SON
digital video/machinima (1920 x 1080), colour, sound, 14’ 59”, 2016, United Kingdom
Created by Christian Wright
October 14 - 27 2022
Introduced by Matteo Bittanti
Christian Wright reframes painting and cinema through the medium of the video game. Inspired by Caspar David Friedrich’s landscapes and by the extended duration of slow cinema, the artist references historical events and religious themes, but also fictional narratives, sagas and myths of the near future, introducing an expanded narrative that defies easy categorizations. Part of a trilogy, Son investigates the spiritual through the technical, using the notion of ritual as a point of departure. By emphasizing the in-between, the interstitial, and the liminal, the work transforms inactivity into revelation, emptiness into wholeness.
Christian Wright (b. 1993, Newcastle upon Tyne) is a digital media artist working with video games and animated assets to blend cinematic and machinima visual languages. Through this frame, he looks at how the boundaries of normal play are stretched by the performative actions of players themselves. Whether it be the intimate physical interactions of online multiplayer, the choreographed quest for perfection of speedrunning, or the mimetic act of digital cosplay within character creators, Christian places community driven gestures at the forefront.
when you are close to me I shiver
video recording of live simulation
digital video/machinima (1920 x 1080), color, sound, 7’ 47”, 2020, Italy
Created by Martina Menegon
Sound design by Alexander Martinz
Introduced by Luca Miranda
when you are close to me I shiver is an algorithmically controlled live simulation, hereby presented as a video recording, that is, a real-time generated virtual experience that takes place in a version of the future in which humans, out of desperation, gather in masses on the last remaining piece of land. Inspired by the walrus scene in the documentary Our Planet narrated by David Attenborough and produced by Silverback Films, the project proposes a scenario encompassing ongoing environmental and personal crises. The video depicts a desolated island populated by 3D-scanned clones of the artist herself. Through these perceivable avatars, the artist creates a new identity that arises out of plurality, proprioceptively renegotiating the fragility of both the physical and the virtual self and its realities.
Martina Menegon (Italy, 1988) is an artist working predominantly with Interactive and Extended Reality Art. In her works, Martina creates intimate and complex assemblages of physical and virtual elements that explore the contemporary self and its phygital corporeality. She experiments with the uncanny and the grotesque, the self and the body and the dialogue between physical and virtual realities, to create disorienting experiences that become perceivable despite their virtual nature.
POST-CODED THOUGHTS ON THE NEVER-UPCOMING FORESHADOWED LI(F)E
digital video/machinima (1920 x 1080), color, sound, 8’ 054”, 2021, Iran/Greece
Created by Babak Ahteshamipour
Post-coded Thoughts on the Never-upcoming Foreshadowed Li(f)e is a machinima created with The Sims. In this post-apocalyptic narrative, human beings suddenly vanish, leaving behind all their digital spawns: A.I., avatars, algorithms, and programs. Faced with their own risk of extinction, these non-human entities acquire agency and embark into an existential journey to find meaning in an otherwise empty life. The main character is Babak Ahteshamipour’s alter ego, who is reproducing the sheer banality of RL (real life) activities in an environment mirroring his “real”, concrete space, having imported some of his paintings, few custom 3D models from other video games that are depicted in the paintings, musical improvisations with electric guitar and piano, and a text visualizing the sim-avatar’s thoughts.
Babak Ahteshamipour’s practice is based on the collision of the virtual vs actual, aimed at correlating various topics that are not directly connected at first glance from cyberspace to ecology and politics to identity exploring them via MMORPGs/video games, social media and online integrating themes of co-existence and simultaneity in response to the futuristic anthropocentric urge of technocracy to focus on posthumanism. He has exhibited and performed at Centre Pompidou (Paris, France), New Art City (online), The Wrong (online), Sub Rosa space (Athens, Greece), ERGO Collective (Athens, Greece), arebyte (online), Biquini Wax ESP (Mexico City, Mexico), Experimental Sound Studio (Chicago, Illinois) and elsewhere. He has released music on the independent cassette label Industrial Coast and his music has been played on radio stations such as Noods Radio (Bristol, U.K.), Radio Raheem (Milan, Italy), Fade Radio (Athens, Greece) and Radio alHara. Originally from Iran, Ahteshamipour lives and works in Athens, Greece.
VALLEY
digital video/machinima (1280 x 720), color, sound, 7’ 06”, Hungary/Canada
Created by Gina Hara
Inspired by the rise of artificial intelligence (AI) software in mental health contexts, Gina Hara uses the world of Minecraft as a backdrop for a series of exchanges with an AI-powered chatbot, called Robin, developed specifically for the project. Both the process and the resulting narrative are documented in this short machinima.
Gina Hara is a Hungarian-Canadian filmmaker and artist. She holds an MA in Intermedia, an MFA in Film Production and worked with film, video, new media, gaming, and design. Waning (2011), her first fiction film, was nominated for a Best Canadian Short award at the Toronto International Film Festival. Your Place or Minecraft (2016), a machinima web series focusing on game studies, is currently available on YouTube. Hara’s full length documentary Geek Girls (2017) explores the notion of subculture from women’s perspective and was screened internationally, including IULM University in 2018 during the Gender Play conference. Her artworks have been exhibited by several institutions including the New Museum in New York, the Budapest Kunsthalle and the City of Montreal. Hara lives in Montreal, where she works as Creative Director of the Technoculture, Art and Games Research Centre.
ROAD OF FEELINGS
digital video (1920x1080), color, sound, 8’18”, 2022, Poland
Created by Zuza Banasińska
A teenage girl’s room. When she ingests a handful of pills, it start to grow. Normally, as she works out, 1,2,3... 1,2,3... 1,2,3... her muscles can carry stones. Now, they are literally carried. The room walks with her as she touches the ground. In the rhythm of the workout, the walls open up and start chewing the world. Road of Feelings is a video animation created with the Unity 3D engine as part of the artistic collective Ellen Muscle’s LARP (Live Action Role Playing). The scenario was based on a queer-feminist narrative, set in a world where extreme muscle growth is encouraged, especially for teenage girls. Every girl has to take pills that enhance body musculature. Some teens begin to overdose, shortly discovering that the phenomenon enables them to produce hybridized connections. Those hybridizations happen through the muscles themselves. Teens start building and experiencing global networks between things and beings.
Zuza Banasińska (b. 1994) is an audio-visual artist making video-based environments. In her works, virtual and real elements are hybridized beyond distinction in an effort to move from representation towards affective mapping. She studied at the Academy of Fine Arts in Cracow, Universität der Künste in Berlin, and Sandberg Instituut in Amsterdam. In 2020, she won first prize in the Polish Experimental section at Short Waves in Poznań and On. Art in Wrocław. Her works have been shown at the U-Jazdowski CCA in Warsaw, Dům Umění Mesta Brna in Czech Republic and Blindside in Melbourne. She lives and works in Poland.