’s artistic exploration but also probes deeper into the evolving relationship between real and simulated environments, highlighting how digital media can extend and challenge traditional notions of landscape, place, and documentation in the age of video games.

Alan Butler is an artist who employs both traditional and new media to probe themes surrounding digital culture and its influence on shaping realities. His creative approach incorporates various materials and techniques from the annals of image–making, scrutinising the ideological and political implications of technologies like 3D graphics, video games, and cloud computing. His recent solo exhibitions include We are Now in the Mountains and They Are in Us at the Royal Hibernian Academy, Dublin (2023); The Need To Argue In The Master’s Language at Visual Carlow, Ireland (2018); and Down and Out in Los Santos at the Malmö Fotobiennal, Sweden (2017). He has also participated in notable group shows such as Open World: Video Games and Contemporary Art at The Akron Art Museum (2019) and Digital Citizen: The Precarious Subject at the BALTIC Centre for Contemporary Art, UK (2019). A key moment in his career was representing Ireland at the Venice Architecture Biennale 2021 as part of the collective ANNEX. His works are held in several collections including the Irish Museum of Modern Art, the Office of Public Works, Ireland, The Arts Council of Ireland, and Trinity College Dublin.

watch now
Tags Alan Butler, Ed Rusha, 26 GASOLINE STATIONS, re-enactment, Grand Theft Auto V, black and white, driving, book, in-game photography

EVENT: ALICE BUCKNELL (AUGUST 2—15 2024, ONLINE)

August 2, 2024

The Alluvials

digital video (1920 x 1080), color, sound, 38’ 05”, 2023, United States of America

created by Alice Bucknell

The Alluvials is a seven-chapter video work — and video game — that delves into the politics of drought and water scarcity in a near-future Los Angeles. The narrative unfolds through diverse more-than-human perspectives, including the Los Angeles River, wildfire, a 400-year-old sycamore named El Aliso, and the ghost of the city’s famed mountain lion, P-22. Combining history, futurism, and speculative fiction, The Alluvials examines the complex interplay between engineered ecology, disaster capitalism, and nonhuman systems shaping Los Angeles. The story is presented across various media, featuring custom-built game environments, modified versions of the fictional city Los Santos from Rockstar Games’ Grand Theft Auto V, 3D scans of LA captured by drone, AI-generated “hallucinations” merging historical images of the River with future development proposals, and visualizations of GIS and pollution data of the LA River. The project acknowledges Indigenous unique relationships to water, particularly those of the Tongva People of the Greater Los Angeles Basin, emphasizing that nature is an intelligent system and a technology in its own right.

Alice Bucknell is a North American artist and writer based in Los Angeles. Working with game engines and speculative fiction strategies, their work explores interconnections of architecture, ecology, magic, and nonhuman and machine intelligence.In 2021, they founded New Mystics, a digital platform merging magic and technology. In 2022, they organized New Worlds, an experimental event series expanding on emergent worlding practices, held at Somerset House Studios in London. They have presented their work internationally, with recent exhibitions at Ars Electronica with transmediale, Arcade Seoul, the 18th Venice Architecture Biennale, Honor Fraser Gallery in Los Angeles, Gray Area in San Francisco, Basement Roma in Rome, Singapore Art Museum, The Museum of Modern Art in Fort Worth, Texas, Fiber Festival in the Netherlands, and Serpentine in London. Their writing appears often in publications including ArtReview, Flash Art, Frieze, e-flux Architecture, and the Harvard Design Magazine. They are currently faculty at SCI-Arc in Los Angeles and an Associate Lecturer in MA Narrative Environments at University of the Arts London. In 2023, they are a Supercollider SciArt Ambassador in Los Angeles, a resident of Somerset House Studios in London, and a resident at transmediale in Berlin. Bucknell studied Anthropology at the University of Chicago and Critical Practice at the Royal College of Art in London.

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Tags Alice Bucknell, The Alluvials, machinima, Grand Theft Auto V, GTA V, game engine, VRAL, Season Five, ecofeminism

EVENT: 2GIRLS1COMP (JULY 5—18 2024)

July 5, 2024

Dancing Plague

digital video (1920 x 800), color, sound, 6’ 29”, 2024, Switzerland/Italy

created by 2girls1comp

In Dancing Plague, a mod for Grand Theft Auto V, the game’s traditionally gendered choreography is subverted, forcing every male NPC to dance feverishly whenever the player holds the H key. This intervention spotlights the inherent gender biases within the game’s animation system, where dance moves are primarily designed for female performers, often objectified as sex workers. By redirecting these choreographies to male characters, the mod disrupts the rigid gender binaries coded into the game, creating a spectacle where masculinity is both liberated and challenged. Interestingly, the male NPCs’s hypersexualized dance is mostly ignored by the female characters. Such an outcome becomes a playful and potent critique of the game’s inherent gender politics. To enhance the mod’s immersive experience, Azu Tiwaline, a French Tunisian musician known for blending contemporary electronic music with sub-Saharan trance traditions, was commissioned to create the soundtrack. Her work underscores the mod’s themes of ritual, trance, and liberation, providing a sonic backdrop that deepens the critique of gendered biases in digital spaces.

2girls1comp is a modding duo founded in 2023 by Marco De Mutiis (Italy, 1983) and Alexandra Pfammatter (Switzerland, 1993). Their work changes the logic of video games as an act of creative counter-play, revealing the social and economic fabric in which they are immersed: from reclaiming global digital infrastructures to commenting on free labor within the capitalist ideologies of the gaming industry, to showcasing the way play can influence its subjects through its mechanics. Their projects are distributed within the gaming and modding community, as well as cultural and artistic contexts.

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Tags 2girls1comp, Marco De Mutiis, Alexandra Pfammatter, Grand Theft Auto V, modding, dance, music, gender, VRAL, machinima, video art

EVENT: EKIEM BARBIER, GUILHEM CAUSSE, QUENTIN L’HELGOUALC’H (JUNE 21—JULY 4 2024)

June 21, 2024

Marlowe Drive

digital video, sound, color, 34’, 2017, France

Created by Ekiem Barbier, Guilhem Causse, Quentin L’helgoualc’h

In Marlowe Drive, an avatar named Adam Kesher embarks on an unconventional journey through Los Santos, a meticulously rendered virtual replica of Los Angeles in Grand Theft Auto V. Adam is crafting a pioneering game video essay, not merely documenting the game and its players, but filming entirely within the game’s landscapes. This ethnographic endeavor blurs the boundaries between reality and fantasy, between players and their digital personas, while exploring the sociocultural dynamics of the simulation. Adam’s quest for a metaphorical bridge linking real-world experiences with virtual realities introduces him to characters and locations within the game that mirror broader societal themes such as ambition, identity, and self-expression. Marlowe Drive invites viewers to reassess the interconnections between gaming and cinema, between tangible realities and our collective imaginations.

Ekiem Barbier is a versatile composer and filmmaker who completed his education in drawing and video at the Montpellier Fine Arts School, graduating in 2017. His creative portfolio includes short fiction and animation films, and he has contributed to various collective exhibitions. Barbier’s directorial works include ANENT (2017) and Marlowe Drive (2017). His most recent project, Knit’s Island (2023), was a collaborative effort with Guilhem Causse and Quentin L’helgoualc’h, and premiered at Visions du Réel and since then screened worldwide, to great critical acclaim. 

Quentin L’helgoualc’h is an artist whose work spans the realms of cinema, drawing, digital imagery, and sculpture, exploring the interplay among these mediums. His artistic inquiries reflect on the societal role of the artist, interlaced with personal fantasies and challenges posed by new technologies. L’helgoualc’h co-directed Marlowe Drive (2017) and  Knit’s Island (2023), with Ekiem Barbier and Guilhem Causse.

Guilhem Causse explores the intricate relationship between image and sound. Influenced by science fiction, photography, and concrete music, Causse crafts immersive environments characterized by void and resonance, populated with enigmatic forms. He co-directed Marlowe Drive (2017), and Knit’s Island (2023), with Ekiem Barbier and GQuentin L’helgoualc’h.

WATCH NOW
Tags kiem Barbier, Quentin L’helgoualc’h, Guilhem Causse, Marlowe Drive, Grand Theft Auto V, Ethnography, interview, experimental, David Lynch, Mulholland Drive, VRAL
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