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 (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
Harry Bayley discuss Bram Ruiter and Martin Gerrits’s seldom-seen homage to Phil Solomon, Infinite Skies (2011), which was screened at the 2024 Milan Machinima Festival. The screening inspired this thoughtful and poetic critique by our occasional contributor and machinimaker, Harry Bayley.
“Here may indeed be torment, but not death.”
Dante Alighieri, The Divine Comedy, Volume 2: Purgatorio
Following the tradition of experimental and avant-garde filmmaking with/in Grand Theft Auto, Bram Ruiter's Infinite Skies explores an abandoned world, one left to ruin once its masters have left.
This isn't about world-building; it's about a world imploding.
Infinite Skies feels like a natural extension of Phil Solomon’s work within Grand Theft Auto: San Andreas, though Ruiter approaches the same environment with a distinct vision. The streets are the very ones Solomon once traversed, yet Ruiter reinterprets them, offering a fresh perspective. By retracing Solomon’s path, Infinite Skies seems to deliberately evoke a return to those uncanny, purgatorial islands Solomon once explored.
The deja vu triggers cognitive dissonance, because the San Andreas of Infinite Skies contrasts sharply with its portrayal in Solomon's work. While Solomon presents the virtual world as controlled, isolated, empty, and almost painterly in its aesthetic, Infinite Skies renders San Andreas as violent, cluttered, and chaotic.
Re-watching Last Days in a Lonely Place and Rehearsals for Retirement there is a cyclical feel to the world a constant unbecoming and return, Infinite Skies stops that cycle seeming to ask what has happened to these virtual worlds now that we have left. There isn't a sense of return or unbecoming here but one of the infinite void, a constant unfolding heading deeper, deeper.
Infinite Skies is uniquely eerily, the way the camera floats through the barren landscape confronting us with occult images from deep within the game's code. The pixelated alchemy employed by Ruiter presses up against the limits of the game's code journeying up to and past the point of no return.
The game seems to be unraveling, dissolving into a maze of streets and mist. Tormented by NPC specters, the landscape is relentlessly battered by shifting weather, with thick fog and rain smothering the pixelated plains. A baseball player stands silhouetted in the moonlight, motionless, as another figure bleeds out on the pavement, while a revenant hovers above a car welded into the brick walls.
Something is definitely amiss here, and there is no way back.
Ultilising an in game mod which allows for rapid switching of weather cycles Ruiter creates disorienting dense landscape. The effect is a tool for brushing away the layers on the surface of the 32-bit plain. This act of subtraction revealing the torment beneath. Infinite Skies feels as though we have broken through the games inner barrier into whats hiding in the back room.
Venturing deep into the gamespace, being confronted with uncanny representations of our world, of the games world, a space harbourign a brooding dread just under the surface. The virtual world seems to be reacting to something human, listening to our resonance, creating some kind of new flesh beneath what we see - formulating dimensions of purgatory filled with ghosts from the player's past.
The world is grieving.
But how does a game grieve?
Self-presence refers to the degree to which an individual feels immersed in a media environment, engaging with it as though they are a part of it. The player character becomes an extension of oneself, merging real and virtual experiences into a unified perception.
But how does a virtual environment respond to self-presence?
What traces do we leave behind, do our trails get absorbed into the game, or expelled from the wound we cleave on our journeys through?
As we push against the boundaries of what is possible within the game and phase into the digital world, does the gamespace start to push back?
Infinite Skies explores this, what if the game can respond to our interaction with it and how we project ourselves into its world, how would a game react to how we feel.
Harry Bayley
Harry Bayley recently wrote about Aaron Berry's The Fourth Era. He recently screened Ruiter's works in London.
Work cited
Infinite Skies
Digital video, color, sound, 6' 29", 2011, The Netherlands
Bram Ruiter is an experimental filmmaker based in Zwolle, the Netherlands, who creates collage-like cinematic morphologies that examine themes of creation, contradictions, labor, and the unfinished or incomplete. Fascinated by marginal objects and obsolescent procedures, his work incorporates non-traditional materials and broken aesthetics. Ruiter’s films have screened internationally at festivals including the Viennale, Karlovy Vary, Pesaro Film Fest, Fantastic Fest Austin, A.Maze Berlin, and the Netherlands Film Festival. Ruiter also teaches filmmaking at ArtEZ University of the Arts, both at graduate and undergraduate level. His groundbreaking machinima Perpetual Spawning was awarded the Critics’ Choice Award at the 2019 Milan Machinima Festival and his remastered version of Endless Sea was featured in S04 of VRAL.
Read more about Infinite Skies
Read a recent interview with Bram Ruiter
Watch an excerpt from Endless Sea (2015)
Watch Perpetual Spawning (2018)
Posted by Matteo Bittanti on 10/17/2024 in 3D ANIMATION, ESSAY, GAME ART, GRAND THEFT AUTO, VIDEO | Permalink
digital video (3840 x 1632), color, sound, 10’ 03”, 2018 (2024), United States/Italy
created by COLL.EO
October 11 - 24 2024
vral.org
The second in a series of machinima by COLL.EO examining social and racial tensions in the United States produced between 2018 and 2020, Reasonable Too depicts a fatal encounter between a young man and law enforcement, set against a stark urban backdrop. Utilizing the digital environment of Grand Theft Auto V, the piece juxtaposes the overwhelming force of authority with the vulnerability of the victim, culminating in an execution. The progression of events – from the initial pursuit to the officer’s use of force – offers a pointed critique of systemic violence and power imbalances. By presenting this narrative within the context of a video game, Reasonable Too heightens the sense of helplessness and alienation often tied to real-world tragedies, underscoring the complex relationship between virtual worlds and lived experiences.
COLL.EO (est. 2012) is the dynamic duo of Colleen Flaherty and Matteo Bittanti, whose artistic practice can best be described as a tiresome exercise in recycling other people’s ideas. Known for their breathtaking lack of innovation, COLL.EO specializes in taking the work of others, throwing on a thin veneer of irony, and calling it subversion. After spending an extended period shuttling between San Francisco and Milan, they’ve managed to carve out a niche in Los Angeles, where the air is thick with their smug displays of so-called “appropriation” and “intervention.” Like an art world cover band, they rehash the past with neither flair nor purpose, but somehow they persist.
Posted by Matteo Bittanti on 10/11/2024 in 3D ANIMATION, EVENT, GAME ART, GRAND THEFT AUTO, INTERVIEW, MACHINIMA, NEWS | Permalink
digital video (1920 x 1080), colour, sound, 4’ 23”, 2016, Ireland
created by Alan Butler
September 13 - 26 2024
Introduced by Matteo Bittanti
vral.org
26 GASOLINE STATIONS is a digital homage to Ed Ruscha’s iconic 1963 photobook, 26 Gasoline Stations. Ruscha’s work famously documented the mundane yet intriguing petrol stations along his route from Los Angeles to Oklahoma City. In contrast, Butler’s reinterpretation situates this journey within the virtual world of Grand Theft Auto V’s San Andreas, transforming the act of driving across America into a navigational exploration and documentation of digital spaces. Executed as both machinima and an ebook, the project captures each station from the confines of Butler’s studio in Ireland, emphasising the shift from physical to virtual mobility. This transformation not only pays tribute to Ruscha’s artistic exploration but also probes deeper into the evolving relationship between real and simulated environments, highlighting how digital media can extend and challenge traditional notions of landscape, place, and documentation in the age of video games.
Alan Butler is an artist who employs both traditional and new media to probe themes surrounding digital culture and its influence on shaping realities. His creative approach incorporates various materials and techniques from the annals of image–making, scrutinising the ideological and political implications of technologies like 3D graphics, video games, and cloud computing. His recent solo exhibitions include We are Now in the Mountains and They Are in Us at the Royal Hibernian Academy, Dublin (2023); The Need To Argue In The Master’s Language at Visual Carlow, Ireland (2018); and Down and Out in Los Santos at the Malmö Fotobiennal, Sweden (2017). He has also participated in notable group shows such as Open World: Video Games and Contemporary Art at The Akron Art Museum (2019) and Digital Citizen: The Precarious Subject at the BALTIC Centre for Contemporary Art, UK (2019). A key moment in his career was representing Ireland at the Venice Architecture Biennale 2021 as part of the collective ANNEX. His works are held in several collections including the Irish Museum of Modern Art, the Office of Public Works, Ireland, The Arts Council of Ireland, and Trinity College Dublin.
Posted by Matteo Bittanti on 09/13/2024 in 3D ANIMATION, BOOK, CONCEPTUAL, EVENT, GAME ART, GRAND THEFT AUTO, INTERMEDIA, MACHINIMA, MIXED MEDIA, PHOTOGRAPHY | Permalink
The Alluvials
digital video (1920 x 1080), color, sound, 38’ 05”, 2023, United States of America
Created by Alice Bucknell
The Alluvials is a seven-chapter video work — and video game — that delves into the politics of drought and water scarcity in a near-future Los Angeles. The narrative unfolds through diverse more-than-human perspectives, including the Los Angeles River, wildfire, a 400-year-old sycamore named El Aliso, and the ghost of the city’s famed mountain lion, P-22. Combining history, futurism, and speculative fiction, The Alluvials examines the complex interplay between engineered ecology, disaster capitalism, and nonhuman systems shaping Los Angeles. The story is presented across various media, featuring custom-built game environments, modified versions of the fictional city Los Santos from Rockstar Games’ Grand Theft Auto V, 3D scans of LA captured by drone, AI-generated “hallucinations” merging historical images of the River with future development proposals, and visualizations of GIS and pollution data of the LA River. The project acknowledges Indigenous unique relationships to water, particularly those of the Tongva People of the Greater Los Angeles Basin, emphasizing that nature is an intelligent system and a technology in its own right.
Alice Bucknell is a North American artist and writer based in Los Angeles. Working with game engines and speculative fiction strategies, their work explores interconnections of architecture, ecology, magic, and nonhuman and machine intelligence.In 2021, they founded New Mystics, a digital platform merging magic and technology. In 2022, they organized New Worlds, an experimental event series expanding on emergent worlding practices, held at Somerset House Studios in London. They have presented their work internationally, with recent exhibitions at Ars Electronica with transmediale, Arcade Seoul, the 18th Venice Architecture Biennale, Honor Fraser Gallery in Los Angeles, Gray Area in San Francisco, Basement Roma in Rome, Singapore Art Museum, The Museum of Modern Art in Fort Worth, Texas, Fiber Festival in the Netherlands, and Serpentine in London. Their writing appears often in publications including ArtReview, Flash Art, Frieze, e-flux Architecture, and the Harvard Design Magazine. They are currently faculty at SCI-Arc in Los Angeles and an Associate Lecturer in MA Narrative Environments at University of the Arts London. In 2023, they are a Supercollider SciArt Ambassador in Los Angeles, a resident of Somerset House Studios in London, and a resident at transmediale in Berlin. Bucknell studied Anthropology at the University of Chicago and Critical Practice at the Royal College of Art in London.
Posted by Matteo Bittanti on 08/02/2024 in 3D ANIMATION, AI, ANIMATION, ART GAME, ECOFEMINISM, ECOLOGY, EVENT, GAME ART, GAME ENGINE, GRAND THEFT AUTO, INSTALLATION, INTERVIEW, MACHINIMA, VIDEO | Permalink
digital video (1280 x 720), color, sound, 28’ 32”, 2015, Brazil
created by Fernando Pereira Gomes
In Light Study, a male avatar from Grand Theft Auto V stands unwavering, gazing into the camera for nearly thirty minutes as weather and light conditions shift subtly yet continuously, painting the scene with an ever-changing palette. The camera remains mostly fixed, with slight movements adding to the contemplative stillness. Dominant wind sounds blend with ambient city noises, creating an immersive backdrop. The artist discovered this scene by accident when the game idled into screen-saver mode. He noticed the light changing on the avatar’s face from morning to night and back. Fascinated by this passage of time, he recorded the scene, furthering his exploration of digital realms and their parallels with our experience of life and time.
Fernando Pereira Gomes was born in São Paulo, Brasil in 1993, currently living and working in Paonia, Colorado. After spending his teenage years in Europe, Gomes moved to New York where he earned his BFA in Photography from the School of Visual Arts (SVA). In New York, he created a body of street photography depicting life in the city, seeking moments of stillness and poetry within the ever buzzing metropolis. In 2014, his groundbreaking in-game photography series Procedural Generation garnered international attention, both in print and online, culminating in a solo exhibition curated by Alexandra Ungern-Sternberg at Ateliê Alê in São Paulo, Brazil, titled Geração Processual. Additionally, selected images were featured in the group exhibition Transition at the Y Gallery in Minsk, Belarus, also in 2014. Gomes’s work has been presented at prominent venues such as the Noorderlicht Photofestival, Miami-Project, and Photo-LA.
Posted by Matteo Bittanti on 07/19/2024 in 3D ANIMATION, EVENT, GAME ART, GAME ENGINE, GRAND THEFT AUTO, MACHINIMA, NEWS, PHOTOGRAPHY, VIDEO | Permalink
Dancing Plague
digital video (1920 x 800), color, sound, 6’ 29”, 2024, Switzerland/Italy
created by 2girls1comp
In Dancing Plague, a mod for Grand Theft Auto V, the game’s traditionally gendered choreography is subverted, forcing every male NPC to dance feverishly whenever the player holds the H key. This intervention spotlights the inherent gender biases within the game’s animation system, where dance moves are primarily designed for female performers, often objectified as sex workers. By redirecting these choreographies to male characters, the mod disrupts the rigid gender binaries coded into the game, creating a spectacle where masculinity is both liberated and challenged. Interestingly, the male NPCs’s hypersexualized dance is mostly ignored by the female characters. Such an outcome becomes a playful and potent critique of the game’s inherent gender politics. To enhance the mod’s immersive experience, Azu Tiwaline, a French Tunisian musician known for blending contemporary electronic music with sub-Saharan trance traditions, was commissioned to create the soundtrack. Her work underscores the mod’s themes of ritual, trance, and liberation, providing a sonic backdrop that deepens the critique of gendered biases in digital spaces.
2girls1comp is a modding duo founded in 2023 by Marco De Mutiis (Italy, 1983) and Alexandra Pfammatter (Switzerland, 1993). Their work changes the logic of video games as an act of creative counter-play, revealing the social and economic fabric in which they are immersed: from reclaiming global digital infrastructures to commenting on free labor within the capitalist ideologies of the gaming industry, to showcasing the way play can influence its subjects through its mechanics. Their projects are distributed within the gaming and modding community, as well as cultural and artistic contexts.
Posted by Matteo Bittanti on 07/05/2024 in COLLABORATION, DANCE, EVENT, FANDOM, GAME ART, GRAND THEFT AUTO, INTERVIEW, MACHINIMA, MODDING, NEWS, VIDEO | Permalink
In this video, Marco De Mutiis and Matteo Bittanti introduce The Photographer's Guide to Los Santos, an online companion to the eponymous exhibition which took place in the context of Fotofestival Lenzburg between May 22 and June 23 2024 in Lenzburg, Switzerland.
The Photographer’s Guide to Los Santos is several things at once.
Firstly, it’s a curated archive and expanding resource center documenting the most significant artistic projects created with Grand Theft Auto V in the past decade.
Secondly, it an educational project, introducing students to virtual photography practices through a thematic overview and a series of hands-on exercises.
Thirdly, as an "how to guide", it provides a series of manuals intended to photography and media arts students interested in experimenting with the game.
This online resource currently collects nine projects created by international artists working with Grand Theft Auto V, that is, 2girls1comp, Alan Butler, Raphael Brunk, COLL.EO, Mattia Dagani Rio, Elizabeth Desintaputri, Claire Hentschker, Mascha Negri, and Georgie Roxby Smith, which were all featured in the very first themed exhibition.
The repository is expected to expand substantially over the next few months.
In this video, the curators discuss the nine notable works currently featured in the online archive.
Posted by Matteo Bittanti on 06/24/2024 in ACADEMIC COURSE, COLLABORATION, ESSAY, EVENT, GAME, GAME ART, GLITCH, GRAND THEFT AUTO, MACHINIMA, MUSEUM, NEWS, PHOTOGRAPHY, RESOURCE, VIDEO, VIDEO ESSAY | Permalink
Ekiem Barbier, Guilhem Causse, Quentin L’helgoualc’h
Marlowe Drive
digital video, sound, color, 34’, 2017, France
In Marlowe Drive, an avatar named Adam Kesher embarks on an unconventional journey through Los Santos, a meticulously rendered virtual replica of Los Angeles in Grand Theft Auto V. Adam is crafting a pioneering game video essay, not merely documenting the game and its players, but filming entirely within the game’s landscapes. This ethnographic endeavor blurs the boundaries between reality and fantasy, between players and their digital personas, while exploring the sociocultural dynamics of the simulation. Adam’s quest for a metaphorical bridge linking real-world experiences with virtual realities introduces him to characters and locations within the game that mirror broader societal themes such as ambition, identity, and self-expression. Marlowe Drive invites viewers to reassess the interconnections between gaming and cinema, between tangible realities and our collective imaginations.
Ekiem Barbier is a versatile composer and filmmaker who completed his education in drawing and video at the Montpellier Fine Arts School, graduating in 2017. His creative portfolio includes short fiction and animation films, and he has contributed to various collective exhibitions. Barbier’s directorial works include ANENT (2017) and Marlowe Drive (2017). His most recent project, Knit’s Island (2023), was a collaborative effort with Guilhem Causse and Quentin L’helgoualc’h, and premiered at Visions du Réel and since then screened worldwide, to great critical acclaim.
Quentin L’helgoualc’h is an artist whose work spans the realms of cinema, drawing, digital imagery, and sculpture, exploring the interplay among these mediums. His artistic inquiries reflect on the societal role of the artist, interlaced with personal fantasies and challenges posed by new technologies. L’helgoualc’h co-directed Marlowe Drive (2017) and Knit's Island (2023), with Ekiem Barbier and Guilhem Causse.
Guilhem Causse explores the intricate relationship between image and sound. Influenced by science fiction, photography, and concrete music, Causse crafts immersive environments characterized by void and resonance, populated with enigmatic forms. He co-directed Marlowe Drive (2017), and Knit's Island (2023), with Ekiem Barbier and Quentin L’helgoualc’h.
Posted by Matteo Bittanti on 06/21/2024 in 3D ANIMATION, EVENT, GAME ART, GAME ENGINE, GRAND THEFT AUTO, MACHINIMA, NEWS, VIDEO | Permalink