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.
Showing posts with label wikipedia. Show all posts
Showing posts with label wikipedia. Show all posts
Friday, 13 July 2018
Friday, 4 May 2018
SKYROADS BOX ART ii
A few years ago I decided to make some box art for an old favourite of mine, the DOS game SkyRoads. I was using the emulation software Boxer, which displays your game collection on digital shelves with the big box art front and centre. It was about this time that I realised that my virtual copy of SkyRoads didn't have a cover, and after a little searching around the internet I discovered that, as the game had not received a proper commercial release, it never had a physical box.
So I made fake box artwork for this game as a bit of a fun design project in an airport waiting lounge, and after uploading the results to this blog I promptly forgot about it. That is, until recently talking about SkyRoads with a friend, after which I googled it to find out some piece of information. When the search came through on Google, my faux-artwork was right up there at the top of the page. From this, I decided to do a little bit more digging to see if it had appeared anywhere else.
I was pretty amazed at what I found next: someone had edited and printed out my box art to fit their copy of SkyRoads (including the yellow sticker). I wonder if they knew it was not the real artwork and just my little afternoon project? Will there be any long-lost boxed copies of SkyRoads appearing on eBay with extortionate prices? Who knows?
You can read my original blog post here.
So I made fake box artwork for this game as a bit of a fun design project in an airport waiting lounge, and after uploading the results to this blog I promptly forgot about it. That is, until recently talking about SkyRoads with a friend, after which I googled it to find out some piece of information. When the search came through on Google, my faux-artwork was right up there at the top of the page. From this, I decided to do a little bit more digging to see if it had appeared anywhere else.
I was pretty amazed at what I found next: someone had edited and printed out my box art to fit their copy of SkyRoads (including the yellow sticker). I wonder if they knew it was not the real artwork and just my little afternoon project? Will there be any long-lost boxed copies of SkyRoads appearing on eBay with extortionate prices? Who knows?
You can read my original blog post here.
Monday, 23 February 2015
SKYROADS BOX ART
Anyone who uses Boxer for DOSBox emulation will be familiar with the shelf-style display at the game selection screen.
I've recently been tidying up my games and noticed that a few were missing their box artwork. I then sourced a few of the boxes from the website Moby Games but unfortunately there was nothing for one of my favourite games, 1993's SkyRoads by Estonian Blue Moon. SkyRoads had never received a commercial release, and thus never had a retail box.
At this stage I decided to make my own SkyRoads box art, in the style of other DOS games from early nineties. For a touch of authenticity, a sticker for the SkyRoads XMAS Special was added to the cover. It was fairly common to bunch in expansions and other additions in retail boxes at the time.
So there you have it. Incidentally, Blue Moon Interactive went on to develop early P2P software such as Kazaa and Skype. You can download a version of SkyRoads to play yourself on their website.
Feel free to use this SkyRoads box cover art for your own Boxer collection.
I've recently been tidying up my games and noticed that a few were missing their box artwork. I then sourced a few of the boxes from the website Moby Games but unfortunately there was nothing for one of my favourite games, 1993's SkyRoads by Estonian Blue Moon. SkyRoads had never received a commercial release, and thus never had a retail box.
At this stage I decided to make my own SkyRoads box art, in the style of other DOS games from early nineties. For a touch of authenticity, a sticker for the SkyRoads XMAS Special was added to the cover. It was fairly common to bunch in expansions and other additions in retail boxes at the time.
So there you have it. Incidentally, Blue Moon Interactive went on to develop early P2P software such as Kazaa and Skype. You can download a version of SkyRoads to play yourself on their website.
Feel free to use this SkyRoads box cover art for your own Boxer collection.
Sunday, 11 May 2014
IMMATERIAL ARTEFACTS
EXHIBITION
I have been working on a new piece for a 'digital intervention' exhibition in the National Museum of Wales, Cardiff, curated by local artist Sarah Younan.
The exhibition deals with 3D scanned museum pieces and distributed digitally to artists around the globe.
I have done a piece based on a Aztec Teotihuacan mask, reinterpreting the object as an interactive video game based on my own experiences of Mexico last year. More information on the piece and a digital download is available on my website, and on the exhibition website.
Other artists have done purposefully digital manipulations and then had the pieces 3D printed and reintroduced into the world.
There is also a talk with the curator via Axis as part of their Behind the Scenes of the Museum series. The talk is on Wednesday 14th of May and is free to attend but book in advance as spaces are limited. A link to the website is here.
I have been working on a new piece for a 'digital intervention' exhibition in the National Museum of Wales, Cardiff, curated by local artist Sarah Younan.
The exhibition deals with 3D scanned museum pieces and distributed digitally to artists around the globe.
I have done a piece based on a Aztec Teotihuacan mask, reinterpreting the object as an interactive video game based on my own experiences of Mexico last year. More information on the piece and a digital download is available on my website, and on the exhibition website.
Other artists have done purposefully digital manipulations and then had the pieces 3D printed and reintroduced into the world.
There is also a talk with the curator via Axis as part of their Behind the Scenes of the Museum series. The talk is on Wednesday 14th of May and is free to attend but book in advance as spaces are limited. A link to the website is here.
Saturday, 27 November 2010
Monday, 23 November 2009
MARIO KART
MALFUNCTION!

Screen grab of a crashed Mario Kart on the SNES. Looks even more mental than Rainbow Road if you ask me.

Screen grab of a crashed Mario Kart on the SNES. Looks even more mental than Rainbow Road if you ask me.
Thursday, 1 May 2008
CLIMAX
The Picture of Dorian Gray and... well, Starwing.
Having never before completed Starwing (SNES, 1993) I was amazed at how the end boss employed different 3D technology to the rest of the game. You see, the entire game engine renders wireframe shapes with basic coloured flat textures, whereas the end boss is the only thing that has a full colour texture wrapped around its wireframe. The sudden split in technology gave me quite a shock, and it truly made getting to the end of the game worthwhile.
This brought to mind the 1945 adaptation of Oscar Wilde's The Picture of Dorian Gray, where the film is in black and white up until the final scene, when the painting is revealed in its terrifying colour.
An unusual comparison, yes, but I have always been interested in such changes in technology and how they can be manipulated.


Yes, I get all my info from Wikipedia.
Having never before completed Starwing (SNES, 1993) I was amazed at how the end boss employed different 3D technology to the rest of the game. You see, the entire game engine renders wireframe shapes with basic coloured flat textures, whereas the end boss is the only thing that has a full colour texture wrapped around its wireframe. The sudden split in technology gave me quite a shock, and it truly made getting to the end of the game worthwhile.
This brought to mind the 1945 adaptation of Oscar Wilde's The Picture of Dorian Gray, where the film is in black and white up until the final scene, when the painting is revealed in its terrifying colour.
An unusual comparison, yes, but I have always been interested in such changes in technology and how they can be manipulated.
Yes, I get all my info from Wikipedia.
Subscribe to:
Posts (Atom)















