• DESCRIPTION
    • INSTITUTIONS
    • CREDITS
    • LEVELS
    • INTERVIEWS
    • TIMELINE
    • CATALOGUE
    • PRESS
  • ARTISTS
  • VISIT
  • EVENTS
  • NEWS
  • VRAL
  • PATREON
  • MILAN MACHINIMA FESTIVAL
  • CONTACT
Menu

GAME VIDEO/ART. A SURVEY

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

BLOG

EVENT: HUGO ARCIER (OCTOBER 25—NOVEMBER 07 2024)

October 25, 2024

LIMBUS IV

single channel video (UHD), color, sound,  8’ 27”, 2024, France

created by Hugo Arcier

Limbus by Hugo Arcier is an ongoing machinima series that explores inaccessible spaces within video games such as Rage, Grand Theft Auto V and now Senua’s Saga: Hellblade II through the use of glitches and modding. By positioning the camera in impossible perspectives, such as beneath the ground, Arcier reveals hidden layers of these virtual worlds, transforming glitches from technical errors into aesthetic opportunities. Drawing on the concept of “limbo” as a state of ambiguity and incompleteness, the series presents these digital environments as fragile and transient, exposing the hollowness of the virtual spaces we inhabit. Like its predecessors, Limbus IV invites viewers to reflect on the nature of virtual reality, subverting the conventional structures of video games to offer a philosophical meditation on presence and absence, unrealized potential and shadows of lost data.

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.

WATCH NOW
Tags Hugo Arcier, Limbus, Hellblade II, glitch, game engine, limbo, series, machinima, VRAL, Season Five

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.

WATCH NOW
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: 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: GIATH TAHA (AUGUST 30—SEPTEMBER 12 2024)

September 13, 2024

BECOMING A GHOST

digital video (1920 x 1080), color, sound, 21’ 09”, 2022, Syria

created by Giath Taha

August 30 - September 12 2014

Introduced by Matteo Bittanti

Originally a four-channel video installation and presented on VRAL as a single-channel video, Becoming a Ghostdocuments Syrian-born artist Giath Taha’s emotional reunion with his brother in the online game PlayerUnknown’s Battlegrounds (PUBG). Separated for ten years due to the Syrian conflict, Taha and his brother reconnect in this digital warzone, which mirrors the real-life violence that forced Taha to flee Syria. Although the game involves players competing to be the last one standing, it paradoxically becomes a safe space for the brothers to discuss topics censored elsewhere. The work explores themes of presence and absence, reality and simulation, and how virtual spaces can offer temporary escape from harsh realities. Through their mediated interaction in PUBG, Taha and his brother create counter-narratives and find moments of connection despite their physical separation. Becoming a Ghost explores themes of presence and absence, reality and simulation, and the interplay between virtual and real-life experiences.

Giath Taha was born in Syria in 1982 and studied Photography and Applied Arts at the Walled Izzat Institute in Damascus and Literature at the University of Damascus, Syria. He subsequently graduated from the MA Artistic Research at the Royal Academy of Arts (KABK) in The Hague in 2021. He received both the MA Artistic Research Department Award 2021 as well as the Royal Academy Master Award 2021 for his graduation work Becoming a Ghost (2021). Taha lives and works in Amsterdam.

watch now
Tags Giath Taha, PUBG, PlayerUnknown’s Battlegrounds, Syria, war, ideology, politics, Becoming a Ghost
← Newer Posts Older Posts →

Latest POSTS

Featured
Aug 1, 2025
EVENT: ELOUAN LE BARS (AUGUST 1—14 2025)
Aug 1, 2025
Aug 1, 2025
Jul 18, 2025
EVENT: PASCAL GRECO (JULY 18—31 2025, ONLINE)
Jul 18, 2025
Jul 18, 2025
Jul 4, 2025
EVENT: JONAS BLUME (JULY 4—17 2025)
Jul 4, 2025
Jul 4, 2025
Jun 20, 2025
EVENT: LUCA MIRANDA, RICCARDO RETEZ (JUNE 20—JULY 3 2025)
Jun 20, 2025
Jun 20, 2025
Jun 6, 2025
EVENT: POYUAN JUAN (JUNE 6—19 2025)
Jun 6, 2025
Jun 6, 2025
May 23, 2025
EVENT: OLEKSANDR HOISAN (MAY 23—JUNE 5 2025)
May 23, 2025
May 23, 2025
May 9, 2025
EVENT: FIRAS SHEHADEH (MAY 9—22 2025, ONLINE)
May 9, 2025
May 9, 2025
Apr 25, 2025
EVENT: DOUGLAS DIXON-BARKER (APRIL 25—MAY 8 2025, ONLINE)
Apr 25, 2025
Apr 25, 2025
Feb 20, 2025
EVENT: HOU LAM TSUI (FEBRUARY 14—27 2025)
Feb 20, 2025
Feb 20, 2025
Jan 31, 2025
EVENT: NATALIE MAXIMOVA (JANUARY 31—FEBRUARY 13 2025)
Jan 31, 2025
Jan 31, 2025