This past year I have been thinking about the role of interactivity in my work. Typically, my digitally produced work compromises of two parts: the exhibited piece, and a digital download. To give two examples–Clifton & Postcards from Ankara.
Clifton was a reimagining of the Avon Gorge created for the Bristol Photography Festival back in 2010 via the popular multiplayer game Worms. A video capture of one CPU controlled match was displayed via a data projector in the gallery. With Postcards from Ankara, physical postcards were produced of five scenes taken from a game that I had created and exhibited as such.
When exhibited, my work regularly opts for a more curated experience. By that, I mean the work typically consists of either screenshot or video, within which I have personally constructed the path of the viewer. This could be through a screen capture of a playable scenario (which I have acted out) or using some software to generate a specific still image from the game. Each of these methods allows for a work that is non-interactive and exists in the traditional gallery space to be viewed, as one might consider a painting, photograph or video piece.
The interactive element has always been via an external download. In Clifton, the map I made for the work was available, via my website, to be downloaded and implemented with the user’s own copy of the game. In work where I have created my own games (such as Postcards from Ankara, etc.), copies of the game are also available to download in Mac & PC formats. Part of the attraction from this method of production & distribution is the running parallel with the nature of gaming in the internet age. People make things and post them on the internet, often for free (or at least pirated for free). I wanted to try and tap into this with my own work, as I believe that it's deeply ingrained in both the medium and culture.
I found this dual method of curation and exploration to be beneficial. Being able to dictate someone’s experience of my work in a gallery setting allows me to set the boundaries, to let as much or as little to be shown, and also to create limitations within the work. This entirely suits the work and the environment. When exhibiting digital work, or more specifically Game Art, there is inherent difficulty in how to go about it. There can be problems with computers, Game Art can be made from badly hacked together mods and glitches, how to introduce interactivity in a meaningful way? I have experienced some good and bad examples of this, the worst perhaps being a sign apologising as the work was unable to function. There are many benefits to showing a non-interactive piece, especially with Game Art.
In some ways, allowing a digital download of the work is somewhat similar to a magician revealing their tricks, or, in traditional art terms, a painter exhibiting their sketches and studies. I’ve always been fascinated by the processes of artists, and especially love when galleries and museums curate both finished pieces with unfinished or preparatory works. Indeed, in many of my created gamescapes, it is possible to move the camera around and find mistakes, optical illusions and tricks, or to simply walk off of the edge of the playing area and fall endlessly.
The idea of a self-playing game was something I had been investigating. This started with changing my once interactive Schooldays Over into one that could simply be left and watched. I read an article (tongue in cheek) describing how people would soon no longer have time to dedicate to playing video games, and that a self-playing game would solve this conundrum. There are further examples of self-playing games exhibited in the traditional white cube space.
I’ve felt that my digital work is very much implicative of my paintings. It is perhaps through this lens that I am drawn to the non-interactive method of exhibition. I like to think of my digital pieces as ‘living landscapes’, and plan on proceeding with this duality of exhibition and download.
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