Just another killer show at LIKELIKE:
Friday June 7th, 2019
7-11PM During the Unblurred gallery crawl
Dystopias seem to dominate representations of future in videogames. Whether post-apocalyptic or cyberpunk, they provide a perfect backdrop for individualistic fantasies of destruction and survival. As the real world catches up with the most pessimistic predictions, we want to highlight games that prefigure better futures. Join us for a night of eco utopias, afro-futurist visions, cyberqueer adventures, joyful insurrections, and fully automated communisms. Works by Hyphen-Labs, Space Backyard, Colestia, Porpentine & Rook, Molleindustria, Pixel Pushers Union 512
LINK: Other Futures
Mikhail Maksimov's The Death of Father Men is a "neuro crime-story" based on machine learning. The film focuses on the brutal assassination of the ecumenic Russian Orthodox priest, scholar and theologian Alexander Vladimirovich Men, aka Father Men, a controversial figure in Russia during the second half of the 20th century. The Death of Father Men was selected for the Locarno Film Festival 2018 and it's available for a limited time on the awesome online platform Vdrome. Also, don't miss Vladimir Nadein's interview with the artist. Here's a salient passage:
VN: Speaking of your love for gaming and game development, being inside the game, experiencing it rather than walking it through—how important is it for you?
MM: It’s quite logical. As I said, it’s interesting to excerpt the chunks, the concentration of life and kind of hold it in your hands, examine it. GTA 5 has a non-linear video editor, it allows you to combine bits of life filmed on different cameras into one. By clicking REC in GTA 5, before working in the video editor, you can record the life of the whole state of California at that moment. And when you start editing, you work with this life. This state’s life piece is served to you like a piece of cake. And then any cat running down the street could catch your eye and you’d be able to work with that cat. That is the point: you film not the thing you want, but the whole imagery procedure and later when you realise why did you film it: not because your character bumped oddly into the corner, but rather because this cat hit you. So, you could focus your efforts on it. This game allows you to save moments in their rich diversity rather than in its flatness, it’s kind of pseudoscientific discipline. The pseudoscience of digital physics. Actually, there is such notion, it’s not pseudoscience, it has substantial grounds and advocates, including physicians.
Mikhail Maksimov manages almost impossible: he combines heavy Russian mysticism where theosophy and cosmism are intervened with the spirits of nature, with the contemporary form of glossy pop culture — 3D-graphics. It is this gap that creates wow-effect for the audience when you remain stuck to a video-work or computer game.
LINK: Mikhail Maksimo
FUNCTION, a new Digital & Electronic Art Festival Mallorca at the Centre Cultural Casa Planas, will debut on May 24 2019.
This year’s theme is innocence:
Digital art focuses on how reality is modified by the growing influence in our daily lives of new circumstances closely linked to automatization. Ranging from critical perspectives to exploring the possibilities of magic through technology, digital art pushes at the limits of our experience and definition of art itself. Above all, it defines in real time our relationship with an omnipresent technology.
The festival showcases videos, performances, webart, sound art and much more.
COLL.EO, Reasonable, machinima, color, sound, 2018
The video section includes machinima from COLL.EO and Ignacio Bosch's project Travelling without moving, a videogame designed as an auto executable app or as an immersive RV videogame that invites the player/spectator to embark on an eternal journey where the combination between magic and the mythical join his/her exploration desires. During the path, the player/spectator will find different elements and situations that would generate a reflection on matters as nature, borders, loneliness and fear.
Ignacio Bosch, TRavelling without moving, 2018
Game Design...the Game: Welcome to Inspiration, Now finish the damn game!. PC game, created in Unreal Engine. Courtesy UCLA Design Media Arts.
An Unreal Unity
May 16–30, 2019
Opening: May 16, 5pm
UCLA New Wight Gallery
Broad Art Center, Suite 1100
240 Charles E. Young Drive
Los Angeles, CA
An Unreal Unity features screen-based and interactive artwork, large-scale installations, and immersive projection. Themes include the Anthropocene, corporeal estrangement, speculative interventions, and emotional inquest. Participating artists are Hye Min Cho, Kit Kirby, Sara Drake, Isabelle Chen, Lena NW, Phazero, Maru Garcia, Carlos “L05” Garcia, Sam Congdon, Julian Stein, and Paul Carlo Esposito.
Opening reception Thursday, May 16 at 5pm. The exhibition will be open weekdays from 10am to 5pm through May 30.
This event is free and open to the public.
LINK: AN UNREAL UNITY
Regine Petersen, Civilization II hit by Park Forest meteorite in 2003,Archival pigment ink print, 130 x 108 cm
Regine Petersen (b. 1976 in Hamburg, Germany) received her MA in Photography from the Royal College of Art, London (2009). Her work has been presented in various solo and group shows internationally, such as Rencontres d'Arles in France, Foam Museum in Amsterdam and Aperture Gallery in New York. She captures moments that are both spontaneous and carefully engineered. These images are a vehicle for thinking, for ruminating on the balance between what is visible and invisible, and the fine line between intimacy and detachment. She often chooses subjects that can be studied from various angles, like meteorites, which she examines as cosmological, astronomical, geological, philosophical, historical, and emotional artifacts. She also photographs objects hit by meteorites, like the package of Sid Meier's Civilization II. A premediation of the planet's imminent destruction?
LINK: Regine Petersen
Pablo Castaneda Santana, Santaclara, reinforced acrylic paint sheet, 100 x 140 cm, 2017
Pablo Castaneda is a multidisciplinary artist. He holds a degree in Graphic Design at the Universidad Iberoamericana in Tijuana and has participated in courses and workshops in the CEART of Baja California, where he has taken master classes with Tarcisio, Lara, Beltramini and Decorme. Castaneda lives and works in Mexicali, the capital city of the Mexican state of Baja California, right on the border with California in the United States.
LINK: Pablo Castaneda Santana
Ruptures in Video Game Culture
May 15 2019
From 7 to 10 PM
As part of the Unfeeling Capitalism series at the Toronto Media Arts Centre, this evening talk brings together game workers, players and artists confronting capitalism, white supremacy, and misogyny in real and virtual worlds. Presented in collaboration with Hand Eye Society, Dames Making Games, Toronto Media Arts Centre, Unifor National, and Game Workers Unite, Ruptures in Video Game Culture features Paolo Pedercini, Gaby Aveiro, SpekWork, and Jordan Sparks.
Fernando Villela, Damn, Time Flies, Installation video, shot, edited, and displayed on a cracked iPhone SE, 2018.
A new work by Fernando Villela, the artist behind Procedural Generation, an in-game photography project developed with Grand Theft Auto V.
Fernando Villela is a photographer from São Paulo (b.93), currently living and working in New York. A diligent observer, his subject matter is the everyday, the living experience, the shared existence. He believes it is here to be witnessed, to be observed. With interests in existentialism, urban life, and the systems that operate (the invisible hands that orchestrate), Fernando looks and aims his camera to the action unfolding around him, surveying the sidewalk, the buildings, the day and its inhabitants.
LINK: Fernando Villela
PLAY.GROUND II: Video Game Art from Hong Kong
Curated by IP Yuk-Yui
May 10 - August 18, 2019
VIDEO GAME ART GALLERY
2418 W Bloomingale Ave Apt 102
Chicago, IL 60647
Opening Reception Friday, May 10, 6-9pm
With its distinctive urban landscape and rich cultural legacies, Hong Kong has always been a great source of creative inspiration for video games. Hong Kong is one of the most frequently depicted locations in video games, alongside New York City and Tokyo. As both a physical place and a cultural icon, Hong Kong unquestionably occupies a unique position in the video game imaginary.
Against this cultural context, PLAY.GROUND II features a collection of video game and game-inspired artworks by five Hong Kong-based media artists: HUI Wai-Keung, IP Yuk-Yiu, Vvzela KOOK, Alan KWAN and Edwin LO, providing an extended showcase and a creative overview of the distinctive state of Hong Kong video game art and its recent development. Originally shown in Tokyo Arts and Space, this is the first exhibition of its kind to tour to North America.
LINK: VIDEOGAME ART GALLERY