{"title":"Animation and Graphic Design","description":"","products":[{"product_id":"talk-the-politics-of-live-action-role-play-experiences","title":"The Politics of Live-Action Role Play Experiences","description":"\u003cp\u003eCan games seep into life's political, social, and cultural realms? Across projects that fuse game development, filmmaking within game engines, LARP (live-action role play), and more, \u003ca href=\"http:\/\/mariomu.com\/\"\u003eMario Mu\u003c\/a\u003e interrogates this question. The Croatian-born artist now lives in Berlin, where he researches games, labor, and memory. After a career illustrating for commercial brands such as Doodle Jump and publishing with Gestalten, Mario continues his independent creative practice, with all projects he thinks of as ‘extended gaming platforms.’\u003c\/p\u003e\n\u003cp\u003eIn this talk, we spoke with Mario about his process in designing games and live-action role-play experiences, how he incorporates research on politics and labor into his creative practice, and shifting from commercial work to a personal practice situated in the fine-art world.\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":45232110239908,"sku":"","price":10.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45232110272676,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45239053090980,"sku":"","price":10.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/DSC8497-scaled.jpg?v=1709840036"},{"product_id":"talk-the-human-dimension-of-virtual-reality","title":"The Human Dimension of Virtual Reality with Rachel Rossin","description":"\u003cp data-mce-fragment=\"1\"\u003eHow do we account for the tension between technology’s infinite, unrestricted promise and the impermanence of being human? Rachel Rossin interrogates this slippage. Floating between painting, VR worlds, holograms, and more, the Brooklyn-based artist carries with her the essence of what it means to be alive. Rossin’s work meditates on and pushes the boundaries of human perception, the tenderness, and the vulnerability of empirical experience.\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003eOn May 20th, 2021, Rachel spoke with Killscreen founder, Jamin Warren, on her childhood underwater and the illusory nature of immersive technology.  We also spoke about Rachel’s approach to her process, looking at her recent traveling shows with Rhizome and at Magenta Plains in New York.\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":45232542974116,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45232543006884,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45239048077476,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/ADS08504-Small.jpg?v=1709840043"},{"product_id":"talk-exploring-the-material-culture-of-video-games-through-jewelry-and-metalwork","title":"Exploring the Material Culture of Video Games Through Jewelry and Metalwork","description":"\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eHey, everybody. I'm Jamin Warren. I'm the founder of KILLSCREEN. KILLSCREEN is an arts and culture organization committed to advancing the practice of interdisciplinary play. We founded it back in 2010. We seek to drive the intersection of design, culture, and impact through cross-disciplinary collaboration. We want to show the world why play matters. We're doing talks like this to help break down barriers traditionally segregating playing games from other creative disciplines. We're trying to foster a diverse community of creators with significant relationships with the world around us. Thank you so much for joining us.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThis is our second webinar online event. Please bear with us if there are any technical issues. I always ask for forgiveness in advance—just a couple of housekeeping notes. Let's see here. For Zoom, please hide non-video participants. If you see Camille, for example, please hide them. Camille's working in the background. We'll be recording this and posting it later. If you missed something or want to go back and rewatch this, it'll be available. We'll send an email out to you along with a post-event survey. There's Q\u0026amp;A. Feel free to ask questions throughout the presentation.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eWe'll do our best to field your questions as we go, so you don't have to necessarily wait until the end and say, \"I have a great question about something specific.\" Feel free. We may not be able to get to it. If it's a technical question, you could also use the Q\u0026amp;A function, which will be at the bottom if you have a question. You also follow us on Twitter @killscreen and Instagram @killscreendotcom. All right. Let's jump in. We'll give a brief introduction to Lauren. Thank you so much for joining us. Lauren is a New Jersey multimedia object maker, illustrator, and art conservator.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eHer work has been exhibited in venues such as the Museum Arnhem in Amsterdam and Arrowmont School of Arts and Crafts in New York City. You should have heard of New York City Jewelry Week and Peters Valley School of Craft. Her work has also been featured in Hyperallergic. Lauren attended Tyler School of Art at Temple University in Philadelphia, which received a BFA in metals jewelry, CAD\/CAM in 2019.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eShe's currently studying part-time at Rowan College of South Jersey at Rowan University and Temple University as a pre-program art conservator. She was a studio assistant at Peters Valley School of Craft and an artist-in-residence at the Houston Center for Contemporary Craft. She is based in Philadelphia, which we both have in common, being both Philly people. I promise there will be no questions about gritty or Philly cheesesteaks. Do you have a favorite cheesesteak place in the Philadelphia Metropolitan area?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eNot really. I'm not a big cheesesteak fan. That's sacrilegious.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThat is the correct answer. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI've never been to Geno's.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eAgain, totally, totally fine. All right. Well, Lauren, let's get started. I'd love to hear a little about your background and how you came to the material culture of games as the medium. Tell us a little bit about your experience. What kinds of things were you into growing up? How did you decide to follow this particular creative passion?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI went to Tyler School of Art. We have a metals drawing CAD\/CAM program there. I liked that program. I was attracted to it because I wanted how technology-focused it was. What brought me in was they had a huge 3D printing lab with, I think, 15 3D printers. All that shiny technology was desirable to me because I had been really into the topic of science fiction in art for a long time. I had also been really into video games before I went to college. When I was little, my first video gaming console was the Little Game Boy Advance. I would play Pokemon a lot and Zelda.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI went to school and got into 3D printing and technology. Then I also learned how to work with metal and different types of plastics and stuff, and the art form and just these small sculptures were beautiful to me because I could use almost any material I wanted. Then from that, I went to Peters High School of Craft, where I learned more about the historical background of craft, and from there, I've just been interacting more with the contemporary craft field at large, which has led me to where I am today, becoming an art conservator.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI don't think we discussed this, but on the sci-fi side, so much gets created. So much is done digitally now but certainly for earlier sci-fi films. Were there any particularly resonant for you as a child or looking at the things created for particular movies or TV shows?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eWell, I know that lots of them used to use a lot of tiny models, but in terms of special effects, I was really into horror movies. Well, I still I'm really into horror movies. I liked all those special effects that John Carpenter used in \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe Thing\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e. That was a lot of silicone and plastics and stuff. That's the kind of materials we were working on within the school. I found that interesting. Especially all the fake gore. I liked horror movies with the actual special effects with that.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eAs a child, you were not making anything prop elements scaring your parents.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eNo, I couldn't access that kind of stuff. I was still interested when I got to school and realized I could make that. Once I realized there was much less of a barrier to access with all these special effects, I started watching more of those movies.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThat makes a lot of sense. You studied jewelry and CAD\/CAM at Tyler. Tell me a little about your first experiences with metal and jewelry. Was there a moment where it clicked for you where you felt like, \"Oh, wow, I can do some of the things I've seen in virtual spaces or cinematic spaces? I can start to make those things myself.\"\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. Well, one professor\u003c\/span\u003e\u003cspan data-preserver-spaces=\"true\"\u003e inspired me in 3D printing because he would 3D print these forms for his jewelry that you could not make by hand. That was the appeal of the 3D printing in small sculptures and jewelry, art jewelry. You could complicate things because the computer would do all the work for you. You have to tell it what to do.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYou could still use digital tools and have the presence of your artistic style in hand with that, and that was attractive to me. Then what sold me was we were 3D printing wax and then casting it with traditional metal casting equipment. Although molten metal becoming something I saw in a computer was so cool. That sealed the deal for me to decide to focus on that.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eNo, that makes a lot of sense. Well, along those lines, here it goes. Next slide here. We asked you to share some of the things you were working on in the past. What's happening here, and how it relates to your work for the uninitiated and those unfamiliar with your process?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIn my art, I use this metal process called anodizing with titanium. Anodizing is when you run an electrical current through titanium, and the chemical reaction creates an oxide layer on the metal which is a bright color depending on how much electricity you run through it. It's just a process you can use to make your materials colorful.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI was attracted to all the colors because I had been doing these illustrations and taking inspiration from all these saturated art with movies and video games. I jumped at the opportunity to use it in my 3D work, this whole body of work. One of my other professors at school, Mallory Weston, her entire body of work has a ton of titanium. I got to be taught by one of the people familiar with it. I ended up investing a lot of time in it.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIs it difficult for that color side to work with metals? Is that a tricky part of the process, like working with strong colors like that in your particular work?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eSometimes, it can be not easy with metals to be a lot of different colors. Sometimes you have to use patinas that are strong chemicals and stuff. From a studio perspective, it can be hazardous to do it a lot. You don't want to expose yourself to all these different chemicals all the time, but with the anodizing process, you don't need any crazy chemicals. When I had just graduated, it was really attractive to me in my studio because I didn't have to worry about inhaling noxious fumes. All you need is like-\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eSame here. Same with my everyday life.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes, you don't want to put yourself at risk because you want to be doing it for a long time. The anodizing process was attractive because it was helpful from a studio safety perspective. Also, it's easy to replicate it repeatedly with the same consistency because it's a scientific process. You can standardize all the different elements to make the same thing frequently.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIs this something you're doing in this image right here? Is this something that you're doing at home? What is your setup for this particular piece?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes, this is just in my studio. How you do it is you have a little, I don't know, like a power box. This is just an antidote thing machine that provides electricity. Then you put your piece in water so that the water will carry the electricity evenly over the entire surface. Then the part I'm touching, the piece that gets colored, is connected to the power source. When you touch the metal, it completes the circuit. Then when the circuit's complete, that's when the anodizing processes happening. When I removed my hand, it stopped because the circuit was no longer completed. I'm wearing a rubber glove because if I weren't, I would accidentally electrocute myself, which I did, but I no longer make that mistake.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eGot it. Yes, we have a question from Diana Karnes, who asks why the color keeps disappearing and reappearing, aside from the fact that it's a looping image. \u003claughs\u003e\u003c\/laughs\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe image is looping, but the anodizing process goes through a spectrum of colors because the oxide layer becomes thicker and thicker, refracting light differently. If you stop at any point in the process, that's the color you'll get. Sometimes I'll let it run longer on some components of the piece and other parts to get nice contrast in color.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eOh, fantastic. That's cool. Thank you, Diana, for your question. If anybody else has any questions, please do. I have an unusual pronunciation of my name. If you also have a unique or would like me to pronounce your name correctly, I will do my best, but you can also type it in phonetically. We can do that as well. All right. Well, we can keep going here. All right. This is a \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003ePlaines of Mystic and Material Memories\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e. It's a digital collage on matte paper. Tell me a little about the triptych structure you had put together. We talked about your background in illustration and how that intersects with metalwork.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI'd love to hear a little about how you're putting this piece together and how something like this gets interpreted into metalwork and jewelry.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI wanted to make a triptych because I was looking at a lot of medieval art and stained glass. I am a big fan of Hieronymus Bosch, and he's made a lot of crazy triptychs; I wanted to make a triptych, and I also tried to use it as an opportunity to do some world-building. Illustrators do a lot of world-building, and artists do a lot of world-building. I wanted there to be a lot of density of information. The middle panel is more of a gateway type of theme. It has all these keys, and then there's an actual arch. The three-pronged object refers to a dowsing rod, a divination tool people use to find water sources.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe middle panel is about searching and finding this gateway to this dimension where I'm doing all my world-building; I imagine all my objects and body of work coming from this strange, timeless dimension. That's the middle panel, and then the left and the right panels are the different facets of this world. The left panel has more natural imagery, creatures, animals, and stuff, so that would be the mystic plane. Then the right one is correct from my perspective; I don't know if it's everybody else's, but the right one has more material things, objects and gems and bottles of vessels and candles and stuff. That's the more tangible side of the--\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe mystic and the material are two sides of the same coin. They're opposites, but they go together, especially if you're thinking about something magical like alchemy. There are a lot of internal parts to it, but then it's based a lot on the material. I was trying to show all the different facets of this world; I was thinking about my work.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. We typically think of your craft as different from a screen-based medium. When you were first working with jewelry and technology, did you get any pushback, and people were like, \"No, you're supposed to,\" When you're doing jewelry and metalwork, it needs to be, you don't start here? You don't start with something like this. You begin in another place.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI think just because the program I started out in never really saw it as a dichotomy, but that perspective does exist in the field where it's like, \"Okay, well, this is a traditional medium,\" the traditional medium is based in the tangible and all these technological things are taking away from the tradition of the press. The way my mentors taught me, nobody ever really saw it as a dichotomy. It doesn't have to be a dichotomy. There can be both to make something more significant than the sum of its parts.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eNo, that's such a great point. Let's talk about this \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003eSynthetic Relic\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e. Please tell me a little about the relationship between what we saw previously and then something like this. I know you also have some of your pieces with you, but can you tell me a little about that transition? You went from designing something on a screen to this much more physical process.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI'm still making these types of objects using the computer. I will lay out all my metal fabrication on a 2D plane so that when I cut and saw and filed it all out, it's easier for me to fabricate. The process starts visually but ends up being tangible in the end. In this piece, conceptually, I thought about how pendulums are a divination tool. I was thinking more about the magical side of it. I was thinking about something that you might arrive at amid some journey, and the illustrations on the piece are celestial. I was thinking about that otherworldly dimension all my art is inhabiting.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThen I wanted it to look a bit like a puzzle box because I was thinking about the box from the \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003eHellraiser\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e movies where you open it, and then it creates another dimension. Then the claw referenced the medieval and fantasy worlds I'm inspired by. That's how I made this whole piece. Then I used anodizing to make the different colors reference my illustration. I have it right here. I'll show you how big it is compared to an actual person. It's big.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes, of course.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYou can see my illustrations and stuff on it. That's another way my hand, the style, and the artistic hand are present. I'm connecting my tangible, fabricated metal pieces to my more virtual illustrations that are taking inspiration from this 8-bit style.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. You mentioned early horror films or SciFi films using a scale to make things look larger or smaller. That's definitely at play here too. Looking at the image, you might- this could be very large, or it'd be tiny, and as an earring, you can work on both different-\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. I like that.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. Along those lines, do you think of your work as being wearable? Do you have an idea? We often say that writers like you should write with an audience in mind; is there like a person or-- Yes. What do you think about the wearability of your objects as part of your process?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI think a lot of my objects are just more sculptural, like more wall objects, even some of my smaller pieces, my woven pixel series, which is these, they're like not-- You're not going to wear that to I don't know, Christmas party. You mentioned this comparison about how runway fashion is not necessarily- it's just like a concept. My work's based on the idea of wearable as a function, or it relates to the body in terms of concept, but it isn't more of a-- It's less of a production line and more of an exhibition function.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. Could you showcase what you just showed a second ago?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThis one?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes, exactly. There's been a more profound interest amongst game designers in using 8-bit, and some of that's nostalgia-driven; it's a function of games that people grew up with. What does the pixel represent for you, and how did that play for the piece you just showed?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThis was the first one I did with this technique where I'm like weaving the metal. I was trying to bridge my illustration with my tangible work. I had already been using this 8-bit pixel style. I was attracted to that because of the nostalgia and the information density with concise pixels. It allowed me to make many of these little symbols that I like to use, like, how hieroglyphics would work, and communicate a lot of information.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI was attracted to it in that way. Then I also really liked the colorful style because I have a more maximalist approach to color. I wanted those two elements, which drew me to the 8-bit, so I tried to carry that over to my metal. The density of information works when you're trying to make something out of fabrication because then you don't have to try and do realism; you can do something more abstract.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eAbsolutely. It's interesting because, like you as someone making something physical or looking to video games for inspiration, it's also working the other way. You see this with game makers, where they're often creating digital objects. They want those digital objects to have a tactility feel to them as well. Are folks making video games actively thinking about things in this anthropological way right now? This is something that, if it existed in the real world, would have resonance, meaning, and the process associated with it.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. When people are making these video games, they're building on this lore of this world and trying to incentivize you to interact with it. This incentive to interact with it makes everything have inherent meaning. I'm thinking about how to say this. These objects in the game have intrinsic meaning, and they're not necessarily constrained by the real. This meaning also exists in real-world objects; people have sentimental attachments to things and sometimes reference greater community sentimentalities. Video game objects also present that connection to different parts of the world.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThere's a generational gap there. I think we're seeing that now with digital goods, whether those are the ones that are happening through game environments or obviously through things like NFTs; I think for a generation that's grown up with digital goods, the idea of these things would have some value is not that unusual at the \u003ccrosstalk\u003e\u003c\/crosstalk\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI played \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003eHades\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e recently, and you can collect all these keepsakes in the game that are, like, you get them after achieving a special relationship with someone. People will give each other jewelry and stuff after being in a specific type of relationship, so that's similar.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI want to talk about this next piece, \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003eSynthetic Relic\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e. I scrolled back here. What is the relationship between this object and the previous, much larger one that you showed?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes, okay. This was the first one I made in this series. I called the whole series \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003eSynthetic Relic\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e because I wanted it to be something from the past, the relic part, and then something a little bit from the future. I had been looking at these imagined futures from other science fiction in many of my works. Still, I realized that imagining these futures like that happening in the past, and then I was also thinking about, as an art conservator, how we carry the past into the future.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThat became the title \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003eSynthetic Relic\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e. The next to my other pieces is different from this kind of piece. All come from this world that it's a little bit timeless; the world is atemporal, and it is the better word to describe it. This piece and the large pendulum piece I made are both something you would arrive at and be like an event in a story, you know what I mean, and a unique thing.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIn this piece, it would be interesting to imagine somebody taking it off a wall, which could cause something to happen, like in \u003c\/span\u003e\u003cem\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIndiana Jones\u003c\/span\u003e\u003c\/em\u003e\u003cspan data-preserver-spaces=\"true\"\u003e when he takes it off the pedestal. Then all of a sudden, the temple starts collapsing. That's what I imagined for this piece.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI presume that when these are displayed, you do not encourage people to take them off the wall.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI wish I could, but exhibitors always want something else.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI know, that makes sense. I want to explore the digital side of what you were creating here. Can you walk through your use of digital tools for fundamentally creating an object like this? We talked about what that looks like from your school days, but from a process standpoint, what are we looking at here, and how does this manifest itself in the actual creation of the final piece?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThere are two types of processes on this. The one on the left, the claws, that's how I made the wall mounts for my pieces. That workflow differs from how I make the layouts for metal fabrication, which is what you see on the right. They both happen in the same program, Rhino, and I like using Rhino because the license fee is accessible to independent artists.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe one on the left is I'm just 3D modeling it or 3D printing. This is just you're using different commands in the program to make something that's 3D, and then you send it to the 3D printer, and then they send it to you in the mail. Then the one on the right is-- There are two parts to this. There's the actual line drawing that I print out on just a regular laser inkjet printer. I print that out after I've done all my little pictures and stuff, and I make a paper model if I feel like putting in a lot of effort, or I go right to the metal.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eWhat I do is I cut it out, and I make a paper model, and then I cut it out. Then I attached it to the flat surface of the metal, and then I just saw it out with a little handsaw. I sawed out all the lines I do with my little woven structures. Then I can fabricate that as a traditional jeweler would. This is what you see here. These structures started as a drawing in the Rhino software.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThis is what I'm talking about: the computer can do things that would take so long for you to do by hand. I can make all these little schematics and print five to six of them instead of redrawing them a million times, or I can draw all these little, perfectly parallel lines on the computer so quickly compared to doing it by hand, where it would be more time-consuming.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eWhen making this kind of art, you're trying to use your time efficiently, so using the computer and the digital tools allows me to focus on different elements and not have to worry about the minutia.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eAbsolutely. When you're working at this stage right here, are you thinking about materials, what materials you're going to be creating ostensibly, or is it more about the shape and the form, and then you'll figure out afterward here's what I'm going actually to construct this.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eA little bit of both. On the right, there's the sketch in front of the human model. At that point, I need to think about what specific metal I will use for this. I like to use titanium because it's colorful. I want to use steel because it's strong as a skeleton, but I need to figure out exactly where all those elements will go.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThis next to the person is when I'm sketching it to see what it might look like. Then when I'm going to the schematic, I think more literally about, like, \"Oh, this piece is going to be made of steel. This piece is going to be made of titanium. I'm going to put a screw here so that they attached at this point so that it can make this larger form.\" Then when I was doing the 3D printing, I had to be cognizant of the parameters the printer could print in because if I were not working with it, it would not look very good or work.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThat makes sense. All right. Have you ever had to make any significant changes? Like when you've moved into this stage, for example, have you ever had to make any substantial changes to what you thought, like, \"Oh, well, this worked on the computer, but honestly, I'm going to have to make some serious adjustments to what this looks like.\"\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. Sometimes the material wants to work with you differently than you've planned. I have spent hours and hours on a piece, just sawing out all these little tiny lines. Then all of a sudden, in the fabrication, which is almost one of the last steps, I realize that bending a certain point snaps something off every single time. Well, I \u003cem\u003ehave\u003c\/em\u003e to figure out a different way to do this. The more you do it, that's present in craft, whether you're using digital or analog methods.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe more you do it, the more you learn how to do something better, so that is just like how the craft works.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eAbsolutely. On the ZBrush side, can you tell us a bit about your workflow working in ZBrush and that experience of moving from? I suspect you may have worked with other design programs like that, but you must be literate in these two different spaces. What is your workflow for ZBrushis for anybody looking to explore that tool more deeply?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. ZBrush and Rhino are my favorite 3D modeling programs, and they're different. The program works in different ways. ZBrush is more vectors and similar to 2D with Illustrator compared to Photoshop. If I have a rough shape I want to make, I can make it in Rhino a little bit quicker, and then what I'll do is I'll take that file that I've made and into ZBrush, and then ZBrush is you're modeling a lump of digital clay. I can do some details that Rhino wants to avoid doing in ZBrush.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI can draw it and model it and maybe do like the fine-tuning and the surface detail work in ZBrush, and so that is my workflow is, I'll rough it out in Rhino, and then I'll take the ZBrush, and I'll do the surface and do maybe some things that I'm not sure. That would take way longer in Rhino.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThat makes a lot of sense.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI sometimes use Blender because it is the light version of ZBrush but less expensive.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eGot it. For anyone looking to get started, maybe somebody who's working from a more traditional object-oriented, physical object, how would you recommend them like getting started or if they want to incorporate this into their existing practice and vice versa for someone maybe who's working with these tools, but now might want to make the jump over into physical fabrication. What would you recommend?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe ZBrush interface could be more straightforward if you go from hand fabrication to 3D fabrication. You might want to try Blender because it's free and low stakes if you're trying it out. You can use those skills in ZBrush if you decide that's the way you want to work, but then so try Blender or try Rhino because Rhino I like because it has a lower license fee compared to other programs, and there are lots of resources online probably that use Rhino.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eHow to make this thing? It'll show you how to make this ring or this kind of tool in Rhino. It's straightforward to do something step-by-step. That's how I would do it if you're going from analog to digital. Then if you're going from digital to analog, it depends on where you're trying to end up, but that's how I work. I'll use digital tools and end up with analog. You can use Rhino or ZBrush to sketch because you're already familiar with that.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eSometimes if I try sketching in a notebook, it doesn't look how people would think an artist's sketches look. It's like a lot of really ugly thumbnails that I've drawn. If you're comfortable in a digital workspace, use those tools to do your sketching and try and be loose with that, and then you can make something that would help guide you in a hand fabrication setting, which is how I work myself.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eWell, can you tell us a little about some of the weaving practices you use in terms of what we're looking at here for this particular piece?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. This piece was the second piece I made with this woven titanium workflow. I was at a residency in Houston at the Houston Center for Contemporary Craft, and I started doing this. I was inspired by one of the other residents who just did weaving. Weaving, usually you think of it as making cloth or something, and the threads are fragile. You see less of it than you do in this way, but the person whose work inspired me was weaving cut-up vinyl billboards. That artist's name is Tim Gantraf.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI liked how they used billboard images to create woven images. I thought, well, I could weave my illustrations into the metal by cutting metal strips, so I hand-sawed every single one of those little lines you see on the right. It took a long time, but the point is that the craft can be meditative in how tedious it can be. When I do these pieces, I sit down and listen to a podcast or an audiobook, and then, six hours later, I'm done.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYou're time dilated.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. You zone out, and then suddenly, your work is done. Craft has been like that for people forever, and so then after I saw these lines out, I have these little strips of titanium that I've prepped and anodized and colored, and then I can weave them, like someone would be weaving a basket or on a loom, and then I have the piece right here. I can show you the back of it. This is the piece. Then initially, I had been trying to do an image on here. I had drawn this image with all these symbols and stuff in my triptych, but the material didn't want to work with me.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI ended up just trying to do like this cloud, and that's another example of I get to the analog part, and it's the material is like, no, you can't do that. You have to roll with it. I created this, but then you can see on the back this is what the back looks like. It looks like the back of if you turn like a rug or a woven tapestry to the back, this is what the back looks like. You can see how it's connected to these other types of crafts work.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThat's cool. Well, we got a couple more questions, and then we'll open it up for Q\u0026amp;A. We had a request. We sent out inquiries to everybody, or I requested folks. Do you have any things that you wanted to ask Lauren? Someone had asked w what pieces become iconic to fans, viewers, and players and why. This person, they're asking, both in a digital and a physical context for video games that you've played, they wanted some insight on why you think certain pieces get a hold of people.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eWell, the first thing I can think of is in video games, the whole Pokemon franchise; the Pokeball is the object that you think of the most; it's part of every single game because it's what catches the Pokemon. Sometimes these objects also function as symbols and logos. As I said before, objects carry all this meaning so the objects can serve as a shorthand for many other things.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIt communicates much, even without words, so things become very popular for a franchise or a game. It means more than just the image of it, like the colors and the pixels.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThere's also something with games. Like games in particular, so much of what we do is active at some level, and so there are very few video games in which the character does not have something or wear something, or it's not just like in an amorphous, you look at something like Pong by contrast. I think it's maybe the pong ball or whatever it might be, but it's undoubtedly. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYou think of Pong, and you immediately think of the image of it, which is like the-\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe pongs. Is the ball the Pong, or are these the Pong?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI've never played Pong.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIs it the sound that the ball makes when it hits the paddles?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThat would probably be people who would hear that and immediately get flashbacks.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes, in any case, the games, because they're so active, we work with objects in games in some shape or fashion. We have emotional experiences when we play games. I definitely can see what you're saying. Anyone who's played Pokemon, You have an iconic experience that you had.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIt just ends up meaning more than what it is.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. All right. Cool. I wanted to discuss it; you said you're studying to be an art conservator. How are you finding that balance between conservation, a past-based practice, and the work you currently deal with in terms of looking at speculative futures and thinking about what will be someday?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eWell, in the actual day-to-day, my artwork, the processes are technical and scientific, like that anodizing process. I said it was scientific because you have to make sure your anodizing bath is the same every time, like the scientific method being the same every time. Then art conservators have to know a lot of chemistry, so the day-to-day is similar between my art practice and becoming an art conservator, learning all the science. Then I think conceptually and thematically, art conservators, a lot of their work involves researching the past, art history, and everything.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eThe purpose of all that is to make the object lost in the future. You're trying to make these objects last longer than you. You're participating in something that isn't so immediate in the past and the future. You're doing all this work for the future. Then that relates to me in my art practice, thinking about the end from the point of the past.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes, that makes sense. Being acutely aware of these things by virtue that there are these things that will live on past whatever happens with ZBrush or Rhino or any of the digital programs. The fact that you have physical objects is a massive issue in digital conservation, where so much of it's tied to these commercially available tools. There is something beautiful about thinking, \"Hey, how can we create something digital or physical that will live on past when my time?\"\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. That's what I like about art conservation, and it's what I like about science fiction and thinking about the future. The current moment can seem immediate sometimes when you think about all these traditions, people like traditions because it connects them to the past. You're thinking about these traditions, and you're thinking about the past, and it just makes you a part of something greater than your current moment.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes. Well, let's open it up for questions before we go. If you have any questions for Lauren, you can pop those into the Q\u0026amp;A. Let's see. All right, so one question we have is, what excites you about Zbrush and Rhino as opposed to other 3D modeling tools? I know you got into it a bit, but if you care to unpack that more.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYes, well, ZBrush and Rhino, as I said, are different, but they work well for my workflow. Also, there's a lot of potential with them. Between the two of them, it's exciting because you can create so many different things. That is what drew me to the field of metals jewelry and CAD\/CAM and contemporary crafts, in the beginning, was that you weren't constrained. The potential with ZBrush and Rhino is inspiring to me because, between those two tools, you can model almost anything.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI have yet to explore a lot of other 3D modeling programs. I know that, like I mentioned, Blender. Blender is similar to ZBrush. They're from the same idea. You can make many things with those things, and people use them for many things. That draws me to them and makes me excited about using them. It keeps bringing me back to just sitting in front of my computer.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eYou also do work that references stained glass. You talked about that briefly with the triptychs you'd worked on. What interests you about religious, spiritual, and chemical research and motifs?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eLauren: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eWell, stained glass just is inherently beautiful. That, first off, draws me to it. Then like I said, I like colorful things. I like all the colors, and then the stained glass is used in many churches. In my one art history class, I remember we studied all the stained glass in Paris. I like all the religious scenes and stuff people use stained glass with. One of the ways that people use stained glass in churches is when the light comes through; it is heavenly.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan data-preserver-spaces=\"true\"\u003eIt makes people's connection with God visible because it uses light to make it more ethereal and illuminates these stories. I'm attracted to the rich storytelling people use stained glass with and all the imagery. Religious art appeals to me because people would make religious art and be patrons of it because they wanted to be a part of something greater than themselves, which is compelling.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eJamin: \u003c\/span\u003e\u003c\/strong\u003e\u003cspan data-preserver-spaces=\"true\"\u003eI meant to draw the eye and add more to it. Hopefully, it will always radiate a magical and memorable experience. Great. Well, Lauren, thank you so much for your time. I appreciate it. Let's see. We can go back here for anyone interested; you can follow Lauren. Lauren's website is Lauren-eckert.com, or follow Lauren on Instagram. Do the same for us, killscreen.com. We publish interviews and wonderful stories every week with exciting and dynamic creators like Lauren.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45242481901732,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45242481934500,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45242481967268,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Lauren-Eckert-Instagram.png?v=1709840051"},{"product_id":"demystifying-the-long-term-creative-commitment","title":"Demystifying the Long-Term Creative Commitment with Nicole He","description":"\u003cp data-mce-fragment=\"1\"\u003eNicole He's work lives in the space between video games, physical computing, and witty conceptual art. She’s worked on several projects that she’s called “Tweet-friendly:” she’s programmed AI to converse with Billie Eilish for Vogue, physical sensors that help users swipe on a dating app and a Twitter bot that regularly photographs her growing fig plant.\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003eIn this talk, Killscreen founder Jamin Warren speaks with Nicole about moving from working with just yourself to collaborating within a larger team, what it takes to make a long-term creative commitment, and the particularities of one’s voice as a method to activate technology, and how behind every digital project is a living, breathing human.\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cstrong data-mce-fragment=\"1\"\u003eAbout Nicole He\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003eNicole He (she\/her) is an independent game developer and creative technologist based in Brooklyn, New York. She is currently directing two unannounced videogames: an experimental game produced by the National Film Board of Canada, and a commercial indie game with Nerial and Devolver Digital.\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003eIn the past, she's worked as a creative technologist at Google Creative Lab, and an outreach lead at Kickstarter. She is also an adjunct faculty member at ITP at NYU, which is where she received my Master’s degree.\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45243574517924,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45243574550692,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45243574583460,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/NicoleHe6-scaled_600x600_acf_cropped.jpg?v=1709840066"},{"product_id":"building-an-informed-virtual-reality-with-team-rolfes","title":"Building an Informed Virtual Reality with Team Rolfes","description":"\u003cp data-mce-fragment=\"1\"\u003eVirtual reality is becoming more accessible to larger audiences. Often, however, thrown to the wayside is artistic merit and the medium's philosophical implications. Brothers Sam and Andy Rolfes use VR along with other emerging technologies to highlight the absurdity of life, dream up ironic characters, and make anti-capitalist statements. In their hands, VR becomes an envoy for a greater purpose.\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003eThis lecture went not just into the how but the why of the Team Rolfes approach to VR. Here, they demonstrated their tools, performance, and practice—and the mindset they approach them with. Sam and Andy gave a real-time demonstration of the techniques they are discussing; merging the philosophical with the physical.\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cstrong data-mce-fragment=\"1\"\u003eAbout Team Rolfes\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003eTeam Rolfes is a pioneering virtual performance studio based in NYC, founded by directors Sam Rolfes and Andy Rolfes which pioneered real-time animation with VR puppets, motion-captured abstract avatars, and viscerally intense imagery derived directly from the nuances of human motion.\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003eTeam Rolfes' practice has expressed itself across a spectrum of formats, from livestream improvisational comedy, to live animation on stage, print design for fashion collections, album covers, and music videos for collaborators including Lady Gaga, Danny Elfman, Holly Herndon, Danny L Harle, Metallica, Amnesia Scanner, Lunice, Denzel Curry, Arca, Nike, Adult Swim, and music festivals across the world.\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45243927396516,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45243927429284,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can","offer_id":45243927462052,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Rolfes_Homepage_621.png?v=1709840074"},{"product_id":"how-to-translate-a-person-into-pixels-and-the-art-of-digital-dance","title":"How to Translate a Person into Pixels and the Art of Digital Dance","description":"\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\" data-mce-fragment=\"1\"\u003eFrom rotoscoping to video game engines, real-world motion has long been used as a template for fictional recreation. While used widely, it’s rare to find creative uses of these tools that push beyond the body as a software activator. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\" data-mce-fragment=\"1\"\u003eArtist, programmer, and dancer Maya Man explores the concept of the body as a medium for artistic expression through motion and volumetric capture. She sees herself as not just the activator of the software but an integral part of its process and the source of a project’s meaning. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\" data-mce-fragment=\"1\"\u003eIn this post-mortem, Maya explores three past projects, two versions of \u003c\/span\u003e\u003ca href=\"https:\/\/feralfile.com\/\" data-mce-href=\"https:\/\/feralfile.com\/\" data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\" data-mce-fragment=\"1\"\u003eFeral File\u003c\/span\u003e\u003c\/a\u003e\u003cspan style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\" data-mce-fragment=\"1\"\u003e project “Can I Go Where You Go” and musician Joji’s  “777” music video. Foran audience that is at beginner to intermediate level familiarity with mocap and volumetric capture, this post-mortem will examine not only the functionality of these softwares but the higher utility of them as obsearvers of self and conveyors of practice.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cstrong\u003eAbout Maya\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003eMaya Man is an artist focused on contemporary identity culture on the internet. Her websites, generative series, and installations examine dominant narratives around femininity, authenticity, and the performance of self online. She is the creator of the browser extension\u003cspan\u003e \u003c\/span\u003e\u003ca href=\"https:\/\/glanceback.info\/\"\u003eGlance Back\u003c\/a\u003e\u003cspan\u003e \u003c\/span\u003eand the Art Blocks curated collection\u003cspan\u003e \u003c\/span\u003e\u003ca href=\"https:\/\/fakeittillyoumakeit.lol\/\"\u003eFAKE IT TILL YOU MAKE IT\u003c\/a\u003e. She has exhibited internationally at bitforms, NYC; SOOT, Tokyo; Vellum, Los Angeles; Power Station of Art, Shanghai; and Feral File, online. Her work has been featured in Art in America, Forbes, Zora Zine, Dirt, Various Artists, and more. Maya holds Bachelor of Arts degrees in Computer Science and Media Studies from Pomona College and an MFA in Media Art from UCLA.\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45240137154724,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45240137220260,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45240137253028,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/777_still_4.jpg?v=1710894949"},{"product_id":"using-green-screen-to-make-believe-new-worlds","title":"Using Green Screen to Make-Believe New Worlds","description":"\u003cdiv class=\"style-scope qowt-page\" id=\"pageBorders\"\u003e\u003c\/div\u003e\n\u003cdiv class=\"style-scope qowt-page\" id=\"contentsContainer\"\u003e\n\u003cdiv class=\"style-scope qowt-page\" id=\"contents\"\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003eImagining a new story or world is one thing, but it can be difficult to make that world come to life on a digital screen. While there are many different methods to bring these worlds into existence, a fair number of systems are difficult to use, expensive, and don’t quite tap into the creative, hands-in-the-mud, feeling of playing make-believe as a kid.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003eArtist Natalie Paneng hopes to change that with her workshop on accessible world-building. This workshop is focused on using models against a greenscreen to make exciting, playful, and digital stories. It requires just a few arts and crafts materials, all of which can be found easily and affordably, to help workshop attendees gain perspective on realizing their world to scale. These models can then be digitally translated and accessed through virtual means. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003eThe workshop started with basic world-building instructions and an introduction to world-building from Natalie’s perspective as a digital artist. Then it dove into the basics of greenscreen principles and how to put together a simple project. The main structure then focused on how to build models, and how to prepare and execute a vision in miniature. Finally, the workshop was ended by bringing these elements together.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"323\"\u003e\u003cspan data-key=\"324\"\u003e\u003cstrong data-slate-leaf=\"true\"\u003eAbout Your Instructor\u003c\/strong\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"509\"\u003e\u003cspan data-key=\"508\"\u003eShe is awkward, complex, and has a quirk to her expression. She lives in Johannesburg and the cyber village called the Internet. Natalie Paneng (b. 1996, South Africa) is a digital artist who completed a BADA(Hons)from the University of Witwatersrand in 2018. She majors in Production Design (Set and Costume Design) and Art Management. Natalie uses both her self-taught digital skills and her theatre background to create multidisciplinary digital art.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"527\"\u003e\u003cspan data-key=\"526\"\u003ePaneng’s work has been exhibited at the TMRW Gallery, The National Arts Festival, Blank Projects, Michaelis School of Fine Art, BKHz Gallery, Le Lieu Unique, and Galerie Eigen Art Leipzig. Along with this, she has participated in local artist residencies such as Bubblegumclub Future 76 Residency(2018), Floating Reverie(2019), and Fak'ugesi Digital Innovation Artist Residency (2019). Natalie also published creative research through Ellipses Journal and Artist Research Africa and was a 2020 Fellow with the Institute of Creative Arts and UCT.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"547\"\u003e\u003cspan data-key=\"546\"\u003eThrough her work, she explores what it means to have an online presence, the personas we develop online, and how the Internet and its algorithms control and influence us and our perceived reality. Her video work and art become a way for her to interrogate and share how she manifests and navigates the world she lives in and creates for herself. The internet is MTV, and she welcomes you to her crib.\u003c\/span\u003e\u003c\/p\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":45232153690276,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45232153723044,"sku":"","price":99.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45239076552868,"sku":"","price":25.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/natalie_paneng_event_website_InstagramPost.png?v=1710796961"},{"product_id":"colorful-game-building-with-film-noir-and-the-universe","title":"Colorful Game-Building with Film Noir and the Universe","description":"\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eWith the growth of accessible game-building software comes an expansive game market. So it's no surprise that \u003c\/span\u003e\u003ci data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eGenesis Noir,\u003c\/span\u003e\u003c\/i\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003e a smokey, film noir-style game in gray tones and gold, would be ushered onto Steam with gorgeous and jazzy fanfare. But why stop there when you could set gameplay against the backdrop of the Big Bang?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eIn this talk, \u003c\/span\u003e\u003ci data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eGenesis Noir\u003c\/span\u003e\u003c\/i\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003e creators, Evan Anthony and Jeremy Abel from Feral Cat Den, will discuss how they used their non-traditional backgrounds to build games before diving into the history and inspirations of \u003c\/span\u003e\u003ci data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eGenesis Noir\u003c\/span\u003e\u003c\/i\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003e. They’ll also explore the larger story, theme, and gameplay. After the initial post-mortem talk, there will be a separate 1 hour-long Q\u0026amp;A session where attendees can ask questions about the game, how to get into game making, and more.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003c!--more--\u003e\u003c\/p\u003e\n\u003cp data-key=\"210\" data-mce-fragment=\"1\"\u003e\u003cspan data-key=\"211\" data-mce-fragment=\"1\"\u003e\u003cstrong data-slate-leaf=\"true\" data-mce-fragment=\"1\"\u003eAbout Your Speakers\u003c\/strong\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"252\" data-mce-fragment=\"1\"\u003e\u003cspan data-key=\"251\" data-mce-fragment=\"1\"\u003eJeremy Abel is a generalist engineer and artist who is fascinated by interesting uses of technology, new science, the future, forgotten old technology, all types of fun, and the intersection of any and all of these things. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"254\" data-mce-fragment=\"1\"\u003e\u003cspan data-key=\"253\" data-mce-fragment=\"1\"\u003e Jeremy graduated from RIT in 2010 and has worked at studios in NYC including B-Reel, Google Creative Lab, Hobbes, and Bossa. In 2017 he founded Feral Cat Den with Evan Anthony.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"262\" data-mce-fragment=\"1\"\u003e\u003cspan data-key=\"261\" data-mce-fragment=\"1\"\u003e Currently he is teaching as an adjunct professor at NYU's Game Center, and is also experimenting with old television broadcast animation equipment.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"283\" data-mce-fragment=\"1\"\u003e\u003cspan data-key=\"282\" data-mce-fragment=\"1\"\u003eEvan Anthony is a generalist passionate about design, animation, code, and craft be it for interactive, broadcast, installation, or print. After creating his first animation and code on a TI-83+graphing calculator, he hasn't stopped experimenting with media.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"287\" data-mce-fragment=\"1\"\u003e\u003cspan data-key=\"286\" data-mce-fragment=\"1\"\u003eAfter graduating from RIT in 2010, Evan worked at NYC studios including B-Reel, Hush, Dress Code, and Google Creative Lab before founding Feral Cat Den in 2017 with Jeremy Abel to create their first indie game, Genesis Noir.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"293\" data-mce-fragment=\"1\"\u003e\u003cspan data-key=\"292\" data-mce-fragment=\"1\"\u003eEvan is creating more Genesis Noir and developing new worlds that blend art, history, and science into idiosyncratic extravagance.\u003c\/span\u003e\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45243653554340,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45243653587108,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45243653619876,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Genesis-Noir-Header.png?v=1709840159"},{"product_id":"reflecting-on-19-years-of-playful-studio-practice","title":"Reflecting on 19 Years of Playful Studio Practice","description":"\u003cp data-key=\"121\"\u003e\u003cspan data-key=\"120\"\u003eEmerging artists highly seek knowledge from a long-standing art practice. Particularly at the intersection of art and play, where knowledge is still getting started, anyone who has explored and created using these concepts becomes a valuable voice in their communities. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"125\"\u003e\u003cspan data-key=\"124\"\u003eArtist team Thukral and Tagra lend their 19 years of experience and knowledge to the audience in this post-mortem lecture on their practice, which revolves around contemporary art, art to impact, knowledge dissemination, and social and game design. They discuss the trajectory of their practice and how they explore new innovative avenues to show society real-time issues by using a multi\/ interdisciplinary approach, which includes paintings and communication design.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-slate-fragment=\"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\" data-key=\"82\"\u003e\u003c!--more--\u003e\u003c\/p\u003e\n\u003cp data-key=\"237\"\u003e\u003cspan data-key=\"238\"\u003e\u003cstrong data-slate-leaf=\"true\"\u003eAbout Your Speakers\u003c\/strong\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"275\"\u003e\u003cspan data-key=\"274\"\u003eJiten Thukral and Sumir Tagra work collaboratively with a wide range of media including painting, sculpture, installations, interactive games, video, performance, and design. Thukral \u0026amp; Tagra work on new formats of public engagement and attempt to expand the scope of what art can do, further emphasizing what the practice can do in a virtual context through their archives and publications. They break out of the mediated-disciplinary world, create multi-modal sensory, and storytelling in immersive environments.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"279\"\u003e\u003cspan data-key=\"278\"\u003eTheir earlier work dealt with tropes of migration, mythological narratives, symbols of Indian identity, and motifs of a globally manifested consumer culture that enliven a largely pedantic and static area of cultural material. From a pop visual character to a predominantly abstract visual approach and compositional philosophy, Thukral \u0026amp; Tagra constantly shift in terms of their grammar and vocabulary. They have offered sociopolitical commentary that is implicit in their aesthetic for the past eighteen years.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-key=\"281\"\u003e\u003cspan data-key=\"280\"\u003eRecently, they seek to identify the practice as pedagogy through their collaborative Pollinator.io – Interdisciplinary lab, which cultivates an inclusive learning ecosystem that indexes to achieve knowledge sharing through cross-pollination.\u003c\/span\u003e\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":45239323263140,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45239323328676,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45239323394212,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/WOL_khoj10.jpg?v=1710873312"},{"product_id":"gaming-as-performance-the-journey-from-design-to-world-building","title":"Gaming as Performance: The Journey from Design to World-Building","description":"\u003cdiv data-slate-node=\"element\"\u003e\n\u003ch3\u003eDesigning With Games in Mind\u003c\/h3\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003e\u003ca href=\"https:\/\/pearlynlii.com\/\"\u003ePearlyn Lii\u003c\/a\u003e (she\/her) started as a graphic designer and quickly built a body of work on various digital forms. In this conversation, we will explore the process of incorporating to gaming as a practice. We'll focus on learning new tools and looking for personal growth.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003eLii draws inspiration \u003ca href=\"https:\/\/pearlynlii.com\/Reverb\"\u003efrom performance art\u003c\/a\u003e and transmedia approaches. We will discuss the importance of starting with a story and understanding the desired outcome before selecting the appropriate tools. Similarly, you can effectively communicate with developers and engineers and ensure the realization of their vision.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003ePearlyn will delve into the significance of pre-storyboarding and transitioning from graphic design to gaming for her new project. We will explore how Twitch can serve as valuable source material and discuss techniques to watch for while engaging with gaming streams.\u003c\/span\u003e\u003c\/p\u003e\n\u003ch3\u003eFrom Online Girlfriends to IRL Intimacy\u003c\/h3\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003eWe’ll likewise work through her process of “\u003ca href=\"https:\/\/pearlynlii.com\/Real-Girlfriend\"\u003eReal Girlfriend\u003c\/a\u003e” (2021), a performance-based exploration that takes place in augmented reality (AR). (Read more here on \u003ca href=\"https:\/\/foundation.app\/blog\/pearlyn-lii-is-a-real-girlfriend\"\u003eFoundation's site\u003c\/a\u003e.) Through a series of videos, it offers a satirical critique of prevailing female archetypes, in contrast to what's been constructed through the lens of the male gaze. By amalgamating various women from the virtual canon, the project challenges and deconstructs these archetypes. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003eWe will examine the role of avatars and their portrayal of eye contact in the context i.e. Uncanny Valley. Embracing imperfections and the desire for perfection, we will explore how eye contact can contribute to a deeper understanding and immersion within digital art pieces.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003eThe talk will also touch upon the concept of intimacy in gaming and how platforms like Twitch allow for the expression of different personas and characters. By embodying diverse roles and considering their attire and behavior, creators can enhance their performance and engage with audiences uniquely and captivatingly.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan style=\"font-weight: 400;\"\u003eJoin us to discover how pivoting to gaming as a practice can unleash your creative potential, guide your tool selection process, and foster immersive storytelling experiences.\u003c\/span\u003e\u003c\/p\u003e\n\u003ch3\u003e\u003cem\u003eAbout Your Speaker\u003c\/em\u003e\u003c\/h3\u003e\n\u003cp\u003ePearlyn Lii is an interdisciplinary artist and streamer whose practice investigates personhood, neomythology, and the divine feminine. Her work narrates the plight of the human experience through fictional characters in alternate realities, reinterpreting harmful female archetypes. Drawing from mythology, science, fiction, and magical realism Lii responds to a personal and collective desire for a more regenerative, equitable future. Her work manifests through embodied performances, augmented reality, and video installations.\u003c\/p\u003e\n\u003cp\u003eLii is an alumna of NEW INC, a cohort of artists supported by The New Museum, and is a selectee of the Art+Code track in partnership with Rhizome. There, she founded nonstudio, an art and design practice that investigates mythologies through transmedia. Her work has been presented at New York Live Arts, New Art City, JO-HS, Nous Tous Gallery, and covered by Dezeen, Vogue Italia, Wallpaper*, Forbes, Art in America, Casa BRUTUS, and Art She Says. In 2020, Foundation invited her to be one of the first 24 artists to launch the platform. Previously, she has worked with the Guggenheim Bilbao, Fashion for Good, Whitewall Magazine, and Maison Kitsuné.\u003c\/p\u003e\n\u003c\/div\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45242260160676,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45242260193444,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45242260226212,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Pearlyn-Lii-Infinite-Mother7.png?v=1710951660"},{"product_id":"introduction-to-vtubing","title":"Introduction to vTubing with Off World Live","description":"\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eThis hands-on two-hour workshop is a practical introduction to vTubing with visionary designer Jasper Golding. vTubing is a dynamic and captivating form of self-presentation for artists and streamers, but can be intimidating to start on one’s own. Jasper will lead you through the Off World Live process to start brainstorming, implementing, and fine-tuning a vTubing character.\u003c\/span\u003e\u003c\/p\u003e\n\u003ch4 data-mce-fragment=\"1\"\u003eWorkshop Outline\u003c\/h4\u003e\n\u003ch4 data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003e+ Learn a curated history of vTubing, pulling from some of Jasper's favorite works\u003c\/span\u003e\u003c\/h4\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003e+ Dive into the building blocks of self-expression\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003e+ Learn about production styles of motion-capture\u003cbr data-mce-fragment=\"1\"\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e+ See how to work Mixamo and Metahuman into your first digital character\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e+ Get started with Unreal's rigging system, working from a model and a new project\u003c\/p\u003e\n\u003ch4 data-mce-fragment=\"1\"\u003eAbout the Speaker\u003c\/h4\u003e\n\u003ch4 data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eJasper is a visual and technical artist working freelance for Off World Live, a plug-in that enables creators to delve into Unreal Engine and create next-generation content. Jasper’s work began analogue, with illustration, but like a lot of artists, has recently exploded into rendered 3D graphics, real-time graphics, and creative parametric and game-based systems. With these skills, he has produced previs, final artworks, and technical advice for companies and art houses around the world. Jasper’s practice quickly became based on learning and growth as a result of programming and now is as amorphous as the ever-changing technological realities we exist among. \u003c\/span\u003e\u003c\/h4\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eJasper has been supplying educational content for Off World Live for 3 years and has delved into many aspects of technical art, specifically within Unreal Engine. One of his more popular tutorials is based around nDisplay, a system built for Virtual Production that allows filmmakers to immerse their talent within a series of LED walls to create in-camera VFX with real-time interactive CGI backgrounds. He took this approach and reworked it for interactive art installations. He hacked together the powers of multi-machine synced rendering and real-time viewpoint-based mapping to create a new technique for real-time anamorphic billboard illusions that he has been teaching many artists to produce since.  \u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan style=\"font-weight: 400;\" data-mce-fragment=\"1\" data-mce-style=\"font-weight: 400;\"\u003eAs well as his technical work, Jasper works with his local thriving underground music scene. The art and music community in his hometown of Bristol have welcomed him in with open arms, and he helps them realize their visions, such as 90s\/00s imaginings of local Bristol spots and exaggerated characters to represent the flourishing and rich culture the city has to offer. To learn with each new task, Jasper makes an effort to uncover the veil between this world and the next, whatever that reality may be.\u003c\/span\u003e\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45168214868132,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45168214835364,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45239762124964,"sku":"","price":99.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/IGAnnounce-IntroductiontovTubing_2.png?v=1710882340"},{"product_id":"zheng-fang-a-collection-of-work","title":"Zheng Fang: A Collection of Work (Feb. 15-17, 2024)","description":"\u003cp\u003eArtist Zheng Fang has turned a traditional printmaking and painting background into an evocative and dynamic practice using video games as an engine for creative expression.\u003c\/p\u003e\n\u003cp\u003eWith a foundation in drawing, painting, and sculpture, Fang began experimenting with games during the pandemic while searching for a place to create within the confines of his apartment. Zheng's PC became his virtual workshop, prompting him to think about how to showcase his art and connect with his friends in their own spaces. Games emerged as the answer.\u003c\/p\u003e\n\u003cp\u003eFor two nights, Killscreen was proud to showcase a selection of Zheng's work, pulling from a wide-ranging and diverse approach to game-based art and culture.\u003c\/p\u003e\n\u003ch4\u003e\u003cem\u003eCorona Time (2020)\u003c\/em\u003e\u003c\/h4\u003e\n\u003cp\u003eAn exploration of loneliness and release. Fang created this during the pandemic to connect with friends he could no longer see abroad.\u003c\/p\u003e\n\u003ch4\u003e\n\u003cem style=\"font-family: -apple-system, BlinkMacSystemFont, 'San Francisco', 'Segoe UI', Roboto, 'Helvetica Neue', sans-serif; font-size: 0.875rem;\"\u003eAs You Wish (2020)\u003c\/em\u003e\u003cbr\u003e\n\u003c\/h4\u003e\n\u003cp\u003e\"A place of nowhere. People and objects fall from the sky. They could be your comrades, friends, guests, or enemies. You could have a party here, or make it a battlefield, a torture chamber, or just try to get rid of everything and keep it clean. Enjoy your time here...as you wish.\"\u003c\/p\u003e\n\u003ch3\u003e\u003cem\u003eNight Running (2021)\u003c\/em\u003e\u003c\/h3\u003e\n\u003cp\u003eFang's capstone project at UClA. Night Running is a video game about softness, hardness, opaqueness, transparency, sex, violence, love, hate, confusion, and misinterpretation. Zheng's deliberate use of lighting techniques and particle effects emphasizes the corporeal nature of his digital creations, adding depth and a human touch to the experiences.\u003c\/p\u003e\n\u003ch3 class=\"wp-block-buttons is-layout-flex wp-block-buttons-is-layout-flex\"\u003e\u003cem\u003eRu Cun Chu Cheng (2022)\u003c\/em\u003e\u003c\/h3\u003e\n\u003cp\u003eA documentary of the last exhibition in a South China village. We leave the urban and then enter the village.\u003c\/p\u003e\n\u003ch3\u003e\u003cem\u003eLocal Academy of Fine Arts Undergraduate Exhibition (2023)\u003c\/em\u003e\u003c\/h3\u003e\n\u003cp\u003eThe students are real. The artist statements aren't real. The artwork isn't real. And yet...\u003c\/p\u003e\n\u003cp\u003eAll student photos, artwork images, names, artwork titles, and descriptions in this collection are generated by Midjourney and ChatGPT, and they are filled with biases and stereotypes. It's part of Fang's larger exploration into generative tools. By using AI to generate artwork reminiscent of student projects, Fang challenges the notion of artistic genuineness and sparks discussions about the nature of creativity in an increasingly technologically-driven world.\u003c\/p\u003e\n\u003ch3\u003e\u003cstrong\u003eAbout the Artist\u003c\/strong\u003e\u003c\/h3\u003e\n\u003cp\u003eZheng Fang (方政) was the youngest person in the world.\u003c\/p\u003e\n\u003cp\u003eAs an old media artist and co-founder of \u003ca data-id=\"www.jasagala.com\" data-type=\"URL\" href=\"http:\/\/www.jasagala.com\/\"\u003eJasagala (夹山改梁)\u003c\/a\u003e, Zheng Fang began his journey at the intersection of interactive installations, game design, generative art, performance, experimental video, painting, experimental theater, curation, and education, among others.\u003c\/p\u003e\n\u003cp\u003eAfter graduating from the Central Academy of Fine Arts with a B.F.A. in Printmaking in 2018 and UCLA with an M.F.A. in Design Media Arts in 2021, he is now a freelance artist and lecturer based in both Los Angeles and Guangzhou.\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Default Title","offer_id":45168222077092,"sku":null,"price":0.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Zheng-Fang-A-Collection-of-Works-FB-Cover-Instagram-Post-1.png?v=1709840452"},{"product_id":"exhbition-alice-bucknell-the-alluvials-april-4th-may-4th-2024","title":"Alice Bucknell | The Alluvials [April 4th - May 4th, 2024]","description":"\u003ch4 data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eThe Alluvials is a video work and playable video game that explores the politics of drought and water scarcity in a near-future version of Los Angeles. Leveraging ecological theory, speculative fiction, and queer game theory, the narrative is told through a variety of nonhuman and elemental perspectives, including the Los Angeles River, wildfire, a 400-year-old sycamore called El Aliso, and the ghost of the city’s celebrity mountain lion, P-22. \u003c\/span\u003e\u003c\/h4\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eThe Alluvials film (2023) is a work of nonlinear, non-narrative storytelling. Spread across seven chapters and as many worlds, the film oscillates forwards and backwards in time, exploring multiple possible futures and revisited pasts for the region known today as Los Angeles. The film leverages game engine worldbuilding, custom stable diffusion models trained on historical and future images of the LA River, cinematic “modding” of the Grand Theft Auto V engine, and drone mapping to generate a kaleidoscopic imaginary to storytell Los Angeles. \u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eThe Alluvials video game (2024) spans four levels set in four different environments. Players take on the agency of conventionally non-playable and nonhuman characters, including wildfire, the LA River, a Yucca Moth and Joshua Tree, and a pack of wolves. The Alluvials is also a game about gaming; each level takes on a different gaming genre (first-person shooter, walking simulator, open world, racing game) and reimagines it through a speculative ecological lens.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eThe game aims to expand on Bucknell’s ongoing research into game ecologies: or how “nature”, ecology, and the environment are portrayed by and interacted with inside game worlds. Acknowledging Indigenous relationships to water, particularly the Tongva People of the Greater Los Angeles Basin and their understanding of the LA River as an ever-morphing entity, the project reinscribes the idea that nature is an intelligent system, a technology in its own right. Through the interactive capacities of game interfaces, The Alluvials asks its audience to consider their role in the future of water systems in Los Angeles by looking into the region’s deep past.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e—\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cem data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eThe Alluvials was commissioned by \u003ca href=\"https:\/\/mudac.ch\/en\/\"\u003emudac\u003c\/a\u003e in Lausanne with support from \u003ca href=\"https:\/\/transmediale.de\/en\"\u003etransmediale\u003c\/a\u003e, \u003ca href=\"https:\/\/www.artscouncil.org.uk\/\"\u003eArts Council England\u003c\/a\u003e, and the \u003ca href=\"https:\/\/www.lapl.org\/\"\u003eLos Angeles Public Library\u003c\/a\u003e.\u003c\/span\u003e\u003c\/em\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cem data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eThe game was developed with the Berlin-based game developer, \u003ca href=\"https:\/\/neoxentertainment.com\/\"\u003eNeox Entertainment\u003c\/a\u003e.\u003c\/span\u003e\u003c\/em\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cem data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eThe project was scored by the electronic musician Ken Yama.\u003c\/span\u003e\u003c\/em\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cem data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003e\u003ca href=\"https:\/\/tomjoyes.studio\/\"\u003eTom Joyes\u003c\/a\u003e designed the Alluvials logo. Exhibition photograph by Chris Hanke.\u003c\/span\u003e\u003c\/em\u003e\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Default Title","offer_id":45251893493924,"sku":"","price":0.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Killscreen_Alice_Bucknell_The_Alluvials_027_Credit_ChrisHanke.jpg?v=1713047259"},{"product_id":"sing-generative-ai-for-world-building-and-storytelling","title":"Using Generative AI for World-Building and Storytelling","description":"\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eHow do you work AI into your design process and still maintain your unique style and approach?\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eJoin artist and creator Pearlyn Lii for hands-on workshop designed to unlock the potential of your great ideas through the collaboration of human creativity and artificial intelligence. This session promises a practice-led experience into the art of world-building, tailored for creatives, storytellers, and anyone eager to explore the frontiers of narrative construction.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eParticipants will be guided through the initial stages of conceptualizing their world-building process, starting from a nascent script or story idea replete with a basic plot structure. This serves as the bedrock for the subsequent development of key elements such as characters, scenes, and environments.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eWe’ll then look at treatments and how to translate abstract concepts into real elements. Specifically, we’ll talk about prompts that generate great results and how to move into scripting and storyboarding.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003ePearlyn addresses the challenges of working with AI systems, including managing uncertainty and fostering breakthroughs. A significant focus is placed on intentionality in collaboration, emphasizing the importance of clear communication and the journey from concept to project realization.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eThrough a blend of Pearlyn’s experience and practical exercises, attendees will leave equipped with the knowledge and inspiration to transform their ideas into captivating worlds.\u003c\/span\u003e\u003c\/p\u003e\n\u003ch3 data-mce-fragment=\"1\"\u003e\u003cb data-mce-fragment=\"1\"\u003eWhat you’ll learn:\u003c\/b\u003e\u003c\/h3\u003e\n\u003cul data-mce-fragment=\"1\"\u003e\n\u003cli data-mce-fragment=\"1\" aria-level=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eAn introduction to generative AI through Pearlyn’s work\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\" aria-level=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eHow to sketch up your process from an initial script through a plot structure\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\" aria-level=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eBest approaches tp defining your key elements of characters, scenes, and environments and creating applications\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\" aria-level=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eCollaborating with your “AI dance partner,” iterating on script, storyboard, and back again\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\" aria-level=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003ePicking an output and exploring how the nature of the project determines who you work with\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\" aria-level=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eDealing with uncertainty in AI systems and how to break through\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\" aria-level=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003eCommunicating with collaborators through treatments and briefs and going from your concept to a project\u003c\/span\u003e\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003e \u003c\/p\u003e\n\u003cdiv style=\"position: relative; padding-bottom: 100%; height: 0;\"\u003e\u003ciframe src=\"https:\/\/www.loom.com\/embed\/40fd391dbb6543aab66128bbb918346b?sid=b079c147-d2ea-43e0-91bc-144f56ee0134\" style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" frameborder=\"0\" webkitallowfullscreen=\"\" mozallowfullscreen=\"\" allowfullscreen=\"\"\u003e\u003c\/iframe\u003e\u003c\/div\u003e\n\u003ch4\u003e\u003cbr\u003e\u003c\/h4\u003e\n\u003cp data-mce-fragment=\"1\"\u003e\u003cb data-mce-fragment=\"1\"\u003eExperience Level:\u003c\/b\u003e\u003cspan data-mce-fragment=\"1\" style=\"font-weight: 400;\" data-mce-style=\"font-weight: 400;\"\u003e Beginners! Previous creative experience in another field (i.e. architecture, design) is helpful but not necessary. Those most interested in narrative and story-telling will get the most out of this workshop. This event is designed explicitly for adults but is fine for all-ages.\u003c\/span\u003e\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Professional","offer_id":45364227932324,"sku":"","price":99.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45364227866788,"sku":"","price":10.0,"currency_code":"USD","in_stock":true},{"title":"Artist \/ Student","offer_id":45364227899556,"sku":"","price":25.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Pearlyn-Lii-Infinite-Mother1.png?v=1712203716"},{"product_id":"zheng-fang-a-collection-of-work-zine","title":"Zheng Fang: A Collection of Work Zine","description":"\u003cp\u003eArtist Zheng Fang has turned a traditional printmaking and painting background into an evocative and dynamic practice using video games as an engine for creative expression.\u003c\/p\u003e\n\u003cp\u003eWith a foundation in drawing, painting, and sculpture, Fang began experimenting with games during the pandemic while searching for a place to create within the confines of his apartment. Zheng's PC became his virtual workshop, prompting him to think about how to showcase his art and connect with his friends in their own spaces. Games emerged as the answer.\u003c\/p\u003e\n\u003cp\u003eFor two nights, Killscreen was proud to showcase a selection of Zheng's work, pulling from a wide-ranging and diverse approach to game-based art and culture.\u003c\/p\u003e\n\u003cp\u003eThis digital zine features a conversation with Zheng and a collection of his work\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Default Title","offer_id":45385246638244,"sku":null,"price":0.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Zheng-Fang-A-Collection-of-Works-FB-Cover-Instagram-Post-1_1daafaaf-cab7-48f4-b79a-2c20f17ab177.png?v=1712358291"},{"product_id":"introduction-to-real-time-rendering-for-video-production","title":"Introduction to Real-Time Rendering for Video Production","description":"\u003cp data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eJoin us for an engaging workshop that bridges the gap between traditional video production and the contemporary realm of 3D cinematics within game engines. This workshop is designed for time-based artists, including video producers and creators with a penchant for storytelling through dynamic visuals. Whether you have dabbled in After Effects and Premiere or want to expand your horizons into real-time rendering, this experience is tailored for you.\u003c\/span\u003e\u003c\/p\u003e\n\u003ch4 data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eWorkshop Outline\u003c\/span\u003e\u003c\/h4\u003e\n\u003cul data-mce-fragment=\"1\"\u003e\n\u003cli data-mce-fragment=\"1\"\u003eIdentifying where you are in your real-time process, from a structured direction to an exploratory approach\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eGetting comfortable with sourcing assets, placing items, and adding your unique touch\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eBuilding storyboards to deliver to a technical partner\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eUnderstanding a traditional vs. CGI approach\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eFraming a camera, finding a POV, and selecting the right shot\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eAnimating objects and lighting your scene\u003c\/span\u003e\u003c\/li\u003e\n\u003cli data-mce-fragment=\"1\"\u003e\u003cspan data-mce-fragment=\"1\"\u003eExporting your work with the correct format and resolution\u003c\/span\u003e\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45520026927268,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45520026960036,"sku":"","price":5.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45520026992804,"sku":"","price":99.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Introduction-to-Real-Time-Rendering-for-Video-Production-WP-Product-Post.png?v=1713482676"},{"product_id":"easy-ultra-fine-jenna-caravello-5-9-24-5-25-24","title":"EASY ULTRA FINE | JENNA CARAVELLO  | 5.9.24 - 5.25.24","description":"\u003cp dir=\"ltr\"\u003e\u003cstrong\u003eEASY ULTRA FINE\u003cbr\u003eJENNA CARAVELLO\u003cbr\u003e5.9.24 - 5.25.24 \u003c\/strong\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eEasy Ultra Fine\u003c\/span\u003e\u003cspan\u003e is a collection of interactive works by Jenna Caravello (b.1988, Los Angeles) that use video game software and animation to explore hauntological virtual objects within video game environments. Opening at Gameplayarts on May 9th, this is Caravello’s first solo gallery show in Los Angeles.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eStemming from research on emergent gameplay in open-world video games and inspired by red-herring collectables in point-and-click adventure games, \u003c\/span\u003e\u003cspan\u003eEasy Ultra Fine\u003c\/span\u003e\u003cspan\u003e centers on emotions gamers attach to virtual objects and invites introspection on their scarcity, uselessness, or potential.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eThe exhibition features four new projects, including \u003c\/span\u003e\u003cspan\u003eBat Nut\u003c\/span\u003e\u003cspan\u003e, an interactive memorial that begs visitors to prove their loyalty to the memory of the artists' deceased pet bird, Pudding. \u003c\/span\u003e\u003cspan\u003eWatcher\u003c\/span\u003e\u003cspan\u003e is a virtual convenience store steward that uses motion-tracking to ignore visitors and aim attention at \u003c\/span\u003e\u003cspan\u003eFocus Envy\u003c\/span\u003e\u003cspan\u003e, the oil painting across the room. The time \u003c\/span\u003e\u003cspan\u003eWatcher\u003c\/span\u003e\u003cspan\u003e spends looking at \u003c\/span\u003e\u003cspan\u003eFocus Envy\u003c\/span\u003e\u003cspan\u003e affects an internal score system, prompting \u003c\/span\u003e\u003cspan\u003eWatcher\u003c\/span\u003e\u003cspan\u003e to form hand signs that indicate his \"favorite\" quadrant of the painting. Each work employs RND and state machine mechanics commonly found in video games to give NPCs and virtual environments a most basic semblance of artificial intelligence or verisimilitude. \u003c\/span\u003e\u003cspan\u003eEasy Ultra Fine\u003c\/span\u003e\u003cspan\u003e (the installation that shares the show's name) is an absurdist meditation on the value of virtual objects in a game environment. This value can be contingent on how an object is used, found, obtained, or for its promised potential, particularly when a player is given no explanation or use for an object, and may never be.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003eIn video games, virtual objects (susceptible to digital decay as they are) become markers for shared experiences in our collective memory, just like any reproducible object has the potential to. Drawing connections between the ephemeral nature of virtual collectables, simulation and replication, the aesthetic abundance of convenience stores, and utopic As Seen on TV products, Easy Ultra Fine beckons broader questions—why do full inventories dissuade gamers from erasing a save file? Does a virtual object, just like any advertised product, present infinite potential or immediate and irredeemable obsolescence?\u003c\/p\u003e\n\u003cp\u003e--\u003c\/p\u003e\n\u003cdiv class=\"style_container__CAktv\"\u003e\n\u003cp\u003eJenna Caravello (she\/her) is a Los Angeles-based artist working with animation, VR, motion capture, and video game platforms. Her single-channel and interactive works explore the role of narrative in personal, collective, and digital memory. Using the tools and conventions of animation and video game industries, Jenna examines game logic and cartoon language, and engages with science-fantasy, world-building, and techno-mysticism. Her research seeks out humanity, absurdity, and vulnerability where computer culture, folklore, and analog mundanity intersect.\u003c\/p\u003e\n\u003cp\u003eJenna received a Bachelor of Fine Arts in Animation and Film\/Video Production from the School of the Art Institute of Chicago and holds an M.F.A from the California Institute of the Arts in Experimental Animation. She has directed and produced animated sequences for music videos, advertising, and feature films that garnered awards at Sundance, Cannes, and the 2016 and 2020 Emmy Awards.\u003c\/p\u003e\n\u003cp\u003eJenna’s work has been featured by Noisey (Vice), NPR, Impose, The Fader, Magnet Magazine, Stereogum, Directors Notes, and Gorilla vs. Bear. Her films have screened at venues and film festivals internationally, including the Melbourne International Animation Festival, the National Taiwan Arts Education Center, the Raindance Film Festival, the GIRAF International Animation Festival, and Slamdance. She is the recipient of a 2018 Jules Engel Award from CalArts and a 2018 Princess Grace Award in Film.\u003c\/p\u003e\n\u003c\/div\u003e","brand":"Gameplayarts","offers":[{"title":"Default Title","offer_id":45653774794916,"sku":"","price":0.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/JennaCaravello-EasyFine-BatNut_1Large.jpg?v=1714582363"},{"product_id":"vinny-roca-slot-waste-may-31st-june-13th-2024","title":"Vinny Roca | Slot Waste | May 31st - June 22nd, 2024","description":"\u003cp dir=\"ltr\"\u003e\u003cstrong\u003eSLOT WASTE\u003cbr\u003eVINNY ROCA\u003cbr\u003eMAY 31ST to JUNE 22ND 2024\u003c\/strong\u003e\u003c\/p\u003e\n\u003cdiv class=\"style_container__CAktv\"\u003e\n\u003cp\u003eSlot Waste is an exhibition of three game and simulation works by Los Angeles-based artist, Vinny Roca. With common threads of the absurd, the unintelligible, and the processual, each work of Slot Waste presents moments of eerie transformation, creating weird ecologies that both invite and implicate players in their strange productions. Through these works, Roca looks toward the game engine as a system to make sense of the contemporary crossings of labor, production, and ritual.\u003c\/p\u003e\n\u003cp\u003eMy Easy Shaker Yoke Face (2020) is an absurdist computer game that plays with the historical lineage of the American Shaker tradition. Taking and expanding upon the Shaker's understanding of labor and religion, best summarized in the common Shaker phrase \"Hands to Work, Hearts to God,\" My Easy Shaker Yoke Face attempts to work through the relationship between contemplation, transformation, and labor. Players navigate a room filled with absurd objects and machines attempting to understand which machines and objects transform each other. As players gain knowledge of the system, the process of creation and transformation repeats until the player successfully makes a sculptural portrait in the center of the room.\u003c\/p\u003e\n\u003cp\u003eCome Away With Me (2023) is a real-time simulation of an ambiguous ritual. In the midst of a seemingly vast desert storm, thirteen pigs emerge one by one from a semi-truck, each carrying a speaker playing a song from the 2002 Nora Jones album, from which the work takes its name. Each pig dances separately to their own music before joining together in a communal cacophonous procession. Examining ideas of indecipherable rituals and inaccessible intelligence, the work presents an experience of transfiguration through repetition. Although an eerie joy is palpable throughout the duration of the work, the pigs' unending labor casts an ominous tone over the ritualistic procession.\u003c\/p\u003e\n\u003cp\u003eSlot Waste (2024) is an experimental video game that articulates a lengthy, absurdist Rube Goldberg-like production process. The fantastically grotesque creatures that populate the game are both autonomous and alive, yet their existences remain inextricably tied to the process of production. Centering the absurdist objective of total productivity, all waste, including the excretions and defecations of the various beings within the game, is continuously transformed into raw material. When playing Slot Waste, the ambiguity between life and death, waste and product, repulsion and desire, compels the player to interact with the machine to become part of the elliptical production process itself. \u003c\/p\u003e\n\u003cp\u003eABOUT THE ARTIST\u003cbr\u003eVinny Roca is a game maker, artist, and graduate student at UCLA DMA. \u003c\/p\u003e\n\u003c\/div\u003e","brand":"Gameplayarts","offers":[{"title":"Pay What You Can - Click Green Button","offer_id":46009097715876,"sku":"","price":5.0,"currency_code":"USD","in_stock":true},{"title":"Free","offer_id":46009097748644,"sku":"","price":0.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Vinny_Roca_-_Slot_Waste_-_My_Easy_Shaker_Yoke_Face_2.png?v=1717001488"},{"product_id":"sahej-rahal-talk","title":"System - Story - Spectre: Playtesting myths and machines in game-based art with Sahej Rahal","description":"\u003cdiv\u003e\n\u003cp\u003eCome listen to an online talk with Sahej Rahal, a Mumbai-based cross-disciplinary artist, as he discusses his latest game-based art project with Jamin Warren, director of Gameplayarts.\u003cbr\u003e\u003cbr\u003eThis 35-minute talk, followed by a Q\u0026amp;A session, will delve into Rahal's unique approach to creating counter-mythologies that interrogate narratives shaping the present. Rahal's myth-world takes the shape of sculptures, performances, films, paintings, installations, and AI programs, drawing upon sources ranging from local legends to science fiction. In this talk, he will explore the enmeshed nature of mythological narratives and machinic intelligence that have come to shape the self in relation to society, through the lens of his game-based art practice.\u003c\/p\u003e\n\u003cp\u003eKey takeaways from the talk include:\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eUnderstanding how game-based art can serve as a discursive tool in exploring sociopolitical systems through speculative worldbuilding.\u003c\/li\u003e\n\u003cli\u003eGaining insights into Rahal's creative process and the role of interdisciplinary practices in his work\u003c\/li\u003e\n\u003cli\u003eExploring the relationship between art, freedom, and the cultural conditions that shape artistic expression\u003c\/li\u003e\n\u003cli\u003eDiscovering how AI and game-based art can be used to reimagine socio-structural narratives of being, becoming, and belonging in the world, through immersive gameplay experiences.\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp\u003eThis talk is particularly relevant for digital creatives, technologists, architects, graphic designers, directors, animators, and creative coders interested in integrating game-based practices into their work. \u003cbr\u003e\u003c\/p\u003e\n\u003cp\u003eRahal's unique perspective and experience will provide valuable insights for those exploring the untapped potential interdisciplinary approaches to working with games.\u003c\/p\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e\n\u003ci\u003e\u003c\/i\u003e\u003cbr\u003e\n\u003c\/div\u003e\n\u003ch2 class=\"whitespace-pre-wrap break-words\"\u003eAbout The Artist\u003c\/h2\u003e\n\u003cp class=\"p1\"\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Sahej_Rahal_-_Anhad_-_Profile_Sahej_Hi_Res.jpg?v=1717018258\"\u003e\u003c\/p\u003e\n\u003cp class=\"p1\"\u003e\u003ca href=\"https:\/\/sahejrahal.com\/\"\u003eSahej Rahal\u003c\/a\u003e (b. 1988, lives and works in Mumbai, India) is primarily a storyteller. He weaves together fact and fiction, to create counter-mythologies that interrogate narratives shaping the present.\u003c\/p\u003e\n\u003cp class=\"p1\"\u003eHis myth-world takes the shape of sculptures, performances, films, paintings, installations, and AI programs, that he creates by drawing upon sources ranging from local legends to science fiction, rendering scenarios where indeterminate beings emerge from the cracks in our civilization.\u003c\/p\u003e\n\u003cp class=\"p1\"\u003eRahal’s participation in group and solo exhibitions includes the Gwangju Biennale, the Liverpool Biennial, the Kochi Biennale, the Vancouver Biennale, MACRO Museum Rome, Kadist SF, ACCA Melbourne, CCA Glasgow. He is the recipient of the Cove Park\/Henry Moore Fellowship, Akademie Schloss Solitude Fellowship, the Sher-Gil Sundaram Arts Foundation Installation Art Grant, the Digital Earth Fellowship, and the first Human-Machine Fellowship organized by Junge Akademie ADK.\u003c\/p\u003e\n\u003cp class=\"p1\"\u003e\u003cem\u003eThis talk will be recorded.\u003c\/em\u003e\u003c\/p\u003e\n\u003c!----\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student \/ Yes","offer_id":45839434547364,"sku":"","price":20.0,"currency_code":"USD","in_stock":true},{"title":"Artist \/ Student \/ No","offer_id":45839438413988,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional \/ Yes","offer_id":45839434580132,"sku":"","price":30.0,"currency_code":"USD","in_stock":true},{"title":"Professional \/ No","offer_id":45839438446756,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button \/ Yes","offer_id":45839434612900,"sku":"","price":10.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button \/ No","offer_id":45839438479524,"sku":"","price":5.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/SahejRahal-Anhad-Hi_res_Anhad2023002.jpg?v=1717374184"},{"product_id":"media-horror-emerging-technology-and-machine-intelligence-copy","title":"The Weird, the Eerie, and Video Games","description":"\u003cp\u003eJoin us for a discussion between artists \u003ca href=\"https:\/\/gil-lawson.info\/\"\u003eGil Lawson\u003c\/a\u003e, Micheal Luo, and \u003cspan class=\"il\"\u003eVinny\u003c\/span\u003e Roca. Building off the work of Mark Fisher, this discussion will focus on the criss-crossings between their game-based practices and the weird and eerie - dislocated ecologies, grotesque beings, sequences of unexplained labor. This talk will explore how video games can make use of corrupted agency and strange presence to elucidate contemporary subjectivity and life under the eerie entity of capital. This discussion will be moderated by the Executive Director of Gameplayarts, Jamin Warren\u003cem\u003e.\u003c\/em\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cem\u003eThis talk was recording in Los Angeles on June 13th, 2024.\u003c\/em\u003e\u003c\/p\u003e\n\u003ch2 dir=\"ltr\"\u003e\u003cspan\u003eAbout the Speakers\u003c\/span\u003e\u003c\/h2\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eGil Lawson is an artist, game designer, and writer based in Queens, New York. His most recent release is \u003c\/span\u003e\u003cspan\u003eROGUE LIGHT DECK BUILDER\u003c\/span\u003e\u003cspan\u003e, a digital carpentry game. He is currently developing\u003c\/span\u003e\u003cspan\u003e goblinAmerica\u003c\/span\u003e\u003cspan\u003e.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eMichael Luo is a game maker \u0026amp; media artist. Born as an anchor baby in Michigan, and grew up in Southwestern China, he spends his time teaching and making computer games about diaspora, hallucination, vulgarity, digital lethargy, and anything else that doesn't fit with the gamer culture. He focuses his practice on making short, eccentric, experimental video games, or working with the game engine to create interactive or generative works of art.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003e\u003cspan class=\"il\"\u003eVinny\u003c\/span\u003e Roca is an artist and game maker based in Los Angeles, California. Through absurdist video games, his works seek to make sense of our ever-morphing and changing subjectivity under capitalism.\u003c\/span\u003e\u003c\/p\u003e\n\u003c!----\u003e","brand":"Gameplayarts","offers":[{"title":"No","offer_id":45902514290852,"sku":"","price":0.0,"currency_code":"USD","in_stock":true},{"title":"Yes","offer_id":45902626291876,"sku":"","price":15.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Gameplayarts_Vinny_Roca_001.jpg?v=1718044215"},{"product_id":"decolonization-cultural-cyborgs-and-the-future-of-game-design-in-india-copy","title":"Exploring Liminal Spaces through the Immersive Art of Lauren Moffatt","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eIn this conversation, Jamin Warren, founder of Gameplayarts, engaged with Australian artist Lauren Moffatt about her captivating exploration of liminality and the blurred boundaries between digital and organic life through her game-based artworks.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eMoffatt's diverse training in painting, new media theory, and audiovisual creation informs her hybrid, iterative works that prompt participants to \"play between worlds.\" Across her practice, she crafts immersive environments that challenge notions of singularity and individuality, inviting audiences to consider the paradoxical subjectivity of connected bodies and our embeddedness within complex, adaptive ecosystems.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThroughout the discussion, Moffatt and Warren explored into the thematic threads that unite three of Moffatt's seminal projects: \u003cem\u003eBubble Vision\u003c\/em\u003e, \u003cem\u003eLocal Binaries\u003c\/em\u003e, and \u003cem\u003eOf Hybrids and Strings\u003c\/em\u003e. These works collectively explore the fragility of the \"bubbles\" - both physical and conceptual - that we construct around ourselves, as well as the liminal spaces between self and other, human and non-human.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThrough this thought-provoking dialogue, Moffatt and Warren illuminated how game-based art can serve as a powerful medium for exploring the liminality at the heart of the human experience - the porous boundaries between the real and the virtual, the individual and the collective, the natural and the technological. Their conversation inspires new ways of understanding the world and our place within it.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cem\u003eThis event was part of \u003ca href=\"https:\/\/gameplayarts.org\/collections\/now-play-this-design-labs-2024\"\u003eNow Play This Game Design Labs\u003c\/a\u003e.\u003cbr\u003e\u003c\/em\u003e\u003c\/p\u003e\n\u003ch3 class=\"whitespace-pre-wrap break-words\"\u003eAbout The Artist\u003c\/h3\u003e\n\u003cp\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cspan\u003eLauren Moffatt is an Australian artist working with immersive environments and experimental narrative practices. Her works, often presented in hybrid and iterative forms, explore the paradoxical subjectivity of connected bodies and the indistinct boundaries between digital and organic life. In 2021 she was awarded the DKB VR Art Prize (DE) and in 2022 she was awarded the I Certamen Internacional de Arte Digital (ES) and the Revista MAKMA Aquisition Prize (ES). Lauren completed her studies in painting, in theory and practice of new media art and in audiovisual creation at the College of FineArts (AU), Université Paris VIII (FR), and at Le Fresnoy Studi National des Arts Contemporains (FR) respectively.\u003c\/span\u003e\u003cbr\u003e\u003cbr\u003e\u003cspan\u003eLauren's works have been exhibited at Haus der Kulturen der Welt (DE), Centre Pompidou (FR), La Gaïté Lyrique (FR), SXSW (US), Haus am Lützowplatz (DE), UNSW Galleries (AU), Daegu Art Museum (KOR), Le Grand Palais Ephémère (FR), SAVVY Contemporary (DE), FACT Liverpool (UK) The Sundance Film Festival (US) ZKM (DE), Q21 Freiraum (AT) and at Hartware MedienkunstVerein (DE). She lives and works in Berlin and\u003c\/span\u003e\u003cbr\u003e\u003cspan\u003eValencia.\u003c\/span\u003e\u003c\/p\u003e\n\u003c!----\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":45950223286436,"sku":null,"price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":45950223351972,"sku":null,"price":25.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":45950223384740,"sku":null,"price":5.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Of_Hybrids_and_Strings_-_Flowers-for-Suzanne-ClairFlowerHybrid.jpg?v=1720223063"},{"product_id":"7-30-24-generating-giallo-horror-a-saturnalia-post-mortem","title":"Generating Giallo Horror:  A 'Saturnalia' Post-Mortem","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eJoin us for an unprecedented journey into the heart of game-making t as Pietro Righi Riva, Studio Director at Santa Ragione, peels back the curtain on the creation of 'Saturnalia'. It's a story of resilience, creativity, and the art of course correction in the face of daunting challenges.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eFrom its humble beginnings as \u003cem\u003eMatchbox\u003c\/em\u003e in 2017 to its eventual release in 2022, Saturnalia underwent a metamorphosis that pushed the boundaries of procedural generation, visual style, and narrative design. Righi Riva will guide us through the labyrinthine process of bringing this unique horror experience to life, including:\u003c\/p\u003e\n\u003cul class=\"-mt-1 list-disc space-y-2 pl-8\" depth=\"0\"\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"1\"\u003eThe artistic journey to capture the essence of Italian 'giallo' horror in a digital medium\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"2\"\u003eThe technical wizardry behind creating a procedurally generated Sardinian village that feels authentic and terrifying\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"3\"\u003eThe narrative challenges of weaving multiple character stories into a cohesive, dynamic plot\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eBut this isn't just a tale of triumphs. Righi Riva will candidly discuss the moments of crisis, the feedback that sparked major overhauls, and the difficult decisions made along the way. From reworking navigation systems to reimagining creature encounters, every challenge became an opportunity for innovation.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThis postmortem is a rare glimpse into the iterative nature of game development, showcasing how a passionate team can transform setbacks into strengths. Whether you're a seasoned creator, an aspiring creator, or simply curious about game design, this talk promises insights that will reshape your understanding of the craft.\u003c\/p\u003e\n\u003ch2 data-mce-fragment=\"1\"\u003eSpeakers\u003c\/h2\u003e\n\u003cdiv\u003eBorn in Milan in 1985, Pietro Righi Riva is co-founder and studio director at Santa Ragione where he worked on multiple award-winning independent games, such as 'MirrorMoon EP', 'FOTONICA', 'Wheels of Aurelia', and 'Saturnalia'. After achieving a Ph.D in Interaction Design at Politecnico di Milano, Righi Riva has has been a lecturer at Politecnico di Milano, California College of Arts, Shanghai Theater Academy, Tsinghua University, NABA, and IULM among others. His design philosophy is aimed at developing games that are not objective-driven and accessible to non-gamers. For the Triennale Milan museum he has curated the Triennale Game Collection volumes 1 \u0026amp; 2. He won the Innovation in Experience Design Award at IndieCade 2018 for his solo project 'Asta Grande'. Righi Riva lives and works in Milan, Italy.\u003cspan\u003e\u003c\/span\u003e\n\u003c\/div\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":46042251428004,"sku":null,"price":5.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":46042251460772,"sku":null,"price":20.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":46042251493540,"sku":null,"price":1.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Anitacolorstudy3.jpg?v=1720815944"},{"product_id":"7-27-24-exploring-digital-painting-in-the-mexican-landscape","title":"7.27.24 Exploring Digital Painting in the Mexican Landscape","description":"\u003cp\u003e\u003ca rel=\"noopener\" href=\"https:\/\/gameplayarts.org\/products\/playa-july-18-august-3-2024\" target=\"_blank\"\u003e\u003cem\u003eAs part of our exhibition Playa, on view through August 3rd.\u003c\/em\u003e\u003c\/a\u003e\u003c\/p\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eGameplayarts is pleased to host an artist talk with Mexico-based multidisciplinary artist Caro Lucero in conversation with PLAYA curator Bryan Munguia. \u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e \u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eJoin us for an engaging discussion on the innovative use of digital painting and glitch aesthetics to depict the Mexican landscape. This talk will explore the evolution of digital imagery in Mexican art, highlighting how the aesthetics of error convey the spatial imagination. Learn more about Lucero's artistic practice, who uses postmodern logic to render perceptions, beliefs, myths, and narratives of Northwest Mexico into new horizons. \u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eThis talk be take place in-person at Gameplayarts, 5511 W Pico Blvd, on Saturday, 7\/27, at 2 PM. Remote attendees will be able to access the talk via Zoom .\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e— \u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eGameplayarts se complace en tener una charla con la artista multidisciplinar mexicana Caro Lucero en conversación con el curador Bryan Munguia. \u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e \u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eAcompáñanos en un interesante debate sobre el uso innovador de la pintura digital y la estética glitch para representar el paisaje mexicano. Esta charla explorará la evolución de la imaginería digital en el arte mexicano, destacando cómo la estética del error transmite la imaginación espacial. Descubre más sobre la práctica artística de Lucero, quien utiliza la lógica posmoderna para plasmar percepciones, creencias, mitos y narrativas del noroeste de México en nuevos horizontes.\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eEsta charla tendrá lugar en persona en Gameplayarts, 5511 W Pico Blvd, el sábado 27 de julio a las 2 PM. Los asistentes remotos podrán acceder a la charla a través de Zoom.\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e— \u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cstrong\u003eABOUT THE SPEAKERS\u003c\/strong\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eCaro Lucero (Sonora, 1989) holds a Master’s degree in Artistic Production from the Autonomous University of the State of Morelos and a Bachelor’s degree in Visual Arts from the National School of Painting, Sculpture, and Engraving ENPEG “La Esmeralda,” where she also teaches. \u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eHer work focuses on the relationships between pictorial, digital, and traditional languages, developing notions of the imaginary and the ethereal. Through various media, she explores the correspondence between virtual life and the physical world and how these spaces intersect and enrich each other. The use of vivid colors and light creates a sense of artificiality that invites the viewer to explore their own internal landscapes.\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eBryan Munguia (Los Angeles, 1998) is an independent curator working with Gameplayarts since 2022. He specializes in curatorial worldbuilding, approaching the exhibition-making process within a theatrical matrix. Currently, he consults on curatorial projects for organizations like CLAYDD, and is the former curator of Aparador LA. He’s deeply interested in trans-American artistic experimentation, organizing projects to bridge artistic scenes of Los Angeles and the Global South.\u003c\/div\u003e\n\u003cdiv class=\"TypographyPresentation TypographyPresentation--m RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cstrong\u003eLogistics: \u003c\/strong\u003e\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eDate: July 30th, 2024 Time: 2 PM PT \u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eFormat: Hybrid - Online via Zoom and in-person at Gameplayarts, 5511 W Pico Blvd Length: 45 minutes plus Q\u0026amp;A. It will be recorded.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eCost: Free, but we ask for donations to offset the cost of the overall Playa program. \u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eExperience Level: This talk would be particularly relevant for professionals and enthusiasts in digital art, visual arts, and cultural studies. It would also appeal to those interested in glitch aesthetics, digital painting techniques, and contemporary Mexican art. Beginners welcome!\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eAdditional Info: There are no refunds or exchanges. Please review our Code of Conduct on our website. If you have any questions, email \u003ca href=\"mailto:info@gameplayarts.org\"\u003einfo@gameplayarts.org\u003c\/a\u003e.\u003c\/p\u003e\n\u003c!----\u003e","brand":"Gameplayarts","offers":[{"title":"Free RSVP","offer_id":46076486385828,"sku":null,"price":0.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":46076486451364,"sku":null,"price":5.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/CaroLucero-Playa-amanecedosveces.jpg?v=1721865741"},{"product_id":"narrative-in-game-based-art","title":"Narrative in Game-Based Art","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eGot a writing background and are interested in incorporating games into your work?\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003ePulled from our collection of classes and workshops, this course explores the art of storytelling in interactive media. From political narratives to noir-inspired tales, students will learn how to craft compelling stories that engage players and convey meaningful messages. \u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThe course covers a range of topics including interactive fiction, generative storytelling, and the intersection of journalism and games. Students will examine how narrative can shape player experience, challenge societal norms, and create immersive worlds. By the end of this course, participants will have a strong foundation in narrative design for games and interactive art.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eA mix of talks and workshops, we hope you find this an engaging first step in translating your work as writing, poetry, non-fiction, journalism into engaging interactive experiences.\u003c\/p\u003e\n\u003ch2 class=\"whitespace-pre-wrap break-words\"\u003eModules:\u003c\/h2\u003e\n\u003cp\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Using_Interactive_Fiction_as_a_Political_Tool_Banner.png?v=1726856780\" alt=\"\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Using_Interactive_Fiction_as_a_Political_Tool_Banner.png?v=1726856780\"\u003e\u003c\/p\u003e\n\u003cp\u003eExplore how interactive fiction can be used to address political issues and create social impact. Led by Dhruv Jani of \u003ca href=\"https:\/\/oleomingus.com\/\" data-mce-href=\"https:\/\/oleomingus.com\/\"\u003eStudio Oleomingus\u003c\/a\u003e, this workshop examines language, protest, bodies, and empathy in games. Jani, whose work has been featured at prestigious venues like the Venice Biennale and MoMA, will guide participants through creating a storytelling prototype for analog or digital games.\u003c\/p\u003e\n\u003cp\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Colorful_Game-Building_with_Film_Noir_and_the_Universe_Banner.png?v=1726856963\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Colorful_Game-Building_with_Film_Noir_and_the_Universe_Banner.png?v=1726856963\"\u003e\u003c\/p\u003e\n\u003cp\u003eLearn how to blend noir aesthetics with cosmic themes in game narratives. \u003cstrong\u003eEvan Anthony and Jeremy Abel\u003c\/strong\u003e, founders of \u003ca href=\"https:\/\/feralcatden.com\/\" data-mce-href=\"https:\/\/feralcatden.com\/\"\u003e\u003cstrong\u003eFeral Cat Den\u003c\/strong\u003e\u003c\/a\u003e and creators of the acclaimed game \u003cem\u003eGenesis Noir\u003c\/em\u003e, will discuss their journey from concept to release. This talk explores their unique approach to game design, drawing inspiration from film noir, jazz, and cosmology.\u003c\/p\u003e\n\u003cp\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Subverting_Expectations_in_Art_and_Immersive_Gaming_Banner.png?v=1726857243\" alt=\"\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Subverting_Expectations_in_Art_and_Immersive_Gaming_Banner.png?v=1726857243\"\u003e\u003c\/p\u003e\n\u003cdiv class=\"font-claude-message  pr-4  md:pr-9  relative  leading-[1.65rem]  [\u0026amp;_pre\u0026gt;div]:bg-bg-300  [\u0026amp;_pre]:-mr-4  md:[\u0026amp;_pre]:-mr-9\"\u003e\n\u003cdiv class=\"grid-col-1 grid gap-2.5 [\u0026amp;_\u0026gt;_*]:min-w-0\"\u003e\n\u003cp\u003eDiscover techniques to challenge player expectations and create surprising narratives. \u003cstrong\u003eLeo Castañeda\u003c\/strong\u003e, a Colombian-American artist featured in exhibitions at \u003cstrong\u003eHeK Basel\u003c\/strong\u003e and the \u003cstrong\u003eBass Museum\u003c\/strong\u003e, shares insights from his game-based art projects. Learn how to integrate gaming mechanics into fine art practices to create thought-provoking experiences.\u003c\/p\u003e\n\u003cp\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/User_Experience_Design_From_Horror_Games_to_Virtual_Reality_BAnner.png?v=1726857411\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/User_Experience_Design_From_Horror_Games_to_Virtual_Reality_BAnner.png?v=1726857411\"\u003e\u003c\/p\u003e\n\u003cp\u003eUnderstand how narrative and user experience intersect in horror games and VR. \u003cstrong\u003eDino Ignacio\u003c\/strong\u003e, former UX Director for the \u003cem\u003eDead Space\u003c\/em\u003e series and Design Lead at \u003cstrong\u003eFacebook Reality Labs\u003c\/strong\u003e, discusses the evolution of storytelling techniques from traditional horror games to immersive VR experiences.\u003c\/p\u003e\n\u003cp\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Creative_Commitment_Banner.png?v=1726857495\" alt=\"\"\u003e\u003c\/p\u003e\n\u003cp\u003eGain insights into maintaining a long-term creative practice in game development. \u003cstrong\u003eNicole He\u003c\/strong\u003e, an independent game developer working on projects for the \u003cstrong\u003eNational Film Board of Canada\u003c\/strong\u003e and \u003cstrong\u003eDevolver Digital\u003c\/strong\u003e, shares strategies for sustaining creativity and navigating the challenges of long-term projects.\u003c\/p\u003e\n\u003cp\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Safeguarding_Journalism_through_Minecraft.png?v=1726857687\" alt=\"\"\u003e\u003c\/p\u003e\n\u003cp\u003eExplore how Minecraft can be used to create interactive journalistic experiences. \u003cstrong\u003eTobias Natterer\u003c\/strong\u003e (DDB Berlin) and \u003cstrong\u003eJames Delaney\u003c\/strong\u003e (Blockworks UK) present The Uncensored Library, a collaboration with \u003cstrong\u003eReporters Without Borders\u003c\/strong\u003e. Learn how they used Minecraft to create a digital safe haven for press freedom.\u003c\/p\u003e\n\u003cp\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Generating_Community_and_Thought_With_Gaming_Avatars_Banner.png?v=1726858217\" alt=\"\"\u003e\u003cbr\u003e\u003c\/p\u003e\n\u003cp\u003eLearn how to use gaming avatars to foster community and stimulate discussion. \u003cstrong\u003eKara Güt\u003c\/strong\u003e, recipient of the \u003cstrong\u003eOhio Arts Council Individual Excellence Award\u003c\/strong\u003e, demonstrates how to leverage platforms like VRChat for artistic expression and community building.\u003c\/p\u003e\n\u003cp\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Using_Generative_AI_for_World-Building_and_Storytelling.png?v=1726858350\" alt=\"\"\u003e\u003c\/p\u003e\n\u003cp\u003eDiscover how AI can enhance world-building and narrative creation in games. \u003cstrong\u003ePearlyn Lii\u003c\/strong\u003e, an alumna of \u003cstrong\u003eNEW INC\u003c\/strong\u003e (supported by The New Museum) and selectee of the Art+Code track in partnership with \u003cstrong\u003eRhizome\u003c\/strong\u003e, guides participants through incorporating AI into the creative process while maintaining a unique style.\u003c\/p\u003e\n\u003cp\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Making_Games_to_Combat_Algorithmic_Censorship_Banner.png?v=1726858475\" alt=\"\"\u003e\u003c\/p\u003e\n\u003cp\u003eUnderstand how games can be used to address issues of digital censorship. \u003cstrong\u003eXiaowei Wang\u003c\/strong\u003e and \u003cstrong\u003eQianqian Ye\u003c\/strong\u003e, creators of \u003cem\u003eThe Future of Memory\u003c\/em\u003e project (recipient of the \u003cstrong\u003eMozilla Creative Media Award\u003c\/strong\u003e), discuss using games to challenge algorithmic content moderation and explore digital rights.\u003c\/p\u003e\n\u003cp\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Exceeding_the_Gendered_Boundaries_of_Play_Banner.png?v=1726858606\" alt=\"\"\u003e\u003cbr\u003e\u003c\/p\u003e\n\u003cp\u003eExamine how narrative design can challenge gender stereotypes in gaming. \u003cstrong\u003eDr. Shira Chess\u003c\/strong\u003e, Associate Professor of Media Studies at the \u003cstrong\u003eUniversity of Georgia\u003c\/strong\u003e and author of \u003cem\u003ePlay Like a Feminist\u003c\/em\u003e, explores how to create games that transcend gender boundaries while advocating for equality.\u003c\/p\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e\n\u003cdiv class=\"absolute -bottom-0 -right-1.5\"\u003e\n\u003cdiv class=\"border-0.5 border-border-300 flex items-center translate-y-1\/2 rounded-lg shadow-sm transition bg-bg-000 p-1\"\u003e\n\u003cdiv class=\"text-text-400 flex items-stretch justify-between gap-0.5\"\u003e\n\u003cdiv class=\"flex gap-0.5\"\u003e\n\u003cbutton class=\"flex flex-row items-center gap-1 rounded-md p-1 py-0.5 text-xs transition-opacity delay-100 hover:bg-bg-200\"\u003e\u003csvg viewbox=\"0 0 256 256\" fill=\"currentColor\" height=\"1em\" width=\"1em\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\"\u003e\u003cpath d=\"M200,32H163.74a47.92,47.92,0,0,0-71.48,0H56A16,16,0,0,0,40,48V216a16,16,0,0,0,16,16H200a16,16,0,0,0,16-16V48A16,16,0,0,0,200,32Zm-72,0a32,32,0,0,1,32,32H96A32,32,0,0,1,128,32Zm72,184H56V48H82.75A47.93,47.93,0,0,0,80,64v8a8,8,0,0,0,8,8h80a8,8,0,0,0,8-8V64a47.93,47.93,0,0,0-2.75-16H200Z\"\u003e\u003c\/path\u003e\u003c\/svg\u003e Copy\u003c\/button\u003e\u003cbutton class=\"flex flex-row items-center gap-1 rounded-md p-1 py-0.5 text-xs transition-opacity delay-100 hover:bg-bg-200\"\u003e\u003c\/button\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e\n\u003ch3\u003e\u003cstrong\u003eAdditional Information\u003c\/strong\u003e\u003c\/h3\u003e\n\u003cul\u003e\n\u003cli\u003eWe do not offer refunds and exchanges\u003c\/li\u003e\n\u003cli\u003eWe do offer educational scholarships based on need. \u003ca href=\"https:\/\/i9srwglkfm5.typeform.com\/to\/w04UrYkg\"\u003ePlease email fill out this form to apply.\u003c\/a\u003e\u003cmeta charset=\"utf-8\"\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":46227723092132,"sku":"","price":390.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":46227723124900,"sku":"","price":550.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/NarrativeinGame-BasedArt.png?v=1726592630"},{"product_id":"world-building-in-game-based-art","title":"World-Building in Game-Based Art","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eDiscover the art and technology behind creating rich, immersive worlds for games and interactive experiences. This course covers a wide range of tools and techniques used in world-building, from 3D modeling and rendering to game engine fundamentals.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eStudents will explore how to use software like Blender, ZBrush, and VRChat to bring their creative visions to life. The course also delves into the conceptual aspects of world-building, examining how to create coherent, engaging environments that support narrative and gameplay. By the end, students will have a comprehensive understanding of both the technical and creative aspects of world-building in game-based art.\u003c\/p\u003e\n\u003cp\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Using_Blender_to_Build_Digital_Gardens_Banner.png?v=1727286752\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Using_Blender_to_Build_Digital_Gardens_Banner.png?v=1727286752\"\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cmeta charset=\"utf-8\"\u003eLearn how to create lush, interactive digital environments using Blender. Taught by Rachel Li, an \u003cstrong\u003einterdisciplinary game designer and artist whose work has received critical acclaim, including a BAFTA Student Award nomination\u003c\/strong\u003e. Rachel, currently a \u003cstrong\u003eVR Game Designer at Skydance Interactive\u003c\/strong\u003e, will guide you through 3D modeling techniques specific to creating organic, plant-based environments, drawing from her experience in creating emotion-driven and autobiographical projects.\u003c\/p\u003e\n\u003cp\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/ZBrush_for_Beginners_Developing_Your_Unique_Style_in_2_Hours_Banner_1.png?v=1727287005\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/ZBrush_for_Beginners_Developing_Your_Unique_Style_in_2_Hours_Banner_1.png?v=1727287005\"\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cmeta charset=\"utf-8\"\u003eGet started with ZBrush and develop your personal artistic style. Led by \u003ca href=\"https:\/\/nicoleruggiero.com\/info\/\" data-mce-href=\"https:\/\/nicoleruggiero.com\/info\/\"\u003eNicole Ruggerio\u003c\/a\u003e, an \u003cstrong\u003eacclaimed multimedia artist known for her work exploring internet culture\u003c\/strong\u003e. Nicole will introduce core ZBrush tools and workflows while encouraging participants to develop their unique artistic voice.\u003c\/p\u003e\n\u003cp\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Introduction_to_Real-Time_Rendering_for_Video_Production_Banner.png?v=1727287069\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Introduction_to_Real-Time_Rendering_for_Video_Production_Banner.png?v=1727287069\"\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cmeta charset=\"utf-8\"\u003eUnderstand the basics of real-time rendering for interactive media. Instructed by Prashast Thapan, founder of \u003cstrong\u003ePariah Interactive, an independent games and XR development studio based in Brooklyn\u003c\/strong\u003e. Prashast will demonstrate how to leverage real-time rendering techniques for dynamic video content, drawing from his experience in transforming narratives into digital immersive experiences.\u003c\/p\u003e\n\u003cp\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/A_Visual_Artist_s_Introduction_to_Building_Worlds_in_VRChat_Banner.png?v=1727287336\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/A_Visual_Artist_s_Introduction_to_Building_Worlds_in_VRChat_Banner.png?v=1727287336\"\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cmeta charset=\"utf-8\"\u003eExplore world-building techniques in the popular VR platform VRChat. Facilitated by Jasper Golding, a visionary designer working with Off World Live, a leading company in VR content creation. Jasper will show how to translate 2D art concepts into immersive 3D VR environments.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Using_Green_Screen_to_Make-Believe_New_Worlds_Banner.png?v=1727287408\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Using_Green_Screen_to_Make-Believe_New_Worlds_Banner.png?v=1727287408\"\u003e\u003c\/strong\u003e\u003cmeta charset=\"utf-8\"\u003eDiscover how green screen technology can enhance world-building. Workshop led by Natalie Paneng, a new media artist whose work has been exhibited at prestigious venues including the \u003cstrong\u003eTMRW Gallery and the National Arts Festival.\u003c\/strong\u003e Natalie, recipient of the Humanities Leon Gluckman Prize, will demonstrate accessible techniques for creating fantastical worlds using green screen, drawing from her unique approach of blending digital skills with her theatre background.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Safeguarding_Journalism_through_Minecraft_Banner.png?v=1727287814\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Safeguarding_Journalism_through_Minecraft_Banner.png?v=1727287814\"\u003e\u003c\/strong\u003e\u003cmeta charset=\"utf-8\"\u003eExplore how Minecraft can be used to create interactive journalistic worlds. Presented by Tobias Natterer of DDB Berlin and James Delaney of Blockworks UK, who worked on The Uncensored Library project. \u003cstrong\u003eLearn how to use Minecraft as a tool for preserving and presenting important information.\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Making_More_Artful_Games_with_Playmaker_Banner.png?v=1727287964\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Making_More_Artful_Games_with_Playmaker_Banner.png?v=1727287964\"\u003e\u003c\/strong\u003eLearn how to use Playmaker to create more artistic and expressive games. Taught by Stephen Scott Day, filmmaker and game developer, Stephen will demonstrate how to use Playmaker to create unique, artistically-driven game mechanics and interactions.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003eAdditional Information\u003c\/strong\u003e\u003c\/p\u003e\n\u003cul\u003e\n\u003cli\u003eWe do not offer refunds and exchanges\u003c\/li\u003e\n\u003cli\u003eWe do offer educational scholarships based on need. \u003ca href=\"https:\/\/i9srwglkfm5.typeform.com\/to\/w04UrYkg\"\u003ePlease email fill out this form to apply.\u003c\/a\u003e\u003cmeta charset=\"utf-8\"\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":46233930989732,"sku":null,"price":390.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":46233931022500,"sku":null,"price":550.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/World-BuildinginGame-BasedArt.png?v=1726678379"},{"product_id":"performance-in-game-based-art","title":"Performance in Game-Based Art","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThis innovative course, pulled from our collection of talks and workshops, explores the intersection of performance art and interactive media. Students will learn how to incorporate elements of dance, music, and live performance into digital environments and game-based experiences.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThe course covers a range of topics including motion capture, vtubing, live-action role-playing, and the use of VR in performance art. Participants will also examine how to create immersive soundscapes and atmospheric environments that enhance performative elements. This course challenges students to push the boundaries of what's possible in game-based art, blending traditional performance techniques with cutting-edge technology.\u003c\/p\u003e\n\u003ch2 class=\"whitespace-pre-wrap break-words\"\u003eModules:\u003c\/h2\u003e\n\u003ch3\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/How_to_Translate_a_Person_Into_Pixels_Course_Banner.png?v=1726853400\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/How_to_Translate_a_Person_Into_Pixels_Course_Banner.png?v=1726853400\"\u003e\u003c\/h3\u003e\n\u003cp\u003eExplore the intersection of dance and technology with artist Maya Man. Learn techniques for capturing human movement and translating it into digital form using motion capture and 3D animation. This module covers the creation of digital avatars, real-time animation, and the artistic possibilities of blending physical and virtual performance.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cem\u003eAbout Maya Man: Maya is an artist focused on contemporary identity culture on the internet. Her work examines dominant narratives around femininity, authenticity, and the performance of self online through websites, generative series, and installations.\u003c\/em\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Introduction_to_vTubing_with_Off_World_Live_Banner.png?v=1726853526\" alt=\"\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Introduction_to_vTubing_with_Off_World_Live_Banner.png?v=1726853526\"\u003e\u003c\/p\u003e\n\u003cp\u003eDive into the world of virtual YouTubing (vTubing) with designer Jasper Golding. Learn how to create and animate digital avatars, set up live streaming environments, and engage with audiences in real-time. This module covers both the technical aspects of vTubing and the creative possibilities of this emerging medium.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cem\u003e\u003ca href=\"https:\/\/www.instagram.com\/jasper.golding\/\" data-mce-href=\"https:\/\/www.instagram.com\/jasper.golding\/\"\u003eAbout Jasper Golding:\u003c\/a\u003e Jasper is a visual and technical artist working freelance for Off World Live. His work spans from traditional illustration to rendered 3D graphics and real-time systems, with a focus on innovative uses of game engines for creative projects.\u003c\/em\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/The_Politics_of_Live-Action_Role_Play_Experiences_Banner_1.png?v=1726854234\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/The_Politics_of_Live-Action_Role_Play_Experiences_Banner_1.png?v=1726854234\"\u003e\u003c\/p\u003e\n\u003cp\u003eExamine the intersection of politics, performance, and play with artist Mario Mu. This module explores how live-action role-playing (LARP) can be used as a tool for social commentary, political engagement, and community building. Learn techniques for designing meaningful LARP experiences and integrating them with digital media.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cem\u003e\u003ca href=\"http:\/\/mariomu.com\/\" data-mce-href=\"http:\/\/mariomu.com\/\"\u003eAbout Mario Mu:\u003c\/a\u003e Mario is a visual artist and director based in Berlin. His practice shifts between game design, 3D animation, and performance, often constructing extended gaming platforms as a form of artistic expression.\u003c\/em\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Building_an_Informed_Virtual_Reality.png?v=1726853848\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Building_an_Informed_Virtual_Reality.png?v=1726853848\"\u003e\u003c\/em\u003eLearn how to create purposeful and artistically rich virtual reality experiences with Team Rolfes. This module covers advanced VR design techniques, real-time animation with VR puppets, and the integration of motion capture into virtual environments. Explore how to use VR as a medium for artistic expression and social commentary.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cem\u003eAbout Team Rolfes: Sam and Andy Rolfes are pioneers in virtual performance, specializing in real-time animation with VR puppets, motion-captured abstract avatars, and viscerally intense imagery derived from human motion.\u003c\/em\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cimg alt=\"\" src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Introduction_to_Merging_Music_with_Moving_Image_with_Unity_2.png?v=1726854055\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Introduction_to_Merging_Music_with_Moving_Image_with_Unity_2.png?v=1726854055\"\u003e\u003c\/p\u003e\n\u003cp\u003eDiscover how to create dynamic audiovisual experiences using the Unity game engine. Learn techniques for synchronizing music with visual elements, creating interactive soundscapes, and designing immersive musical performances. This module covers both technical implementation in Unity and artistic approaches to audiovisual composition.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cem\u003e\u003ca href=\"https:\/\/ryan.nu\/\" data-mce-href=\"https:\/\/ryan.nu\/\"\u003eAbout Ryan Scaino\u003c\/a\u003e: Known by DJ Ghostdad, Ryan is an artist specializing in combining music and moving images. He has over a decade of experience creating impactful experiences for live performances and digital platforms.\u003c\/em\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cimg\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Generating_Giallo_Horror_A_Saturnalia_Post-Mortem_1.png?v=1726854156\" alt=\"\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Generating_Giallo_Horror_A_Saturnalia_Post-Mortem_1.png?v=1726854156\"\u003e\u003c\/p\u003e\n\u003cp\u003eAnalyze the development process of the horror game 'Saturnalia' with studio director Pietro Righi Riva. This module examines how traditional horror aesthetics, particularly from the Italian giallo genre, can be translated into interactive experiences. Learn about narrative design, environmental storytelling, and creating atmosphere in game environments.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003ca href=\"https:\/\/www.santaragione.com\/\" data-mce-href=\"https:\/\/www.santaragione.com\/\"\u003eAbout Pietro Righi Riva\u003c\/a\u003e: Pietro is the co-founder and studio director at Santa Ragione, an independent game studio known for creating innovative and artistically driven games. He has a background in interaction design and focuses on developing games that are accessible to non-gamers.\u003c\/p\u003e\n\u003ch3\u003e\u003cstrong\u003eAdditional Information\u003c\/strong\u003e\u003c\/h3\u003e\n\u003cul\u003e\n\u003cli\u003eWe do not offer refunds and exchanges\u003c\/li\u003e\n\u003cli\u003eWe do offer educational scholarships based on need. \u003ca href=\"https:\/\/i9srwglkfm5.typeform.com\/to\/w04UrYkg\"\u003ePlease email fill out this form to apply.\u003c\/a\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":46234134872228,"sku":null,"price":390.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":46234134904996,"sku":null,"price":550.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/PerformanceinGame-BasedArt.png?v=1726852487"},{"product_id":"designing-for-delight-and-discomfort-with-marshmallow-laser-feast","title":"Designing for Delight and Discomfort with Marshmallow Laser Feast","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eJoin Robin McNicholas of \u003ca href=\"https:\/\/marshmallowlaserfeast.com\/information\/\" data-mce-href=\"https:\/\/marshmallowlaserfeast.com\/information\/\"\u003eMarshmallow Laser Feast\u003c\/a\u003e for an illuminating journey into the creation of \"\u003ca href=\"https:\/\/marshmallowlaserfeast.com\/project\/sweet-dreams\/\" data-mce-href=\"https:\/\/marshmallowlaserfeast.com\/project\/sweet-dreams\/\"\u003eSweet Dreams\u003c\/a\u003e,\" a groundbreaking immersive experience that blends animation, cinema, and interactivity. In this talk, McNicholas will unveil the innovative processes behind translating virtual designs into physical spaces, the challenges of character development using  game engine technology, and the art of designing audience experience,\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eFrom the initial conceptualization using Unreal Engine to the final implementation in Manchester's \u003ca href=\"https:\/\/factoryinternational.org\/aviva-studios\/\" data-mce-href=\"https:\/\/factoryinternational.org\/aviva-studios\/\"\u003eAviva Studios\u003c\/a\u003e, McNicholas will share insights into the collaborative efforts that brought this surreal exploration of food culture to life. Learn how MLF pushed the boundaries of real-time graphics, spatial audio, and animation to create a multi-sensory narrative that challenges perceptions of consumption and desire.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eWe'll discuss the unique challenges and creative solutions employed in developing characters like Chicky Ricky using a combination of VR puppeteering, motion capture, and AI-driven facial animation. McNicholas will also discuss the delicate balance of managing audience flow and engagement in immersive spaces, drawing parallels to game design principles.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThis conversation with Gameplayarts executive director Jamin Warren offers a rare glimpse into the intersection of technology, art, and storytelling, providing valuable insights for creators looking to push the boundaries of immersive experiences.\u003c\/p\u003e\n\u003ch2\u003eSpeakers\u003c\/h2\u003e\n\u003cdiv\u003e\n\u003cmeta charset=\"utf-8\"\u003e\n\u003cp data-slate-node=\"element\"\u003e\u003cspan data-slate-node=\"text\"\u003e\u003cspan data-slate-leaf=\"true\"\u003e\u003cspan data-slate-string=\"true\"\u003eRobin co-founded Marshmallow Laser Feast (MLF), an experiential artist collective that believes in the power of stories to tickle the senses and shift perceptions. Their work leads people on a multisensory journey, merging imagination and information.\u003c\/span\u003e\u003c\/span\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-slate-fragment=\"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\" data-slate-node=\"element\"\u003e\u003cspan data-slate-node=\"text\"\u003e\u003cspan data-slate-leaf=\"true\"\u003e\u003cspan data-slate-string=\"true\"\u003eFrom coders to poets, chemists to ventriloquists, brands to institutions, MLF collaborates with specialists in all disciplines. To explore new forms of culture, interrogate our relationship with the world around us and leave a glittery slug trail as we journey through the cosmos. Alive in galleries, museums, public spaces, parks, nature reserves, and the metaverse, Robin's work is grounded in research. It is designed to carve out space to expose, explore, and expand our relationship with the living world. MLF has exhibited internationally at institutions including; ACMI, Barbican Centre, YCAM, DDB Seoul, Sundance Film Festival, Factory International, Quartier des Spectacles, Montreal, SXSW, Phi Centre and Lisbon Architectural Triennale.\u003c\/span\u003e\u003c\/span\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp data-slate-fragment=\"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\" data-slate-node=\"element\"\u003e\u003cem\u003e\u003cspan data-slate-node=\"text\"\u003e\u003cspan data-slate-leaf=\"true\"\u003e\u003cspan data-slate-string=\"true\"\u003eThis talk was held on Sept. 26th, 2024.\u003c\/span\u003e\u003c\/span\u003e\u003c\/span\u003e\u003c\/em\u003e\u003c\/p\u003e\n\u003cp\u003ePhotos: \u003cem\u003eCopyright © Marshmallow Laser Feast and Factory International, 2024\u003c\/em\u003e)\u003c\/p\u003e\n\u003cp data-slate-fragment=\"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\" data-slate-node=\"element\"\u003e\u003cspan data-slate-node=\"text\"\u003e\u003cspan data-slate-leaf=\"true\"\u003e\u003cspan data-slate-string=\"true\"\u003e \u003c\/span\u003e\u003c\/span\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003c\/div\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":46237217423524,"sku":null,"price":5.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":46237217456292,"sku":null,"price":20.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/5MarshmellowLaserFeast-SweetDreams.png?v=1726707641"},{"product_id":"storytelling-through-systems-game-ui-design-for-artists","title":"Storytelling Through Systems: Game UI Design for Artists","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eJoin Darion McCoy for a hands-on workshop exploring the intersection of game design and interface design. As artists and creators increasingly look to games for inspiration, this workshop offers practical insights for designers ready to break free from conventional UI patterns and create more engaging interactive experiences.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThrough a combination of historical context, real-world examples, and interactive exercises, participants will learn how to leverage their existing interface design skills while pushing beyond the constraints of traditional product design. Darion brings unique expertise as a professional front-end developer and game creator, offering valuable perspectives on bridging these two worlds.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eIn this workshop, you'll learn:\u003c\/p\u003e\n\u003cul class=\"-mt-1 list-disc space-y-2 pl-8\" depth=\"0\"\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"0\"\u003eHow game UI\/UX has evolved and what makes it distinct from product interfaces\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"1\"\u003eMethods for translating your existing design skills into compelling game experiences\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"2\"\u003eTechniques for breaking free from standardized interface patterns while maintaining usability\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"3\"\u003ePractical approaches to sketching and prototyping game UI elements\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"4\"\u003eWays to balance creativity and functionality in interactive experiences\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eTraditional interface design emphasizes clarity and efficiency, but games offer opportunities to make the interface itself part of the experience. Through guided exercises, you'll practice transforming essential UI elements into elements that enhance narrative and atmosphere. You'll learn to think beyond the clean, minimal aesthetics everyday in product design toward more prosperous visual approaches that serve both function and world-building.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThis workshop emphasizes hands-on creation, with participants working on individual designs and receiving peer feedback. You'll leave with practical techniques for bringing more creativity and experimentation to your interface work, whether for games or other interactive projects.\u003c\/p\u003e\n\u003ch2 class=\"whitespace-pre-wrap break-words\"\u003eLogistics\u003c\/h2\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eTime: 1 hour\u003c\/p\u003e\n\u003ch2 class=\"whitespace-pre-wrap break-words\"\u003eArtist Information\u003c\/h2\u003e\n\u003cp\u003e\u003ca href=\"https:\/\/darionmccoy.com\/\"\u003eDarion McCoy\u003c\/a\u003e is a UI\/UX Designer \u0026amp; Front-End Developer in Richmond, VA. He is a multidisciplinary creative who makes art and works on game design development. Darion also runs local art courses focused on marginalized communities. He is currently developing Angel's Nest, a folk-horror survival game set in an alternative, pre-colonial Africa.\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003eThis was held December 3rd, 2024.\u003c\/em\u003e\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":50471890747556,"sku":"","price":23.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":50471890780324,"sku":"","price":42.0,"currency_code":"USD","in_stock":true},{"title":"Generous Supporter","offer_id":50471890813092,"sku":"","price":75.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Darion_McCoy_-_Re-_Body_1.webp?v=1730332565"},{"product_id":"depths-of-possibility-game-engines-for-live-cinema-performance","title":"Depths of Possibility: Game Engines for Live Cinema Performance","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cmeta charset=\"utf-8\"\u003eJoin multimedia artist Ina Chen for an immersive exploration of how game engines can transform environmental storytelling with a focus on real-time performance. Through an in-depth look at her groundbreaking work \"4993 Feet Under\"—a meditation on the Deepwater Horizon disaster—Chen will reveal how real-time tools can create powerful narratives about our relationship with the natural world.\u003c\/p\u003e\n\u003ch5 class=\"font-600 text-xl font-bold\" level=\"2\"\u003eWhat You'll Learn\u003c\/h5\u003e\n\u003cul class=\"-mt-1 [li\u0026gt;\u0026amp;]:mt-2 list-disc space-y-2 pl-8\" depth=\"0\"\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"0\"\u003eHow to blend documentary footage with virtual production techniques\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"1\"\u003eApproaches to environmental storytelling using game engines\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"2\"\u003eMethods for creating dynamic, performative experiences in real-time\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"3\"\u003eTechniques for developing narrative depth in virtual environments\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"4\"\u003eWays to translate research and data into compelling visual stories\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003ch5 class=\"font-600 text-xl font-bold\" level=\"2\"\u003eWhy Attend\u003c\/h5\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eWhether you're a filmmaker, digital artist, or environmental storyteller, this talk offers unique insights into how game engines can amplify impact. Learn how Chen transforms scientific data and environmental research into emotionally resonant experiences through virtual production.\u003c\/p\u003e\n\u003ch4 class=\"font-600 text-xl font-bold\" level=\"2\"\u003eAbout the Artist\u003c\/h4\u003e\n\u003cp class=\"TypographyPresentation TypographyPresentation--medium RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eIna is a Creative Technologist who artfully weaves together art, technology, and storytelling to explore speculative futures and the ancestral past.\u003c\/p\u003e\n\u003cp class=\"TypographyPresentation TypographyPresentation--medium RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eHer multidisciplinary background has profoundly shaped her interest in philosophy, music, and history, all of which influence her artistic vision. Ina’s work deconstructs traditional storytelling, utilizing real-time technology to create films, hybrid documentaries, immersive experiences, and live cinema performances that challenge perceptions and provoke conversations. Her projects blend cultural and historical contexts with cutting-edge technology, bringing untold stories to life.\u003c\/p\u003e\n\u003cp class=\"TypographyPresentation TypographyPresentation--medium RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eCommitted to pushing the boundaries of worldbuilding and narrative exploration, she consistently creates work that evokes critical responses and opens new possibilities.\u003c\/p\u003e\n\u003cp class=\"TypographyPresentation TypographyPresentation--medium RichText3-paragraph--withVSpacingNormal RichText3-paragraph\"\u003eIna has collaborated with both Academy Award-winning VFX studios and bespoke creative teams. She has been a part of the New Inc incubator at the New Museum and currently teaches at the Southern California Institute of Architecture. Her work has been featured on prestigious platforms such as NOWNESS, HYPEBEAST, the History Channel, Hulu, MTV, Coachella, Wired, ONX Studio, Slamdance Film Festival, and Art Basel.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cem\u003eThis was held November 18th, 2024 10 AM PT \/ 1 PM ET \/ 7 PM CET\u003c\/em\u003e\u003c\/p\u003e\n\u003cp\u003e \u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Student \/ Artist","offer_id":50491009433764,"sku":"","price":7.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":50491009466532,"sku":"","price":26.0,"currency_code":"USD","in_stock":true},{"title":"Generous Supporter","offer_id":50491009499300,"sku":"","price":50.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Ina_Chen_-_4993_Feet_under4.jpg?v=1730160269"},{"product_id":"lauren-moffatt-fragmentation-engine","title":"Lauren Moffatt: Fragmentation Engine","description":"\u003cp dir=\"ltr\"\u003e\u003cspan\u003eLAUREN MOFFATT\u003cbr\u003e\u003c\/span\u003e\u003cspan\u003eFRAGMENTATION ENGINE\u003cbr\u003eNOVEMBER 15-30, 2024\u003c\/span\u003e\u003cb\u003e\u003c\/b\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003e\"Fragmentation Engine\" refers to breaking down larger systems into smaller, interconnected parts, allowing an overview through segmentation and reassembly. The exhibition uses video game technology as a fragmentation engine to explore world-building, image worlds, and avatar creation, dissecting complex systems into smaller facets or building smaller facets into complex systems to reveal new layers of meaning. As Moffatt explains: \"My relationship with game worlds is not so much about game playing. I build into a universe that I can then share with others through game engine-based work.\"\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eDrawing from real and fictional myths of Los Angeles, the works in this exhibition are fragmentary in both literal and figurative senses. Together, they create an environment of controlled dismantling and reconfiguration—sometimes reflective, sometimes outward-facing. Through close attention to details, moods, and surfaces, Moffatt crafts intricate virtual worlds that invite careful observation, conveying an underlying sense that forms are always on the verge of shifting and transforming. She notes: \"I'm obsessive about the details and the surfaces of things. They have a sensory experience.” She aims for viewers to \"feel like they're going through a journey with it that's uncomfortable, even if it is fascinating. People feel pulled in and alienated by the work.\"\u003c\/span\u003e\u003c\/p\u003e\n\u003ch3 dir=\"ltr\"\u003e\u003cspan\u003eWorks\u003c\/span\u003e\u003c\/h3\u003e\n\u003cp\u003e\u003cstrong\u003eNobody Never Mind\u003c\/strong\u003e (2023): A\u003cmeta charset=\"utf-8\"\u003e\u003cspan\u003e group of figures are collected in an underground bar. The characters’ spectral presence and looping monologues evoke a world where these ghostly figures are trapped, waiting in a shadowy reflection of what once was. Their fragmented dialogues echo in perpetual loops, suggesting an artificial mental ecology where memories and emotions endlessly recycle.\u003cbr\u003e\u003c\/span\u003e\u003cbr\u003e\u003cem\u003eVideo and Augmented Reality Installation\u003c\/em\u003e\u003cbr\u003e\u003cem\u003eiOS AR-enabled device, television monitor\u003c\/em\u003e\u003cbr\u003e\u003cem\u003e\u003c\/em\u003e\u003cstrong\u003e\u003c\/strong\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003eLocal Binaries\u003c\/strong\u003e (2022)\u003cbr\u003eAugmented Reality Installation\u003cbr\u003eiOS AR-enabled device\u003cbr\u003eDimensions variable\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003ca data-saferedirecturl=\"https:\/\/www.google.com\/url?q=https:\/\/vimeo.com\/deptique\/image-technology-echoes?share%3Dcopy\u0026amp;source=gmail\u0026amp;ust=1731519897078000\u0026amp;usg=AOvVaw0rxCOjrBkA_zoMsONC2ZVT\" href=\"https:\/\/vimeo.com\/deptique\/image-technology-echoes?share=copy\" target=\"_blank\"\u003eImage Technology Echoes\u003c\/a\u003e\u003cspan\u003e \u003c\/span\u003e(2021, Virtual Reality Installation)\u003c\/strong\u003e\u003cspan\u003e \u003c\/span\u003eimmerses viewers in a quiet, almost surreal gallery space, where two characters engage in a stilted, looping exchange. When stepping into their inner worlds, viewers encounter chaotic rooms filled with fragmented thoughts and AI-generated monologues, revealing the disparity between polished appearances and tangled, broken thoughts beneath. This work reflects how perception and understanding evolve within individual mental ecologies, shaped by internal and external influences.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003ca data-saferedirecturl=\"https:\/\/www.google.com\/url?q=https:\/\/vimeo.com\/deptique\/compostviii?share%3Dcopy\u0026amp;source=gmail\u0026amp;ust=1731519897078000\u0026amp;usg=AOvVaw0sCQQ8hDdRaBwf1IGED5Qw\" href=\"https:\/\/vimeo.com\/deptique\/compostviii?share=copy\" target=\"_blank\"\u003eCompost\u003c\/a\u003e\u003cspan\u003e \u003c\/span\u003e(2019 - ongoing, Video and Photogrammetry Installation)\u003c\/strong\u003e\u003cspan\u003e explores themes of regeneration and decay, transforming digital errors into forms that blend the sublime with the imperfect. The photogrammetry process introduces distortions, resulting in sculptures that embody a strange, decaying beauty. The series suggests a kind of ecological decay, where imperfections foster new, distorted forms, as if the digital environment itself were alive and constantly reshaping.\u003c\/span\u003e\u003cbr\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003e\u003ca data-saferedirecturl=\"https:\/\/www.google.com\/url?q=https:\/\/vimeo.com\/deptique\/theunbinding2014?share%3Dcopy\u0026amp;source=gmail\u0026amp;ust=1731519897078000\u0026amp;usg=AOvVaw2IsByQ8AdPAHD70PnbZ8G8\" href=\"https:\/\/vimeo.com\/deptique\/theunbinding2014?share=copy\" target=\"_blank\"\u003eThe Unbinding\u003c\/a\u003e\u003cspan\u003e \u003c\/span\u003e(2014, Digital Video Installation)\u003c\/strong\u003e\u003cspan\u003e \u003c\/span\u003eexamines self-construction as a process of continuous reinvention. The protagonist reconfigures herself through fragments of found images, embodying an illusion of control and beauty. This cyclical and fleeting act reveals how the pursuit of glamour can lead to a fractured identity. The work invites viewers to consider an ecology of fragmented consciousness, where each reinvention draws from and reshapes the surrounding environment.\u003c\/p\u003e\n\u003cp\u003e\u003cstrong\u003eLilies\u003c\/strong\u003e (2024) Single-channel Video, Vertical HD Display (1080 x 1920)\u003cmeta charset=\"utf-8\"\u003e\u003cstrong\u003e\u003c\/strong\u003e\u003cstrong\u003e\u003c\/strong\u003e\u003c\/p\u003e\n\u003ch4\u003e\u003cstrong\u003eAbout Lauren Moffatt\u003c\/strong\u003e\u003c\/h4\u003e\n\u003cp\u003eLauren Moffatt is an Australian artist working with immersive environments and experimental narrative practices. Her works, often presented in hybrid and iterative forms, explore the paradoxical subjectivity of connected bodies and the indistinct boundaries between digital and organic life. In 2021 she was awarded the DKB VR Art Prize (DE) and in 2022 she was awarded the I Certamen Internacional de Arte Digital (ES) and the Revista MAKMA Aquisition Prize (ES). Lauren completed her studies in painting, in theory and practice of new media art and in audiovisual creation at the College of FineArts (AU), Université Paris VIII (FR), and at Le Fresnoy Studi National des Arts Contemporains (FR) respectively.\u003c\/p\u003e\n\u003cp\u003eLauren's works have been exhibited at Haus der Kulturen der Welt (DE), Centre Pompidou (FR), La Gaïté Lyrique (FR), SXSW (US), Haus am Lützowplatz (DE), UNSW Galleries (AU), Daegu Art Museum (KOR), Le Grand Palais Ephémère (FR), SAVVY Contemporary (DE), FACT Liverpool (UK) The Sundance Film Festival (US) ZKM (DE), Q21 Freiraum (AT) and at Hartware MedienkunstVerein (DE). She lives and works in Berlin and\u003cbr\u003eValencia.\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"11\/21 6-8 PM","offer_id":50518597599396,"sku":null,"price":0.0,"currency_code":"USD","in_stock":true},{"title":"11\/23 12-3 PM","offer_id":50518597632164,"sku":null,"price":0.0,"currency_code":"USD","in_stock":true},{"title":"11\/30 12-3 PM","offer_id":50518597664932,"sku":null,"price":0.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/LocalBinariesMKVTarget.png?v=1731194366"},{"product_id":"nov-26-breaking-the-social-contract-collective-bodies-and-experimental-play","title":"Breaking the Social Contract: Collective Bodies and Experimental Play","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eArtist Theo Triantafyllidis presents a critical examination of his latest work \"Feral Metaverse,\" investigating the intersections of contemporary art practice and multiplayer game environments. This post-mortem discussion reveals how traditional artistic concerns can be transformed through experimental game mechanics, creating new possibilities for collective experience and social engagement in virtual spaces.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eDrawing from his extensive practice bridging installation art and game development, Triantafyllidis will unpack the conceptual and technical frameworks that shape his approach to participatory digital environments. The session examines how emerging technologies can transcend conventional gaming paradigms to create meaningful artistic encounters.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eIn this workshop, you'll discover:\u003c\/p\u003e\n\u003cul class=\"-mt-1 [li\u0026gt;\u0026amp;]:mt-2 list-disc space-y-2 pl-8\" depth=\"0\"\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"0\"\u003eConceptual approaches to translating artistic practice into interactive mechanics\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"1\"\u003eCritical frameworks for designing non-traditional social interactions\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"2\"\u003eMethodologies for world-building that challenge traditional gaming vernacular\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"3\"\u003eStrategies for developing experimental movement and collective embodiment\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"4\"\u003eContemporary approaches to public engagement in virtual spaces\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eThe program consists of a 30-minute artist interview with Gameplayarts director Jamin Warren followed by participatory exercises where attendees will examine the relationship between individual artistic expression and collective experience. Through guided collaborative drawing sessions, participants will investigate new possibilities for social interaction within virtual environments.\u003c\/p\u003e\n\u003ch3 class=\"whitespace-pre-wrap break-words\"\u003eYour Instructor\u003c\/h3\u003e\n\u003cp\u003e\u003cmeta charset=\"utf-8\"\u003e\u003cspan\u003eTheo Triantafyllidis is an artist who works with digital and physical media to explore the experience of space and the mechanics of embodiment in hybrid realities. Utilizing algorithms and game engines, virtual reality headsets and experimental performance processes, he creates interactions within immersive environments. In Triantafyllidis’s worlds awkward interactions and precarious physics mingle with uncanny, absurd and poetic situations, inviting the viewer to engage with new realities.\u003c\/span\u003e\u003cbr\u003e\u003cbr\u003e\u003cspan\u003eThrough the lens of monster theory, he investigates themes of isolation, sexuality and violence in their visceral extremities. He offers computational humor and AI improvisation as a response to the tech industry’s agenda. He tries to give back to the online and gaming communities that he considers both the inspiration and context for his work by remaining an active participant and contributor.\u003c\/span\u003e\u003cbr\u003e\u003cbr\u003e\u003cspan\u003eTheo holds an MFA from UCLA, Design Media Arts and a Diploma of Architecture from the National Technical University of Athens. He has shown work in museums, including Centre Pompidou in Metz, Buk-SEMA in Seoul, House of electronic Arts in Basel and NRW Forum in Dusseldorf and galleries such as Meredith Rosen Gallery, The Breeder, Nagel Draxler and Eduardo Secci. He was part of the 2021 Athens Biennale: Eclipse, Berliner Festspiele 2021, Sundance New Frontier 2020 and Hyper Pavilion in the 2017 Venice Biennale.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cem\u003eThis event was held on Nov. 26th, 2024.\u003c\/em\u003e\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Artist \/ Student","offer_id":50521288638628,"sku":"","price":15.0,"currency_code":"USD","in_stock":true},{"title":"Professional","offer_id":50521288671396,"sku":"","price":25.0,"currency_code":"USD","in_stock":true},{"title":"Supporter","offer_id":50521288704164,"sku":"","price":75.0,"currency_code":"USD","in_stock":true},{"title":"Pay What You Can - Click Green Button","offer_id":50550531457188,"sku":"","price":10.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Theo_Triantafyllidis_-_Feral_Metaverse_18.jpg?v=1731459530"},{"product_id":"dec-6th-a-cell-is-a-carnival","title":"Dec. 6th-8th: A Cell is a Carnival","description":"\u003cdiv\u003e\n\u003cspan\u003eA CELL IS A CARNIVAL\u003c\/span\u003e\u003cspan\u003e\u003cbr\u003e\u003c\/span\u003e\u003cspan\u003eDECEMBER 6-8, 2024\u003c\/span\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eOPENING NIGHT EVENT: FRIDAY DEC 6 \/\/ 7 PM\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eSix games at the arcade, six candles for the summoning, and six stars in the constellation. Six ghosts in the shell. Six artists in transit.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eThere are infinite ways of mapping any six points in the spacetime continuum. This is but all of them.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eA Cell is a Carnival\u003c\/span\u003e\u003cspan\u003e is an experiment in nested proximities and mixed metaphors: body as fairground, ritual as network, wormhole as world. Featuring new works by six media artists from UCLA’s Design|Media Arts MFA program (Chelly Jin, Rowena Kou, Sadia Quddus, Sagan Yee, Stamatis Hamouzas, and Xiner Lan), the show celebrates the osmotic ability of art and technology to move through permeable boundaries of selfhood and community.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eAs emerging artists, we operate as organelles, barkers, and daemons. We seek to replicate, merge, and evolve in concert with friends and familiar strangers, while maintaining tenuous boundaries of individual autonomy. Inspired by images of organic membranes and the cloth walls of circus tents, our collective practice also functions as a fluid structure, shifting endlessly between solitude and belonging.\u003c\/span\u003e\u003c\/p\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003eWe especially invite you to join us for our \u003c\/span\u003e\u003cspan\u003eOpening Night event on Friday, December 6 at 7 PM\u003c\/span\u003e\u003cspan\u003e. As you cross the gallery threshold, you will discover such curious delights as: an encrypted hand puppet, divinatory technologies, consensual eavesdropping, teeth as a symbol of eroded time, the gamification of the mammalian reward system, and kaleidoscopic fragments of self and memory. We invite you to enter, to circulate and celebrate, to absorb and be absorbed in turn … and then to break away, retreat, and say our fond farewells. Until the next time.\u003c\/span\u003e\u003cspan\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003cspan style=\"color: #111111; font-family: Arial, sans-serif;\" data-mce-style=\"color: #111111; font-family: Arial, sans-serif;\"\u003e\u003cspan\u003eFEATURING ART BY\u003c\/span\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003cp\u003e\u003ca href=\"https:\/\/chellyj.in\/\" data-mce-href=\"https:\/\/chellyj.in\/\"\u003e\u003cspan\u003eChelly Jin\u003c\/span\u003e\u003c\/a\u003e\u003c\/p\u003e\n\u003cp\u003e\u003ca href=\"https:\/\/www.instagram.com\/greenish._.rowena\/\" data-mce-href=\"https:\/\/www.instagram.com\/greenish._.rowena\/\"\u003e\u003cspan\u003eRowena Kou\u003c\/span\u003e\u003c\/a\u003e\u003c\/p\u003e\n\u003cp\u003e\u003ca href=\"https:\/\/sadia.space\/\" data-mce-href=\"https:\/\/sadia.space\/\"\u003e\u003cspan\u003eSadia Quddus\u003c\/span\u003e\u003c\/a\u003e\u003c\/p\u003e\n\u003cp\u003e\u003ca href=\"https:\/\/www.saganyee.com\/\" data-mce-href=\"https:\/\/www.saganyee.com\/\"\u003e\u003cspan\u003eSagan Yee\u003c\/span\u003e\u003c\/a\u003e\u003c\/p\u003e\n\u003cp\u003e\u003ca href=\"https:\/\/www.instagram.com\/dredgeops\/\" data-mce-href=\"https:\/\/www.instagram.com\/dredgeops\/\"\u003e\u003cspan\u003eStamatis Hamouzas\u003c\/span\u003e\u003c\/a\u003e\u003c\/p\u003e\n\u003cp\u003e\u003ca href=\"https:\/\/xinerlan.com\/\" data-mce-href=\"https:\/\/xinerlan.com\/\"\u003e\u003cspan\u003eXiner Lan\u003c\/span\u003e\u003c\/a\u003e\u003cbr\u003e\u003cbr\u003e\u003cspan id=\"m_9121052597684911013gmail-docs-internal-guid-6762a251-7fff-d570-aefd-accc7fd38b1e\"\u003e\u003cspan\u003eThis show is part of A CELL IS A CARNIVAL, a three-part series of events taking place across Los Angeles during the first week of December. It was conceived as a means to cultivate a community-building and exhibition practice beyond the university campus. For updates and more information, follow us on Instagram \u003c\/span\u003e\u003ca data-saferedirecturl=\"https:\/\/www.google.com\/url?q=https:\/\/www.instagram.com\/subtangled_complex\u0026amp;source=gmail\u0026amp;ust=1732297342943000\u0026amp;usg=AOvVaw0Tv0Lk6D06ak2RYmmsKOSC\" href=\"https:\/\/www.instagram.com\/subtangled_complex\" target=\"_blank\"\u003e\u003cspan\u003e@subtangled_complex\u003c\/span\u003e\u003c\/a\u003e\u003cspan\u003e and visit our website at \u003c\/span\u003e\u003ca data-saferedirecturl=\"https:\/\/www.google.com\/url?q=http:\/\/cellisacarnival.cargo.site\u0026amp;source=gmail\u0026amp;ust=1732297342943000\u0026amp;usg=AOvVaw3KI79eyfQxmc5SK0mspSXx\" href=\"http:\/\/cellisacarnival.cargo.site\/\" target=\"_blank\"\u003e\u003cspan\u003ecellisacarnival.cargo.site\u003c\/span\u003e\u003c\/a\u003e\u003c\/span\u003e\u003c\/p\u003e\n\u003c\/div\u003e\n\u003cdiv\u003e\n\u003cmeta charset=\"utf-8\"\u003e\n\u003ch3\u003eInformation\u003c\/h3\u003e\n\u003cp\u003e\u003cem\u003eAddress is 5511 W. Pico Blvd. There are four spots to park in the rear directly behind our gallery space as well as ample street. \u003c\/em\u003e\u003cem\u003e\u003c\/em\u003e\u003c\/p\u003e\n\u003cdiv\u003e\n\u003cmeta charset=\"utf-8\"\u003e\n\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\n\u003c\/div\u003e\n\u003c\/div\u003e","brand":"Gameplayarts","offers":[{"title":"Dec. 6th - Opening","offer_id":50539198873764,"sku":"","price":0.0,"currency_code":"USD","in_stock":true},{"title":"Dec. 7th","offer_id":50539198906532,"sku":"","price":0.0,"currency_code":"USD","in_stock":true},{"title":"Dec. 8th","offer_id":50539198939300,"sku":"","price":0.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/1_SHOW.jpg?v=1732223920"},{"product_id":"from-sunlight-to-servers-building-sustainable-frameworks-for-game-based-art","title":"Dec. 18: From Sunlight to Servers: Building Sustainable Frameworks for Game-Based Art","description":"\u003cp class=\"whitespace-pre-wrap break-words\"\u003eJoin artist and scholar \u003ca href=\"https:\/\/karastonesite.com\/\" data-mce-href=\"https:\/\/karastonesite.com\/\"\u003eKara Stone\u003c\/a\u003e for an illuminating conversation about Solar Server, an autonomous solar-powered web server hosting low-carbon video games. This discussion will reveal how environmental consciousness shapes creative practice and challenge conventional assumptions about digital art and game development.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eStone demonstrates how ecological constraints spark innovation rather than limitation through her experimental work. She'll share insights from building Solar Server, including the technical specifications of her solar setup, the creative decisions behind compression techniques, and how early computing practices inform contemporary sustainable game design.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eIn this conversation with Gameplayarts executive director Jamin Warren, Stone unpacks the relationships between environmental activism, artistic practice, and game development. Learn how conscious constraints - from file size limitations to energy usage - generate new aesthetic possibilities and creative frameworks for game artists.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cstrong\u003eKey Topics:\u003c\/strong\u003e\u003c\/p\u003e\n\u003cul class=\"-mt-1 [li\u0026gt;\u0026amp;]:mt-2 list-disc space-y-2 pl-8\" depth=\"0\"\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"0\"\u003eTechnical implementation of solar-powered game servers using Raspberry Pi and marine batteries\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"1\"\u003eCreative approaches to file compression and optimization in Unity\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"2\"\u003eHistorical connections between early computing constraints and contemporary sustainable practices\u003c\/li\u003e\n\u003cli class=\"whitespace-normal break-words\" index=\"3\"\u003eDesigning durational gameplay experiences that respect both player time and environmental impact\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eStone's work demonstrates how game artists can address environmental concerns while maintaining creative vision. Her approach synthesizes technical innovation, artistic experimentation, and ecological consciousness - offering a blueprint for sustainable creative practice in digital spaces.\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cstrong\u003eLogistics\u003c\/strong\u003e\u003c\/p\u003e\n\u003cul\u003e\n\u003cli class=\"whitespace-pre-wrap break-words\"\u003eDec. 18th, 10 AM PT \/ 1 PM ET \/ 7 PM CEST\u003c\/li\u003e\n\u003cli class=\"whitespace-pre-wrap break-words\"\u003eThis talk will be online and recorded on Zoom\u003c\/li\u003e\n\u003cli class=\"whitespace-pre-wrap break-words\"\u003e\n\u003cmeta charset=\"utf-8\"\u003e \u003cmeta charset=\"utf-8\"\u003e\n\u003cp dir=\"ltr\"\u003e\u003cspan\u003ePlease review our Code of Conduct \u003c\/span\u003e\u003ca href=\"https:\/\/gameplayarts.org\/pages\/code-of-conduct\" data-mce-href=\"https:\/\/gameplayarts.org\/pages\/code-of-conduct\"\u003e\u003cspan\u003ehere\u003c\/span\u003e\u003c\/a\u003e\u003cspan\u003e. Email info@gameplayarts.org for any questions.\u003c\/span\u003e\u003c\/p\u003e\n\u003cb id=\"docs-internal-guid-d7c9ec8a-7fff-9ca0-f7fd-f17e783cf1f6\"\u003e\u003c\/b\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003e\u003cimg src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/From_Sunlight_to_Servers_Building_Sustainable_Frameworks_for_Game-Based_Art_Speaker_Info.png?v=1733952226\" alt=\"\" data-mce-src=\"https:\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/From_Sunlight_to_Servers_Building_Sustainable_Frameworks_for_Game-Based_Art_Speaker_Info.png?v=1733952226\"\u003e\u003c\/p\u003e\n\u003cp class=\"whitespace-pre-wrap break-words\"\u003eKara Stone creates work examining the intersections of environment, mental health, and sexuality through interactive art and experimental videogames. Her current project Solar Server represents a breakthrough in sustainable game development, hosting low-carbon videogames on an autonomous solar-powered web server. Her work has been featured in The Atlantic, Wired, and VICE, with exhibitions at Athens Digital Art Festival (Greece), Vector Game Art Festival (Toronto), and a solo show at Babycastles (New York City). She serves as Assistant Professor at Alberta University of the Arts in Calgary and is a member of the Different Games Collective, advancing inclusive game culture and industry practices.\u003c\/p\u003e","brand":"Gameplayarts","offers":[{"title":"Pay What You Can - Click Green Button","offer_id":50595779149988,"sku":null,"price":7.0,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0647\/3125\/0852\/files\/Kara_Stone_-_Solar_Server_1.png?v=1732302515"}],"url":"https:\/\/ecc08a-2c.myshopify.com\/collections\/animation-and-graphic-design.oembed?page=3","provider":"Gameplayarts","version":"1.0","type":"link"}