q3apd | delire & pix 2003 | hosted
q3apd uses activity in QuakeIII as control data for the realtime audio synthesis environment Pure Data. multiple users can jam live in any quake map, using the dynamics of their gameplay as an audio instrument. runs on linux.
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

deathjam | oliver 2001 | hosted
A laboratory for experimenting with dying. Take a ride inside any one of 10 i-Bots as they are killed and hunted. Get your fix, surf the point of the virtual death.
downloads: none
Multiuser. Runs in Half-life 1.0.1.6

qthoth | delire 2000 | hosted
Half-life engine used as a real-tme audio performance environment.
downloads: quicktime movie, *.pak, *.bsp, *.map.
Runs in Half-life 1.0.16

Mutiuser

911 survivor | caloud, cole, brennon and kwon 2003 | hosted
reimagine the last moments of life in the world trade centre
unreal tournament 2003 mod

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
ˆ
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
interactive installation
realtime online gamers become invisible performers, painting afterimage trails and motion smears. contextually shifted, their interactions are transformed into participatory live performance art.
quake engine hack

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
an organic space exhibiting the reflexive association between user and gaming environment. the relationship focuses on "will" and "intent" by establishing participant-driven events which call attention to the participation itself.
runs in Q3A

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
gameboy emulator whose rendering system has been pathologically rewritten
to degenerate over time

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
An Unreal Tournament mod created by a Finnish team as a prototype for an online 3D nightclub. Using keyboard commands to chat and dance, visitors provide instant feedback to DJs and musicians performing in the club. Sound files in the DJ interface are attached to bodies in space, creating small sound objects that bounce off walls, move linearly or circulate throughout the club. The demo is awaiting further resources before it reaches network status.

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
video art
recording of playstation's driver doing a 'donut' for the duration of a 180 minute VHS tape.

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 flickinger’s 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
Skin Pack is a double video installation of directed game play using the Quake 2 engine. Four nude female mods of native Quake avatars: Crackwhore, Chastity, Chastity Marks and Nude Chic, are engaged in narratives of hysterical and voyouristic excess.
not online.

emulator | erceg | 2000
Emulator is a double video installation where a directed play in Tomb Raider 1 -replete with nude patch- is screened alongside an edited segment of 'Ghost in the Shell'. Lara Croft and Major Motoko, both naked humanoid sex robots, share common issues as hacker puppets.
not online.

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; sony’s ‘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.

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