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GAME VIDEO/ART. A SURVEY

APRIL 4 – JULY 31, 2016
  • EXHIBITION
    • DESCRIPTION
    • INSTITUTIONS
    • CREDITS
    • LEVELS
    • INTERVIEWS
    • TIMELINE
    • CATALOGUE
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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: MALITZIN CORTÉS (CNDSD) AND IVÁN ABREU (OCTOBER 1 —10 2024)

October 1, 2024

AUTOCONSTRUCCIÓN

digital video (1920 x 1080), color, sound, 13’ 52”, 2024, Mexico

created by Malitzin Cortés (CNDSD) and Iván Abreu

COLL.EO Originally conceived and performed as a live-coded audiovisual concert and real-time video game animation, Autoconstrucción was collaboratively created by Malitzin Cortés (CNDSD) and Iván Abreu. The project, executed through algorithms and unfolding across four distinct chapters, was performed in Mexico City (2022), Madrid (2023), Utrecht (2023), and Shanghai (2023). The segment presented on VRAL features a generated version of episode 2, entitled Floating City - Floating Population. This episode explores the concept of a transient population inhabiting cities, with AI creating hybrid architectural facades that reflect the empty character of many peripheral cities during the day.

Malitzin Cortés (CNDSD) is a renowned musician, live coder, and creative technologist. Her multifaceted work encompasses live coding, live cinema, installation art, virtual reality, creative coding, sound design, experimental music, and sound art. In 2020, she was awarded the Latin American Prize for Virtual Reality “Realmix” for her immersive piece “Hyper_D.” Malitzin is currently a workshop instructor in live coding with functional programming using Tidal Cycles on the educational platform of CMMAS. She has showcased her work at prominent venues and events including the Multimedia Center, Alameda Art Laboratory, Ex-Teresa Arte Actual, Digital Cultural Center, Medialab Prado, Spain Cultural Center, CMMAS, Vorspiel, Spektrum Berlin, Transpiksel, Aural, Transmediale Berlin, ISEA, CYLAND MediaArtLab Saint Petersburg, ADAF, Ars Electronica, Currents, as well as MUTEK in Mexico, Montreal, and Japan. CNDSD’s soundscapes are crafted for experimental environments, characterized by granular landscapes, algorithmic vocal experiments, hypnotic noise improvisations, live coding, and asymmetric patterns, pushing the boundaries of musical and sonic exploration. Cortés lives and works in Mexico City.

Iván Abreu is an esteemed audiovisual artist and creative technologist based in Mexico City. His interdisciplinary practice spans a diverse array of media, including digital graphics, photography, electronic devices, software development, music and sound experimentation, expanded film and video, and industrial design. Abreu's innovative work has garnered numerous accolades and support from prestigious institutions. These include the Prix Ars Electronica (2012, Linz, Austria), the CINTAS Foundation Award in Visual Arts (2011-12, New York/Miami), and the ZKM Production and Research Residence – Center for Art and Media Karlsruhe, Germany (2021). He has also been supported by the National Fund for Culture and the Arts, through the National System of Art Creators (2012-2014, 2017-2019, and 2022-2025, Mexico). Abreu's audiovisual creations have been showcased at prominent international festivals dedicated to sound art, experimental music, and media art. His work has been featured at the International Conference of Live Coding in Madrid, Aural, Transmediale Berlin, MUTEK in Mexico and Montreal, the International Symposium on Electronic Art (ISEA), and the Asia Culture Center in Korea.

WATCH NOW
Tags Iván Abreu, Malitzin Cortés (CNDSD), Autoconstrucción, game engine, Floating City, architecture, simulation, live-coded audiovisual concert, real-time video game animation, algorithms

EVENT: HUGO ARCIER (JULY 14—27 2023, ONLINE)

July 14, 2023

Ghost City

single channel video (1920 x 1080), color, sound, 22’, 2016-2023, France

Created by Hugo Arcier

WORLD PREMIERE

Ghost City, an immersive installation inspired by Lucretius’s De rerum natura, blurs the boundaries between reality and simulation, presenting a captivating reinterpretation of Los Santos, the iconic setting of Grand Theft Auto V. With a masterful blend of architectural and graphic elements, the viewer is immersed in a hauntingly desolate landscape, devoid of human presence. As the camera explores this evocative environment, the city’s structures fade away as if consumed by an invisible force. Through the juxtaposition of architectural details, the deliberate removal of living presence, and the render-like aesthetics, Ghost City prompts viewers to contemplate the interplay of memory, virtuality, and the epistemological foundations that shape our perception of the world. 

Hugo Arcier transcends the conventional boundaries of artistic practice, positioning himself as an “artist in a digital world.” Harnessing the expansive potential of 3D computer graphics, Arcier channels his creative vision into a diverse range of mediums, seamlessly weaving together videos, prints, and sculptures. While his initial foray into the artistic realm was through the realm of special effects for renowned feature filmmakers such as Roman Polanski, Alain Resnais, and Jean-Pierre Jeunet, it is through this trajectory that he cultivated an unparalleled mastery of digital tools, particularly in the realm of 3D graphic imagery. Arcier’s artistic prowess has garnered global acclaim, with his works showcased in prestigious international festivals, including Elektra, Videoformes, and Némo. His creative explorations have further permeated the hallowed walls of Magda Danysz and Plateforme Paris, alongside art venues like the New Museum and the New Media Art Center of Sichuan Fine Arts Institute. Notably, Arcier’s distinctive artistic voice has resonated across the global art landscape, finding a home in revered institutions like Le Cube, Okayama Art Center, and the iconic Palais de Tokyo. He lives and works in Paris.

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Tags Hugo Arcier, Ghost City, Grand Theft Auto V, simulation, simulacra, Lucretius, De Rerum Natura

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

June 29, 2023

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.

WATCH NOW
Tags Juan Obando, machinima, pro evolution soccer, VRAL, Season Four, resistance, subversion, modding, soccer, simulation

EVENT: MATTHIEU CHERUBINI (FEBRUARY 4 - 17 2022, ONLINE)

February 4, 2022

36,000 feet

Digital video, color, sound, 7’36”, 2021, Switzerland 

Created by Matthieu Cherubini

February 4 - 17 2022

Introduced by Matteo Bittanti

vral.org

 

36,000 feet is a video game set aboard a commercial plane flying over Afghanistan. As a passenger returning to his country from a holiday abroad, the player can watch blockbuster movies such as American Sniper on his in-flight entertainment display or chat with other passengers. The topics of their conversations range from terrorism to the “end of France”, whether Obama is Osama and how the West is currently living under a “terrible dictatorship”. 36,000 feet was developed with Unreal Engine 4, MetaHumans and Blender. This single channel video showcases some salient conversations and is meant as a standalone piece.  

Matthieu Cherubini is a Swiss designer. After studying software engineering and media art/design, between 2012-2015, Cherubini joined a Doctorate program in the Design Interactions department at the Royal College of Art. His research examines the implications of artificial moral agents on mundane events and everyday lives, both today and in the near future. His projects have been exhibited at several international venues, including the Centre Pompidou (France), ZKM (Germany), the V&A Museum (United Kingdom), the Vitra Design Museum (Germany), the Mori Art Museum (Japan), the House of Electronic Arts (Switzerland), and the Nam June Paik Art Center (South Korea). Cherubini is currently working and living in Beijing, China.

Tags Matthieu Cherubini, VRAL, simulation, video game, machinima, exhibition, culture wars
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