Posted by Matteo Bittanti on 01/03/2025 in 3D ANIMATION, ANIMAL CROSSING NEW HORIZONS, EVENT, GAME, GAME ART, GAME ENGINE, GRAND THEFT AUTO, INSTALLATION, LIVE STREAMING, NEWS, PERFORMANCE, VIDEO, VIRTUAL REALITY, VR | Permalink
digital video, color, sound, 11’, 2024, United Kingdom
created by Andy Hughes
Shimmer creatively combines photographic assemblage, archival footage, and video game imagery, to interrogate the vitality and agency of materials, positioning pollution and climate change as pivotal concerns while destabilizing the dichotomy between animate and ostensibly inert matter such as “plastics”.
Andy Hughes is a British artist whose practice centers on the littoral zone and the politics of plastic waste, with a significant focus on machinima as a medium to explore the ecological and philosophical implications of pollution, materiality, and human-environment relationships. Hughes studied fine art at Cardiff University and received a scholarship to study photography at the Royal College of Art, London. He was the first artist in residence at Tate Gallery St. Ives. For more than thirty years, he has collaborated with scientists, curators, publishers, NGOs, academics, other artists, and many communities sympathetic to those aiming to examine and consider our relationships with plastic and pollution-related matters. Recent work aims to transcend the conventional trope of “raising awareness” about plastic pollution, instead utilizing machinima as a tool to explore the intersections of weirdness, magic, and Timothy Morton’s philosophical concepts. Through this medium, Hughes reconfigures ecological narratives, positioning them within a broader ontological and speculative framework.
Posted by Matteo Bittanti on 01/03/2025 in 3D ANIMATION, CYBERPUNK 2077, ECOLOGY, EVENT, GAME ART, GAME ENGINE, MACHINIMA, VIDEO | Permalink
The Unreal
digital video, color, sound, 13’ 50”, 2019, Spain/Norway
created by Gloria López Cleries and Sive Hamilton Helle
December 20 2024 - January 2 2025
Introduced by Matteo Bittanti
A machinima set within a seemingly alien landscape, The Unreal uses a first-person perspective to guide the viewer through the gleaming surface of an untouched mine. The ambient soundtrack, coupled with a soothing voice-over, cultivates a tranquil atmosphere that invites meditation, while subtly revealing the mineral origins of technology and the extractivist dynamics embedded within it. Employing a practice-based methodology, the artists have harnessed video game software to construct an artificial world and engage with the appropriation of visual and narrative conventions associated with techno-colonialism.
Gloria López Cleries works as an artist, educator and researcher at the intersection of artistic research, visual culture and pedagogy. Originally from Valencia (Spain), López is based in Gothenburg, where she teaches on the MFA Fine Art programme at HDK-Valand. She holds a Master’s in Contemporary Art History and Visual Culture (MNCARS, Madrid), as well as an MFA from HDK-Valand (Gothenburg University). Her work critically engages with neoliberal rhetoric surrounding emotional capitalism, online models of productivity, and the politics of care and collectivity. Through her projects, she challenges the vocabularies and iconographies of online social networks. Her recent work explores the spiritual discourses of materiality and techno-mysticism.
Sive Hamilton Helle is a filmmaker, visual artist, and lecturer based in Oslo. She holds an MFA in Film from HDK-Valand and a BA in Film from the London College of Communication. Hamilton Helle’s works have been screened and exhibited at venues such as The Photographer’s Gallery, Fotomuseum Winterthür and the Göteborg Film Festival. Known for her worldbuilding process, she often combines multiple perspectives and crafts narratives that blur the lines between fiction and reality. Recently, her work has focused on complex landscapes shaped by colonialism and industrial activity.
Posted by Matteo Bittanti on 12/20/2024 in 3D ANIMATION, ANIMATION, COLLABORATION, ECOFEMINISM, EVENT, GAME ART, GAME ENGINE, MACHINIMA, VIDEO | Permalink
digital video, color, sound, 34’ 26”, 2022, Hong Kong.
created by Edwin Lo
December 6 - 19 2024
A machinima video essay that intertwines fragments of Native American history with digital landscapes using Far Cry 5 (2018), End Time and The Trajectories of Ancestors explores themes of religious survivalism, cultural memory, and land representation within digital spaces. By overlaying Far Cry 5 ’s depiction of the state of Montana with archival records and testimonies, the project interrogates how video games engage with colonization, land appropriation, and cultural violence, while reclaiming virtual spaces to amplify marginalized voices.
Edwin Lo is an artist and researcher whose practice spans video, image, installation, sound, and video games. His work recontextualizes video games as dynamic spaces for artistic exploration, rather than treating them as static texts. Lo’s approach integrates sound, machinima, and thematic investigations into technology, faith, and the human condition, resulting in a layered, multifaceted engagement with digital media. He holds a Master of Arts from the School of Creative Media, City University of Hong Kong, and his work has been exhibited internationally. Recent exhibitions include presentations by the Goethe-Institut and Para/site in Hong Kong, Palais de Tokyo, Tokyo Arts and Space, the Experimental Sound Studio in Chicago, Loop Barcelona, Image Forum, International Short Film Festival Oberhausen and Meinblau Projektraum in Berlin. Lo currently lives and works in Hong Kong.
Posted by Matteo Bittanti on 12/06/2024 in 3D ANIMATION, ECOLOGY, EVENT, FAR CRY, GAME ART, MACHINIMA, VIDEO, VIDEO ESSAY | Permalink
Lagares do Alvará is a virtual environment created using Unreal Editor for Fortnite, envisioning a partial reimagination of Mouraria, Lisbon, as a thriving, self-sustaining neighborhood no longer reliant on tourism. The project was mmissioned by Davide Onestini and André Trindade (aka By the End of May) for the 2024 Gentler Futures Festival. Special thanks to Maria Mascarenhas for providing invaluable local insights, enriching the project with contextual depth, and recommending Vale dos Vencidos, José Smith Vargas’s evocative graphic novel.
Hugo Pilate’s work revolves around enabling diverse groups to collaborate effectively by crafting shared visions, defining guiding values and principles, and developing actionable plans to bring concepts to life—from research to prototyping and piloting. His practice thrives at the intersection of design fiction, urban development, gamer culture, and maker culture, drawing inspiration from practitioners such as Sara Hendren, Nicolas Nova, Taeyoon Choi, and José Sanchez. With over a decade of experience, Hugo has honed a multidisciplinary approach that bridges speculative design with practical implementation, fostering innovation and inclusivity in collective projects. Beyond his professional endeavors, he nurtures a passion for creative coding and small-scale digital experiments. He has organized hackathons such as Digikat and Museomix India, exploring the interplay between traditional crafts and creative technologies.
LINK: Hugo Pilate
Fortnite map: Lagares do Alvará
Posted by Matteo Bittanti on 11/26/2024 in 3D ANIMATION, ART GAME, FORTNITE, NEWS, PROJECT, VIDEO | Permalink
Liquid Forest
machinima, color, sound (soundtrack: Gaël Manangou, Congo), 8’ 37”, 2023/2024, France/Congo
created by Isabelle Arvers
November 22 - December 5 2024
vral.org
Does the white man really not know that if he destroys the forest, the rain will stop? And that if the rain stops, he won’t have anything to eat or drink?” This question, posed by Yanomami activist and philosopher David Kopenawa in La chute du ciel, strikes at the heart of today’s ecological crisis. Scientist Antonio Donato Nobre, in his 2010 TEDxAmazonia talk, deepens this understanding of interconnectedness by describing how each tree “sweats,” releasing over 1,000 liters of water into the atmosphere daily—an essential part of what he calls vertical rivers. Without forests, these rivers vanish, and with them, water itself. This crisis is not confined to the Amazon. In West Africa and Madagascar, iconic baobabs — known for their spongy wood that acts as natural cisterns, storing water critical to local communities — have been dying at alarming rates over the past decade. Liquid Forest immerses viewers in these vertical rivers, offering a journey through baobabs and corals that dissolves binaries and unveils fluid, interconnected realities. The work invites audiences to inhabit a universe where everything is interlinked, delivering a sensory experience that highlights the fragile equilibrium of ecosystems and the pressing need to protect them.
Isabelle Arvers is a French artist, curator, and scholar whose pioneering work at the intersection of art and video games has shaped new media practices for over two decades. She holds a Ph.D. in Art & Games Decolonization, and her research focuses on the artistic, ethical, and critical implications of digital gaming. Arvers is widely recognized for her exploration of video games as a medium for artistic expression, particularly through machinima, which transforms video games into creative tools. As a curator, she has organized numerous exhibitions and festivals worldwide, from Playtime at Villette Numérique in Paris to Jibambe na Tec in Nairobi, and her work is deeply embedded in decolonial, feminist, and queer approaches to gaming culture. Arvers’s projects also focus on challenging borders – both digital and geographical – through initiatives like the antiAtlas of Borders exhibitions. In addition to her curatorial practice, Arvers’s activism and research have led her to collaborate with artists globally, particularly in non-Western countries. Her Art and Games World Tour sought to amplify the voices of marginalized game creators and explore how video games can serve as tools for resistance and alternative storytelling. Her association, Kareron, continues to produce projects related to cyber feminism and alternative media, including TRANS//BORDER, a tribute to Nathalie Magnan. Arvers has also contributed critical essays to a range of publications and curated workshops on machinima and game art to democratize these practices.
Posted by Matteo Bittanti on 11/22/2024 in 3D ANIMATION, COLLABORATION, DANCE, DECOLONIZATION, ECOFEMINISM, ECOLOGY, EVENT, GAME ART, INTERVIEW, MUSIC | Permalink
FILE is now accepting applications for the 2025 edition, inviting artists, creators, developers and researchers to submit their projects. This is a unique opportunity to exhibit your work in São Paulo, from July 15 to September 7, 2025, at the renowned FIESP Cultural Center.
We seek innovative and creative projects that integrate art and technology, both national and international, covering diverse areas such as installations, robotics, CGI, virtual and augmented realities, animations, mobile art, games, kinetic art, public art and much more. We value proposals that explore interaction with the public and the use of Artificial Intelligence, in various formats of artistic expression.
As a non-profit cultural organization, FILE promotes experimentation and development in the field of Art and Technology, providing a platform for artists to connect with new audiences. In this 24th edition, the festival continues its commitment to exploring the boundaries between technology and art.
You can also take advantage of the chance to participate in the FILE LED SHOW, exhibited annually at the FIESP Digital Art Gallery, or to lead a session at the FILE WORKSHOP. Sign up using the form and check the guidelines in the regulations.
Project submission: until January 15, 2025
FILE SP 2025: from July 15 to September 7, 2025
Posted by Matteo Bittanti on 11/21/2024 in 3D ANIMATION, ANIMATION, ART GAME, CFA, EVENT, GAME ART, GAME ENGINE, INSTALLATION, MACHINIMA, NEWS, OPEN CALL, VIDEO | Permalink
The Bartlett School of Architecture, UCL
22 Gordon Street
London WC1H 0QB
United Kingdom
Hours: Monday-Sunday 7am-10pm,
Saturday-Sunday 9am-6pm
press release
Applications are now open for the 2025 intake of the Cinematic and Videogame Architecture MArch course at the Bartlett School of Architecture, based at UCL’s brand new UCL East campus.
The first programme of its kind in the UK, the Cinematic and Videogame Architecture MArch course teaches students to employ innovative architectural design methods using cinematic, animation and gaming technologies. Students will critically situate their work in relation to new developments in time-based digital media and how they shape our culture, identity and politics.
What is the programme’s focus
Architecture has a long history of acting as an underlying structuring device for both film and videogames. From the construction of film sets to developments in film compositing techniques and innovations in computer graphics, the depiction of space has been a key challenge in arriving at our contemporary media landscape of film and videogames. In turn, the narrative and storytelling power of time-based and interactive media are reshaping not only how architecture is constructed and represented, but also how it is conceived and experienced.
How will the programme be delivered
Taught by internationally renowned experts in cutting-edge digital technologies, the programme is based at UCL’s new campus, UCL East, occupying new state-of-the-art design studio and computation facilities alongside shared specialist media and workshop spaces. The programme is founded on a strong and experimental practice-led studio element, where practical learning is supported by robust theoretical research. Students engage with theoretical concepts through lectures and introductory design projects, supported by digital skills modules.
This cross-disciplinary approach allows students to test ideas and invent new research methods, leading to the production of architectural design projects that are developed and realised through films, video games and hybrid digital-physical environments.
The programme is led by Prof Penelope Haralambidou and Dr Luke Caspar Pearson. Penelope’s teaching and research employ an innovative practice-led methodology that uses, drawing, modelling, digital film and immersive environments to investigate spatial culture. Luke is co-founder of You+Pea, a design research studio working between architecture and videogames that collaborates with cultural and educational institutions alongside industry clients, and is the co-author of Videogame Atlas (Thames & Hudson, 2022).
How will the programme equip people for future careers
Students gain technical skills and explore time-based, storytelling and interactive media as new platforms for engaging with the design and production of space, from the domestic to the urban. Graduates develop advanced skills applicable in the fields of architecture and architectural visualisation, and gain expertise that can form the foundation for careers in immersive environments, film and videogame industries. Through regular visits by academic and industry experts, graduates will understand how to position and present their work for future careers in many different creative disciplines.
Who should apply
We are looking for applications from graduates and professionals from architecture, but also from other backgrounds – including design, filmmaking, film studies, anthropology, geography, fine art, videogame design, graphic design, animation and computer-generated imagery design – who are interested in studying the relationship between architecture, cinema and videogames, and show evidence of a strong record both academically and/or in practice.
Applications close on April 4, 2025 for applicants requiring a UK visa, and August 29, 2025 for applicants not requiring a UK visa.
Posted by Matteo Bittanti on 11/08/2024 in 3D ANIMATION, ACADEMIC COURSE, ARCHITECTURE, CFA, DESIGN, NEWS, RESOURCE | Permalink
digital video (1920 x 1080), color, sound, 5’ 15”, 2016, United Kingdom
created by Luke Caspar Pearson
Reyner Banham Loves Los Santos reimagines Banham’s original exploration of Los Angeles through the virtual lens of Grand Theft Auto V. In this adaptation sui generis of a 1972 BBC documentary, Banham’s vision of a city defined by mobility over monumentality is amplified within the sprawling, simulated metropolis of Los Santos. Just as Banham embraced the freeways and fluidity of LA’s urban fabric, Los Santos takes this mobility to an extreme, where the ability to instantly commandeer any vehicle represents a new kind of urban experience, rooted in speed, freedom, and fluid motion. Luke Caspar Pearson’s machinima reflects Banham’s fascination with the paradoxes of the city – its chaotic structure and capacity for personal liberation. The narrative juxtaposes Banham’s celebration of LA’s automotive culture with the lawless nature of Los Santos, transforming Banham’s intellectual engagement with LA into a playful yet critical examination of the intersections between urbanism, architecture, and video game spaces.
Luke Caspar Pearson is a London-based architect, academic, and co-founder of the design research practice You+Pea, where he explores the intersection of video game technologies and architectural design. As an Associate Professor at the Bartlett School of Architecture, University College London, he founded and co-directs the new Cinematic and Videogame Architecture MArch programme, emerging from his work with the innovative Videogame Urbanism studio. His research focuses on how digital tools can engage new audiences with architectural design. Luke is the co-author of Videogame Atlas: Mapping Interactive Worlds (Thames & Hudson, 2022) and his work has been widely published in journals such as eflux Architecture, Design Studies and Architectural Research Quarterly. His design projects have been featured in exhibitions at venues like the Royal Institute of British Architects, Somerset House.
Posted by Matteo Bittanti on 11/08/2024 in 3D ANIMATION, EVENT, GAME ART, GAME ENGINE, GRAND THEFT AUTO, INTERVIEW, MACHINIMA, NEWS, VIDEO, VIDEO ESSAY | Permalink
X Virtual Gathering: Honey
November 1, 2024–February 14, 2025
X Museum
Chaoyang District
Langyuan Station, E1 (Building 10), No.53 Banjie Tower Road
Beijing China
press release
Although the Chinese pictograph and title of the project refers to “honey,” it also morphologically entails its originator, the “bee” and its natural habitat, the “hive.” “X Virtual Gathering: Honey” focuses on the expanded network of bees and its implications—ecological biogeography, human civilisation, and capitalisation. In recent years, resource depletion and ecological crises have resulted in a net loss of biodiversity, which has dramatically affected the living conditions of many species. Here, humans are no exception, and are never excused from these systems. The space occupied by “Honey” is not merely one of nature and ecology, but also a space shaped by totems and human activity that impacts wildlife. “X Virtual Gathering: Honey” is an interdisciplinary research project that commissions visual artists and music producers to explore organisms, ecosystems, food supply chains, cultural heritage, organisation and sharing. All of the works in this exhibition are new commissions, including a video game, eight music tracks, and an art installation. The game Honey will be available for download through X Museum’s online platform. At the end of 2024, the project will also release an eponymous vinyl record which will be distributed globally.
Humans created a nexus of civilisation, slowly deepening the division between civilisation and nature through technological revolutions. From reverence to exploitation, our shifted minds towards natural resources have disenchanted nature’s spirituality. Inorganics have been replacing the organics, continuing its claim as the centre of the capitalistic society. As of late, the delicate and dynamic balance amongst organisms has been disrupted against the backdrop of capitalism and the Anthropocene. The network of “Honey” symbolises a fluid environment, connecting humanity with “Otherness’, and capitalism with exploitation. This exhibition highlights and challenges a series of ecological predicaments coming towards us—artificial sugars, pesticides, intensive agriculture, and colony collapse disorder. Through various styles ranging from experimental electronic and dance music to free jazz and ambient music, this exhibition offers an interdependent soundscape. Sampled music from China’s ethnic minority regions trace an alternative perspective on the paradoxes of memories and loop back to the emotions of these interrelated communities.Techniques such as granular synthesis are used to further transcribe bee colonies and terrestrial ecosystems within the technological environment. As an abstract medium, music alters and challenges the participants” senses, urging us to rethink ecological justice and species justice.
“Honey” also symbolically alludes to the sacred—it flows from the material world to the immaterial realms with a golden gleam. It washes over human minds, and extends to eternity. Since the Stone Age, honey has been one of the oldest substances cultivated, managed and distributed by humans. It is a natural sweetener, anti-inflammatory, antioxidant, and antibacterial agent, which reflects upon human prosperity and longevity, embodying our quest to speculate on the unknown and the cosmos. In this exhibition, each individual music work from the artists represents a specific event throughout levels in the game-build. As the space shifts, these pieces are triggered by visitors, immersing them during real-time gameplay. Visitors are invited to participate through the perspectives of bees, engaged in a dynamic, unstable environment that enhances and augments the sensory experience. “Honey” unfolds as a fluid, generative virtual space where “you” influences the honey, and the honey influences “you.”
Bee colonies are organised by an effective social structure that manifests collective decision making. Their ways of collaboration closely resemble the neuron interactions of the human brain. To study the behaviour of bees is to study ourselves. These social insects collectively decode complex tasks and are guided by instinct and order, while humans tend to pursue independence and freedom. In response, the game Honey spreads its multiple story lines around this organisational aspect, challenging the stereotypical concepts of order and autonomy, civilisation and nature. Here, we explore the trans-dimensional space that “honey” occupies in visual culture through the construction of a series of totemic symbols, and a mix of organic and inorganic landscapes. From discursive sound environments, installations and virtual worldbuilding to text, images, and gamified spaces, “X Virtual Gathering: Honey” systematically unpacks the intricate network of civilisation embodied by these insects. Through the lens of honey, the project takes a multi-species ethnographic approach in a dialectical exploration of the primordial, non-Western-centric ecological futures lurking beneath the “human” crisis.
Artists
33EMYB W00 Zhang Gooooose Alex Zhang Hungtaigogoj Hyph11 EABADIRDJ Marcelle Jana Rush
About X Virtual
Launched by X Museum in 2019, X Virtual is a digital art platform that fosters new artistic 3D spaces within virtual worlds. We commission artists to create new digital works and organise online and offline exhibitions, workshops, and talks. As a museum affiliate initiative dedicated to cultivating virtual worlds, X Virtual aims to promote new thoughts, discussions, and interdisciplinary practices in relation to the emerging Web3 centred technologies, including XR, AI, and game engines. By collaborating with artists, technologists, architects, game designers, filmmakers, and other digital creators from diverse backgrounds, we are committed to building an accessible digital art platform that caters to the fast-evolving Web3 virtual worlds, for everyone.
LINK: X VIRTUAL GATHERING
Posted by Matteo Bittanti on 11/01/2024 in 3D ANIMATION, ART GAME, EVENT, GAME, GAME ART, GAME ENGINE, INSTALLATION, MUSEUM, NEWS | Permalink