Thursday, 31 May 2018

THINGS I WISH I'D KNOW RECAP

 I exhibited some new work in Bristol’s The Island gallery as part of the third group show from the MFA in Cardiff School of Art & Design. This show was entitled Things I Wish I’d Known, and I think having a title and theme for this show helped us to bring it together a bit more than what we’d been previously doing.


The blurb for the show was as follows:

'Things I Wish I’d Known is an art exhibition featuring current Master of Fine Art students from Cardiff School of Art and Design. The group show brings an honest exposure of things we wish we’d known; exploring the often eschewed aspect of development and personal growth as an artist. Within the show, there will be a variety of works in different media from both local and international artists.'

My statement responded:

'This show marks a departure from my usual practice of work based on 3D computer games. It is the first exhibit of my exploration into both sculptures, via 3D scanning/printing, and into photography with the accompanying supporting image.

As an artist who typically utilises and manipulates software for developing games, I imagined that transitioning to 3D model software would be somewhat similar and easy to pick up. I was very wrong. My prior experiences creating digital worlds did not prepare me for the inherent difficulties with this new toolset. Ultimately, I went through 7 different pieces of software until I found one that was both easy to use and had enough complexity for what I needed to achieve.

The end result is a number of printed copies of a shell casing. The original object was a friend’s family heirloom; a relic from the 1970’s conflict in Northern Ireland, fired from a paramilitary weapon. The act of duplication is to try and describe the importance of passing on family stories, but also how intergenerational trauma is still an issue in these post-conflict communities. There are a few copies that I have modified to try and point towards what it means to have an unfaithful copy, referring to misinformation and especially important regarding the conflict in Northern Ireland.

A recent photograph from the area is adjacent to reference the graffiti sloganeering of kids contextualised via post-conflict paramilitary glorification.'


Overall, I’m relatively happy with how my work holds up in the context of the space. I arrived to set up the show with two images on paper and a box full of 3D printed replica shell casings. It wasn’t until a few of the other pieces had been displayed in the space that I decided to use a plinth against the wall for my tiny sculptures. My initial thought was to present these on the floor, but the floor was pretty messy, and I felt that they might get lost amongst the splashes of white paint down there. Perhaps if I had more of the shells produced (like 200 or so), it would have worked better. But elevating them on this plinth worked well, and brought them nearer to the double image I had included.





I had the photograph printed off and tacked to the wall via map pins. The image itself was on a standard A3 portrait page, with the image composed towards the top of the page. I intentionally used this typical format and wanted the white space to draw the attention down towards the 3D printed pieces. In retrospect, this was probably too much, and somewhat unnecessary. Perhaps even the image as a whole was superfluous, but at least this was a good experiment to do.

In the future, I’m not sure if I will do much more 3D printing, with a new focus on reinterpreting 3D topographies as before, but I think documentary photography or video might play more of a part in contextualising my scenarios. The next group show is in Penarth Pier Pavillion and will be followed by the MFA show in Cardiff School of Art & Design in September.

Included below are a few more images I took at the exhibition.










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.

Wednesday, 11 April 2018

Half-Life: 2018

Working with a 19-year-old game engine

For a recent project, I’ve decided to make a change from using the game development tool Unity and begun producing some work using the original Half-Life Goldsrc engine. I did this because I felt that there could be a much easier setup of a server (using a deathmatch/bot driven system), familiarity with the tools and knowledge of its limitations. There is also a definite history of artists using this engine for game art such as Tobias Bernstrup, Aram Bartholl and projects like Velvet Strike. I’ve also made some stuff with it in the past.

Valve Hammer Editor

During development for Schooldays End, I wanted to move away from interactive work to creating self-playing work. This would be easier to display in a gallery setting, require less setup, and avoid the immediate problems inherent in typical interactive art (of any kind). I piggybacked a version of Jumbot, and, with some modifications, I was able to get relatively close to an autonomous first-person deathmatch game with on-screen narrative elements. The prototype worked well enough for me to invest more time in creating the map for the scenario.

Simplified prototype game

This proved to be quite the problem. Although I had some experience in the past working with Valve Hammer Editor, I found it somewhat clunky to set up from scratch (via Steam on a boot camped Mac), and once I got into the swing of things, there was seemingly no end of errors and issues. Finding fixes to problems was also tricky, often encountering dead links on old forum posts. Very different from my experiences with the most positive and supportive community with Unity.

In-game screenshot

Currently, I’m trying to find a way to record a video of my game in action for exhibiting, but I’m now having trouble with the game quitting after 5 or so minutes.

Part of me is strongly considering switching back to using Unity after completion of this project as I’m not entirely happy with the text-based narrative and the other aesthetic compromises.

Thursday, 15 March 2018

BLINDBOY PODCAST AND POST-TROUBLES INTER-GENERATIONAL TRAUMA

Graffiti in Strabane, 2018

I’ve started listening to the Blindboy podcast, a fascinating weekly programme by popular Limerick comedian/musician from The Rubberbandits that tackles issues such as mental health, Irish culture, Marxism and philosophy. The podcast is fantastic, and I recommend everyone subscribe and listen.

One of the more recent episodes was a live recording from Duncairn Arts Centre in Belfast, where Blindboy interviewed Donzo, an award-winning tour guide from DC Walking Tours. Donzo takes people around the historically significant parts of Belfast that had been affected by the troubles. In this episode, they discussed many aspects of the civil conflict in Belfast, but what interested me, in particular, was a segment about how modern day post-troubles children were getting involved with continuing the violence and contributing to the perpetual feedback loop of sectarianism in Northern Ireland.

Now, this is a subject I am trying to tackle, explore and contextualise with my own practice.

In the discussion, Donzo and Blindboy offered one example each: The first was about how during a particularly politically heated time of year, groups of children from rival Catholic and Protestant communities attempted to meet up for a large-scale pre-organised fight. When the police approached one child before the riot, they discovered that both groups were in communication via text message, and were currently conversing to find a better location for the fight to occur, away from the police.

The second story was from Blindboy's southern Irish perspective. When he was a child, his own experiences of the troubles in the North were simply via the news. Blindboy’s childhood concept of masculinity was that to be a ‘hard lad’ you had to smoke hash and support the IRA. This concept physically materialised not through organised altercations as above, but through graffiti of Bob Marley with accompanying IRA glorification writing.

What is specifically interesting from each of these anecdotes is the idea that the children were using the historic sectarianism as merely a backdrop to manifest an example of hypermasculinity. It could be argued that this is exasperated somewhat by growing up in a post-trauma community, but what is of more importance is whether or not the sectarianism vein extends past its beginnings as simple childish behaviour to more sinister and deeply understood bigotry later in life. Again, the perpetual feedback loop.

French philosopher Jean Baudrillard popularised the idea of Simulation, that events understood via the TV screen or newspaper are merely copies of the original even. I am interested in how children who have only lived in what might be considered peacetime (post-Good Friday Agreement) can still be influenced and subverted by old events through inter-generational stories. I understood such stories as unfaithful copies; perversions of reality and sometimes very dangerously sectarian.

There is undoubtedly something of a crossover between children, ultraviolence in video gaming and ultra-violence in real life. I am making my own simulations using such stories as foundation and subject matter. The results seem to dovetail very well and perhaps too easily. More to follow.


You can find a link to the specific podcast episode here.

Tuesday, 20 February 2018

THREE DOORS UP EXHIBITION RECAP

Just some immediate thoughts and reflection from our recent group show in Three Doors Up. The show was called Who Me? and was the collective work of the 2017/2018 Fine Art Masters group from Cardiff School of Art and Design. While not a traditional exhibition, the space was presented as more of a working environment with a relaxed attitude. We were encouraged to drop in and produce work, change up the pieces and evolve the show over the period.

For this show, I chose to exhibit my Schoolday’s End self-playing game. I had initial thoughts to have the piece projected onto a wall, but it eventually worked out better to display via an old CRT TV on a plinth. A requirement of the space was to have a sofa for people who wanted to come and chat. I positioned my work adjacent the couch, something which I felt added a little to the overall feeling of my work and suited the nature of the exhibition.

I was able to change up my game throughout the show, adding different things, correcting errors, adding a new level and overhauling the colour. Other artists produced works on paper in the space, adding to the exhibition throughout the fortnight.

Some commented on the ramshackle appearance of the show, and I do indeed agree that we could have taken a more refined approach. Overall it wasn’t particularly bad considering it was the first time we had all exhibited together and also that we had all mostly different work. Part of my idea for at least one of our future exhibitions is to have a theme to glue our works together. It can be a loose theme, perhaps just a word or phrase, but something to help make it feel like a curated show and not just a collection of works produced by people studying together.

As far as paperwork was concerned, we had a printout of artist statements. There were no other materials, and some artists and visitors expressed that we should label the work, perhaps also including a visible price. It would probably have been useful to some extent, but I did enjoy approaching the public and explaining the works and artists, often giving much more insight than a simple title or printed piece while allowing for further conversation and discussion.














Thanks to Rob, Richard and Ronnie for their parts in the organisation of this show.

Sunday, 11 February 2018

THOUGHTS ON REVISITING OLD IDEAS

I’ve started noticing a pattern in my recent projects: that I’ve been revisiting old ideas and reworking them, trying different approaches, techniques and developments.

Typically, I work quite quickly with ideas. They are executed as close to conception as possible. This is not to say that these ideas don’t develop over time, or develop through iteration, often I can build and change out as I go. This lets me see if something is working or not if I am achieving what is intended.


Examples of this are in the Emoji Morandi project, which originated as a collection of eBay images, followed by paintings, and now as a series of emoji paintings (above). See also my latest game about mining, which was prototyped a few years ago as a proof of concept for a game about mining lyrics. When trying to create work in response to Bitcoin, it was the perfect opportunity to hang that idea on.

Much of what I have produced over the past few years is site or project specific, which I think lends itself quite well to this approach. More recently, I’ve been able to make explorative work in the process of my Masters. Perhaps this has allowed me to revise old ideas without the limitations inherent making something for a specific exhibition. It might also be understood that the safe framework of the academic environment allows me to revisit these concepts and further develop them. Either way, I’m enjoying this new approach of revisiting older work.

Wednesday, 24 January 2018

ADDITION AND SUBTRACTION PROCESS

WORK IN PROGRESS

I thought I’d like to show a little bit of work in progress and also talk a little about my processes for this latest project.

For this piece, I’ve used a Unity plugin to create some Perlin noise generated landscapes. These landscapes were randomly generated again and again, until something that might work as a naturally occurring border appeared. To this, I first add a body of water, a skybox, lighting, weather, and flora. I then use a first-person controller to explore my environment, adding in downloaded 3D objects from found sources via the Unity store.

Within the play-throughs, I try and find little scenarios that might work with implicit narratives, perhaps items that might be identified as relating to an imagined border situation while simultaneously referencing gaming semiotics.


Above is one finished image. Throughout the development of this project, I have taken 100+ of such screenshots. Below, are a few examples of my different attempts, showing my exploration with adding and subtracting objects this screenshot. Unity allows me to work in a painterly kind of way, building up composition via this process until I have something with which I am happy.





Incidentally, this particular shot was inspired by a painting I had completed many years ago, taken from a Google Street View trip around Northern Ireland.