max
miptex | chatterton & oliver 2001 |
hosted
Part hack, part accident. A Kyro II card is convinced it's possible to run a Quake II mod on the wrong GL drivers. Textures are split across the renderer, fanning out in an impossible art-noveau-come-kandinky ovation. During the experiment the error 'Max_Miptex' was returned by the screaming engine. Edited machinima documents the experiment. downloads: Max Miptex.mov |
|
911
survivor | caloud, cole, brennon and kwon
2003 | hosted |
|
q3aPaint
| delire | 2003 description coming |
|
Super
Ichthyologist Advance
| catanese | 2003 multi-channel installation for gameboy advance Super Ichthyologist Advance is inspired by the "gotta catch them all!" mantra which fuels the fanaticism of capturing Pokemon. In this ongoing installation of variable dimensions, paul has converted the Gameboy into a virtual repository for show-quality Koi. The fish are trapped inside of the devices - a much smaller tank, but more effective method for distributing ownership of these regal animals |
|
Career Moves | Mary Flanagan | 2002 Career Moves explores the contradictory world of women in corporate America through an interactive, computer controlled board game. http://maryflanagan.com/career/career.htm |
|
repeater
| cornish | 2002 tate modern is the latest in chris cornish's repeater series of Red Faction Modifications. participants interact virtually with their present environment. installed within a gallery, the public can explore, interact or even destroy their present surroundings within the virtual game world. repeater questions what happens when the authenticity of the art institution is challenged by its own emulation. |
|
de_ccp
| honegger | 2002
site specific installation. depicts someone breaking into the building and accessing the storage space adjacent to the work’s location. meanwhile, a strange beeping sound emits from behind the closed door of the storage room – disturbing the viewer's perception of the boundary between virtual and physical reality. made in worldcraft/halflife |
|
cyber
cafe killers | cho | 2002
interactive, site specific, half-life mod you walk away from the game but the cross-hairs don’t recede. the adrenalised rush of gameplay filters through into reality. cyber café killers places the game junkie in LAN heaven. a special project constructing strong links between virtual and real violence, designed to study the culture in which street/gang violence spills over into internet cafés. |
|
suspect
device | honegger | 2002
site specific video The video depicts a first person perspective of the Gallery space, recreated using gaming software. Entering a beam of light in the gallery, the video takes a twist as the viewer is lowered into a glowing black and white maze. Running through the maze, shooting and blowing up hostile 'grunts' in typical first person shooter fashion, the viewer is once again transported back into the gallery space and wonders, dazed and confused back through and out of the gallery. |
|
QQQ
| nullpointer | 2002
|
|
quake
friends | delappe | 2002
machinima / online performance delappe and performers enacted an episode of 'friends' in an online game of quake. players navigated fraggings whilst using game chat to recite their lines. the work is intended as 'a mixing of popular entertainment to create a temporal occurrence of clashing inanities' |
|
in
the dead of the night |
bernstrup | 2002 music video continuing his fascination with artificial surfaces, fetishes and transgender themes, the music video to bernstrup's track 'you' takes a mesmerizing fly-through a virtual, film-noir city. |
|
container
|
honegger & hunt | 2002 site specific installation, machinima a constructed full scale replica of a shipping container houses a video projection. the video narrative reveals the curious origins of the container, whilst also depicting a sinister and unsettling event which took place in the gallery. the viewer is drawn dramatically into the virtual narrative through a surprising moment in which the real and the physical collide. |
|
lvl2_25.pk3
|
swearingen | 2002 |
|
chinatown
|
brody & cho
| 2002 dysfunctional ai in photorealistic los angeles chinatown hacked hpb bots wander aimlessly through the space having seizures |
|
c0a0
| brody
| 2002 glitchy deconstruction of the intro cinematic to half-life includes levels which exploit the code changes |
|
fips
| victor
liu see-le
| 2002 virtual reality succeeds film as the dream of a society. Using Quake II tech, fips is a short movie exploring the discrete structure of a digital world. |
|
velvet-strike
| schleiner,
brody & leandre | 2002 counter strike tags conceptualised during the beginning of bush's war on terrorism |
|
untitled
game | jodi | 2002 12 quake 1 mods. untitled-game mutates the semiotics of navigational perception, abstracting original game ontology. controls for mobility, enemy identification, narrative cognition, reward systems, landscape and gravity are reduced to symbolic fragments |
|
runners_2
| stern | 2002 a site specific installation created for the Kent EXPLORA show in Tel Aviv, wolfenstein 3 allows the Isreali player to invade Nazi Germany and kill Nazis on three large screens. three characters are controlled simultaneously through a cutom re-wired joystick not online. |
|
crusade
| stern | 2002 an infinitely looping mechanical windmill desktop accessory, looping computer animation of a posse of medieval knights, and a looping midi version of led zeppelin's "kashmir" not online. |
|
the
buff and the brutal |
droma
| 2002 machinima made with quake 3 arena, unmodified. soap opera about gay gladiators who must deal with their emotions in a world where death and destruction are a way of life not online. |
|
level
5 |
mastrantone
| 2002 site specific installation unreal tournament was used to virtually rebuild the gamma space gallery. how do associations of game-play murder / virtual-death affect our perception of familiar territory? not online. |
|
sam
| torsson |
2002 sam freeman, a distant relative of half-life hero gordon freeman. struggle to contol your character as sam's youthful impulses stimulate ridiculous violence, visual gags and other diversions not online. |
|
reality
check one
| huber |
2001 permanent video installation combatants confront each other in berlin’s alexander platz – a city centre being rebuilt in the manner of Koolhas’ generic city. |
|
howl
| delappe |
2001 online game performance playing holomatch – elite force voyager, delappe chose 'alan ginsberg' as a character name then typed ginsberg's seminal beat poem "howl" into game chat |
|
worship
| brody|
2001 online game performance worship is a performative intervention series set within the MMORPG Anarchy Online. an intense feedback loop was created when brody turned his avatars to face outside the sceen and worship him for an extended period of time |
|
white_picnic_glitch
| brody|
2001 sims mod aesthetically mutilated characters perform repetitive, useless or indiscernible actions in a white; a picnic; and a glitch environment. alterations include complex hex coding and art hacks. |
|
gunship
ready |
brody|
2001 online game performance a series of five performative interventions within the online shooter Tribes 2. normal game play consists of two sides of up to 30 players controlling one warrior each. brody and brennan piloted transport ships, kidnapping the warriors and taking them on a tour of the landscape. when they realised their fate the warriors were forced to commit suicide |
|
tekken
torture tournament |
stern |
2001 game performance during TTT, 32 willing participants received a bracing but non-lethal electrical shock in correspondance to the injuries sustained by their onscreen avatars. players wore shocking arm straps wired through a hardware/software hack of the Playstation game TEKKEN 3 |
|
cockfight
arena |
stern |
2001 game performance a one night parade of sweat and adrenaline which reclaimed performance art in the age of video games, pitting viewer against viewer in brutal cock-fighting theatre. audience volunteers suited up in custom made wireless game controllers and then stepped into an arena to control their life size game avatars |
|
gLanzoL
| glaznost | 2001 dancing camera and disorientation in performances with experimental and electronic audio / video / mix / projection / real_time / ambient / surroundings / to_explore / to_show / modification / videogame / mapping / multiuser / HL_engine / Counter Strike required to use the map, sample movies on site |
|
gameboy_ultraF_uk
| corby & baily | 2001 |
|
retroyou
r/c | retroyou | 2001 this is a total deconstruction [19 levels] of a race game for pc. downloads: 1-0_paradiSE.zip [15mb demo] Multiuser |
|
nestune
| ilett | 2001 an a/v controller unit that connects to any N.E.S. allowing manual override of its internal circuitry. The resulting a/v corruption is user controlled via rotating knobs. accepts 3 audio signals to trigger/control various circuits making an 8bit audio visualizer |
|
nesbender
| drage | 2001 whilst hacking an old nes console, attempting to randomly trigger bends to create an automatic visual disruption generator for video projections, tim drage created broken, distorted noises which he later made into compositions. unfortunately he also massacred the unit |
|
Children
of the Bureaucrats of the Revolution
| victor
liu see-le | 2001 a set of dances created with the Quake II game engine |
|
fskin
|
nullpointer | 2001 a project exploring the development of experimental conversions/modifications of commercial game software engines, via both resource hacks and code re-writes not online. |
|
potsdamer
platz, unreal edit | bernstrup | 2001 an empty, dead single player game where all weapons and enemies have been removed. Focusing on artificial cityscape and unreal reality as reality starts to immitate games immitating reality. |
|
project
club |
various | 2001 |
|
Q4U
| mengbo | 2001 Built with Quake 3, Q4U is an online gallery installation. Visitors play a Quake mod against mengbo, who is armed with a video camera and a gun. Q4U is the interactive sequel the artist's earlier work, Q3. |
|
matrix
4x1 |
strangecompany
| 2001 machinima replicating a sequence from the matrix study on the potential of game engines to reproduce filmic qualities |
|
fat
bits | beige
| 2001 8-bit Nintendo Movies and Screenprints. Looping real-time animations generated from re-programmed 8-Bit Nintendo Super Mario Brothers cartidges with multichannel soundtracks |
|
arcade
84
| dries | 2001 a virtual game arcade sampling game sequences from MAME [Multiple Arcade Machine Emulator] |
|
untitled
[friedrich passage] |
bernstrup |
2001 Animation built with Half Life. A long and slow walk through a desolated underground shopping mall inspired by Berlin's Friedrichstadt Passage |
|
three
hour donut |
honegger |
2000 |
|
margin
walker | honegger
| 2000 exploiting a glitch in a Playstation golf game, honegger moves us to the margins of the landscape, revealing an unfamiliar environment of mountains and lake vistas. |
|
watag
editor | oliver &
tempest
| 2000 Ready-made tag and infiltration platform. Public vandalism at 72dpi. Site specifc and still under construction. Runs in Sierra's Counterstrike Multiuser not online. |
|
penthouse
idle |
bernstrup |
2000 machinima made with half life. sexy, stylish but melancholic game characters performing "idleness" around a swimming pool in a penthouse |
|
adam
killer |
brody | 2000 adam killer is a series of eight conversions of the popular game Half-Life mulitple copies of the same character model with the same textures idle in the space |
|
sod
|
jodi |
2000 Built on the Castle Wolfenstein engine, SOD uses a stark geometry of black and white polygons. The challenge is to negotiate the elements of a crudely rendered virtual world where objects are difficult to recognise. |
|
pencil
whipped
| flickinger
| 2000 pre-retro diy. all textures drawn in pencil. sounds derived from flickingers voice |
|
polygon
lover |
bernstrup |
2000 Animation using editing tools in Sin. A melancholic game character masturbating endlessly in a black void. |
|
skin
pack | erceg | 2000 |
|
emulator
| erceg | 2000 |
|
summons
to surrender | stern | 2000 kinetic sculpture / online game performance an experiment in narrative intervention into online virtual environments that introduces sci-fi allusion and alternative interactions into the persistent setting of medieval fantasy role-playing computer games. a computer controlled keypressing 'keyboard-castle' controls a virtual automaton which stands in for a flesh and blood online game player |
|
sheik
attack | stern | 2000 machinima sheik attack is a contemporary non/fiction horror film woven from pop nostalgia, computer war games, the sweat of virtual commandos, the blood of sheiks and a mis-rememberance of long lost zionist utopia |
|
expositur
|
fuchs eckermann | 2000 A virtual knowledge space, game environment, Vienna, Austria Multiuser. Runs in Unreal Tournament. |
|
t.b.
tonight live
| bernstrup | 2000 Animation using the game engine from Sin. A tribute to Bernstrup's performances, as a game character he performs his soundtrack in a melancholic S/M-danceclub somewhere in a generic city at night |
|
runners
| stern | 1999 - 2000 a networked interactive computer installation presenting three projection screens, each depicting a character borrowed from and operating within EVERQUEST. using a custom made triple mouse participants must control all three characters, each simultaneously navigating a separate area of the game world. the participant is forced to make a decision about which character to embody and which to abandon whilst thousands of players watch the performance online. eddo stern's runners have been going for over a year now not online. |
|
bio-tek
kitchen | starrs & cmielewski | 1999
The player is attacked by nasty mutant vegetables which are the product of genetic nouvelle cuisine, and learns throughout the game of a world wide, corporate, food chain conspiracy. self-contained marathon infinity patch, mac only. |
|
atari
- noise | atari noise
| 1999 atari 2600 "VideoConsoleSystem" modified as an audiovisual noise pattern generator keyboard_ a game info-deconstruction |
|
Q3
|
mengbo | 1999 A digital video work made in Quake 3. Mengbo stars as a war correspondent interviewing a computer clone in the middle of a battle. A surreal, poignant and profound exchange on the nature of militarism and violence both real and virtual. In conclusion, Mengbo decides to join the warring clones. |
|
telezonegame
|
pi | 1999 telezone is an internet-controlled block building robot, located at ars electronica's museum. tz combines physical world behaviour with internet coordination and visualisation. pi ripped the vrml files from tz, an immense set of 10thousands of cubes, then combined them with a hacked converter to create t3d brushes. the first application of this 'vireal' converter is tzgame; an unreal mod that eliminates weapon use and removes the hud. a wargame used for directly opposed goals |
|
unseen
places |
pi | 1999 second application of pi's vireal converter and the telezone packages. abstraction from photorealism suggests a loss dimensional space. how many dimensions do we need to call a space a space? |
|
museum
meltdown | bernstrup
& torsson | 1996-1999 installed in three european art museums, museum meltdown was based on Duke Nukem 3D and Quake to reproduce each museum environment within a game. users were able to frag one another in the classical environment of the museum, surrounded by masterpieces |
|
I
U E O NN
| iimura | 1993-1999 cd-rom interactive. six features and a game of words which starts with the letter a. original content developed in 93 on early realtime texture mapping soft/hard ware; sonys system g not online. |
games
development
this is an ongoing archive
of experiments and artworks using computer game technologies.
the archive
is in a chronological order with hosted works listed
first. Images link to websites where available.