highlike

THATGAMECOMPANY

Journey
File Festival
Enter the world of Journey, the third game from acclaimed developers thatgamecompany and presented by SCEA Santa Monica Studio. Journey is an interactive parable, an anonymous online adventure to experience a person’s life passage and their intersections with other’s. You wake alone and surrounded by miles of burning, sprawling desert, and soon discover the looming mountaintop which is your goal. Faced with rolling sand dunes, age-old ruins, caves and howling winds, your passage will not be an easy one. The goal is to get to the mountaintop, but the experience is discovering who you are, what this place is, and what is your purpose.

Trust

Hivemind

Hivemind is a knowledge game for artists to navigate the inner workings of their practice. The game is part of the Serpentine R&D Platform’s continued effort to reimagine how artists and institutions can bring audiences into the research phases of their work. Created by Trust members Calum Bowden, Will Freudenheim and Joanna Pope, the game allows for narrativised walkthroughs by artists of their back-end working environments. The artists approached the creation of Hivemind with this question in mind: how can you build a game that allows artists to archive and share, not only a finished artwork, but the tools, data and experiments they’ve built to bring their work into existence?

QUBIT AI: Camila Magrane

The Witness

FILE 2024 | Installations
International Electronic Language Festival

Image activated by augmented reality, where 3D animated subjects and scenarios are integrated into a physical photograph. Inspired by the work of Carl Jung, the image is part of a larger series that explores themes such as identity, introspection and transformation. Through AR, game elements were introduced into the piece, offering virtual content unlockable through interactions.

Bio

Camila Magrane is a Venezuelan-American visual artist known for her augmented reality images, integrating 3D animated scenes and subjects into physical photographs. With experience in video game development and a passion for analog photography, she explores the dialogue between the virtual and physical worlds. Magrane’s images are inspired by surrealist compositions and reference the graphic hyperrealism of contemporary video game design.

FILE 2024 – Call for Entries

The Call for Entries to participate in FILE – Electronic Language International Festival’s projects in 2024 is now open. The festival seeks original artworks in Art and Technology, by Brazilian and international artists. Registration remains open until February 10th. Access the registration form.

FILE is a non-profit cultural organization that has propagated creation and experimentation in Art and Technology through exhibitions, events and publications over 23 years. This call opens up the opportunity to participate in the 23rd. Edition of the Electronic Language International Festival, which is scheduled to take place at the FIESP Cultural Center, in São Paulo. The selected projects will also be able to collaborate in parallel events in different states in Brazil.

Using the registration form, it is possible to send interactive installations, sound art, video art, robotics, animations, CGI videos, virtual realities, augmented realities, mobile art, games, gifs, internet art, lectures and workshops, among others. To participate in the LED SHOW programm, exhibited annually at the FIESP Digital Art Gallery, register using the form. Sign up!

 

 

 

PETER GREENAWAY

بيتر غريناواي
彼得·格林纳威
פיטר גרינווי
ピーター·グリーナウェイ
피터 그리너웨이
Питер Гринуэй
The Pillow Book
Beautiful to behold and impossible to forget, THE PILLOW BOOK is auteur Peter Greenaway’s erotically-charged drama about love, death, revenge and the indelible nature of our earliest memories. Each year on her birthday, Nagiko (Vivian Wu) would became her father’s canvas, as he painted the creation myth in elaborate, elegant calligraphy on her body. Years later, she continues the practice with a succession of lovers, including a bisexual translator (Ewan McGregor) who becomes a pawn in an escalating game of vengeance against her beloved father’s exploitative publisher. Told in a series of chapters and featuring innovative cinematography and picture-in-picture techniques, Roger Ebert called THE PILLOW BOOK “a seductive and elegant story [that] stands outside the ordinary.”

cinema full

tabor robak

balenciaga collaboration
A 25 minute video loop with previously unreleased tracks by DJ Hell, made in collaboration with Balenciaga.

Here is a dramatic tension in his work between the real and the imagined in his use of often-appropriated digital objects to create virtual landscapes, which frequently contain elements – animals, machines, fragments of videogames – that are recognisable from our day to day life. This creates a symbiotic relationship between the digital and the real. In a very real way digital space has now become an intangible reality. The worlds built by Robak have a distinctly cinematic sensibility that hyperbolises the shine and dramatic effects of 3D rendered animation. The aesthetic of his work is supremely important, drawing the viewer into a truly alluring, indulgent and strangely gratifying environment. There is a further challenge to the void between high-art and the worlds of 3D animation and gaming, in the intersection between depiction and simulation. This can be partially attributed to the vernacular of advertising Robak is so proficient at utilising.

Lu Yang

The Great Adventure of Material World
FILE FESTIVAL

The Great Adventure in Material World/Material World Knight is the most adventurous video game artwork that Lu Yang has created. The Great Adventure in Material World/Material World Knight has combined all the protagonists in Lu Yang’s artworks from the past and created an alliance of these heroes. In this video game, the world can be indefinitely explored by players. It has also incorporated several other elements created in various works from the artist before”. Once players enter the video game, they will transform into knights in this Material World. As protagonists of the alliance of heroes in the Material World, they will explore the Universe, absorb energy, be destroyed and achieve rebirth. They will fight all sorts of emotions, desires and eventually with themselves.

CIE YOANN BOURGEOIS

Lauf
Zwei Tänzer fliegen durch die Luft. Der Filmemacher und Choreograf Yoann Bourgeois ließ sich vom Zirkus inspirieren. Ihr Tanz spiegelt seine Liebe zu schwindelerregenden Spielen wider und trotzt der Schwerkraft mit Leidenschaft.

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跑步

两名舞者在空中飞舞。 电影制片人和编舞家Yoann Bourgeois受到马戏团的启发。 他的舞蹈反映了他对令人眼花games乱的游戏的热爱,并以激情克服了重力。

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Cours

Deux danseurs volent dans les airs. Le cinéaste et chorégraphe Yoann Bourgeois s’est inspiré du cirque. Sa danse reflète son amour pour les jeux vertigineux de maior et défie la gravité avec passion.

Kexin Hao

Future Dance of Nostalgia
Future Dance of Nostalgia is a dancing game which invites audience to perform the choreography that extracts and abstracts the movements found in the pre-industrial, heavy physical labour, and work songs. Motion tracking technology allows the body movements to be quantified, measured, and evaluated. Historical archives of work songs provide the inspiration for the music that renders the old tales and melodies into clubbing beats that lead the dance.

Ricardo Barreto & Raquel Fukuda

Chess Auto-Creative (Self-Replicating)
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‘Chess Auto-Creative (CHEAC)’, takes the form of a cube where each face corresponds to an 8 x 8 chessboard. The six chessboards can also be arranged in a line to make them easier to see. There are 16 white pieces and 16 black pieces on each of the chessboards, made up of elements such as: kings, queens, bishops, knights, castles and pawns, each of which moves according to the rules of the game. However, instead of the pieces being arranged as normal, they are first set out in patterns where each element is repeated […]Each time a piece is moved to a new position, symmetrically or asymmetrically, a new variation of proto-chess is produced – in other words, a new game emerges. All games generated in this way are, in principle, variations of proto-chess – including the official chess game itself. This means that ‘Chess Auto-Creative’ is not a variant of the official chess game, but its origin.

FILE SAO PAULO 2019

ÁTOPOS-GLOBAL

Ricardo Barreto
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FILE Sao Paulo 2022 | Installations
Electronic Language International Festival
File Festival
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ÁTOPOS GLOBAL is a multidimensional, disruptive and strategic game.
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ÁTOPOS GLOBAL ist ein multidimensionales, disruptives und strategisches Spiel.
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ÁTOPOS GLOBAL 、多次元の破壊的で戦略的なゲームです。
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ÁTOPOS GLOBAL est un jeu multidimensionnel, disruptif et stratégique.
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ÁTOPOS GLOBAL é um jogo multidimensional, disruptivo e estratégico.

Ricardo Barreto

ÁTOPOS GLOBAL

FILE SAO PAULO 2022 | INSTALLATIONS
ELECTRONIC LANGUAGE INTERNATIONAL FESTIVAL
FILE FESTIVAL
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ÁTOPOS GLOBAL IS A MULTIDIMENSIONAL, DISRUPTIVE AND STRATEGIC GAME.
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ÁTOPOS GLOBAL IST EIN MULTIDIMENSIONALES, DISRUPTIVES UND STRATEGISCHES SPIEL.
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ÁTOPOS GLOBAL 、多次元の破壊的で戦略的なゲームです。
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ÁTOPOS GLOBAL EST UN JEU MULTIDIMENSIONNEL, DISRUPTIF ET STRATÉGIQUE.
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ÁTOPOS GLOBAL É UM JOGO MULTIDIMENSIONAL, DISRUPTIVO E ESTRATÉGICO.

 

Peaches & Pussykrew

Fill the Whole
Como parte do espaço virtual Cyberia do CTM Festival, a música pioneira Peaches se juntou aos artistas visuais Ewelina Aleksandrowicz e Andrzej Wojtas, também conhecido como Pussykrew, para criar uma experiência única de videogame. Intitulado Fill the Whole, o jogo é descrito como um “exercício experimental de amor próprio e aceitação” que permite ao jogador explorar a positividade corporal e a liberdade de gênero.

Cassie Mcquater

Halo
In these six animated paintings presented as a single channel video, the artist reenacts situations and motifs from the first-person shooter series Halo and the erotic videogame Dream Stripper. Conceived as a dynamic, virtual collage, HALO shows short stock animation loops of characters dying over and over, with koi, dining chairs, asteroids, guns, flowers, torches, pinball machines, candles, and discarded pillows floating around them, creating a hypnotic motion.

MALIN BÜLOW

Legame elastico
Le installazioni performative di Bülow attirano l’attenzione sul corpo e in particolare sulla pelle. Con accanto alla acutezza clinica cerca di toccare i punti deboli relazionali intorno alla nostra esistenza. Collabora con danzatori che diventano attivatori e detentori dei suoi interventi elastici, sensi-claustrofobici.

Ed Fornieles

Test Studies
In the 20th century, the film industry largely monopolized the representation of human feelings, whereas in the 21st century, the video game industry engages our emotions through participation. At least that is what Ed Fornieles is trying to demonstrate with his video installation Test Studies in which three-dimensional simulations of a role-playing game are juxtaposed with the emotional comments of those who experience it.
video

The Mill and Kojima Productions

WALL
WALL是由英国Barbican组织的展览Virtual Realms: Videogames transformed六个互动装置中的一个。展览挑选了六个游戏,并且以游戏的概念为原型制作互动装置作品。WALL是由英国的The Mill工作室和日本的小岛制作组合作,以游戏《死亡搁浅》作为原型制作的装置。本工作室在项目中和The Mill合作,担任视觉设计和开发工作。沿袭《死亡搁浅》中的时空分裂,跨空间和跨时间的合作为核心概念,WALL使用两个巨大的投影玻璃墙将空间分隔为两部分。一面是代表宇宙大尺度的粒子空间,一面则是代表生物小尺度的细胞层。一侧的观众不能够直接和对面的观众互动,但是他们的身型将会被传感器捕捉并且在另一面以粉色的异世界粒子或者小型的细胞显示出来。观众则可以直接通过触摸和自己一侧的元素进行互动。装置的名字虽然叫WALL(墙),但是却在物理上隔开观众的同时通过数字手段将观众重新连接,以装置艺术的形式再现了《死亡搁浅》的核心概念。装置由基于Cinder的特制引擎制作。

Ian Cheng

Life after bob
Ian Cheng’s Life After BOB is an episodic anime series built in the Unity game engine and presented live in real-time. Bridging the artist’s interest in simulation’s capacity to generate emergent surprising phenomena, with cinematic storytelling’s capacity to evoke deep psychological truths, Life After BOB imagines a future world in which our minds are co-inhabited by AI entities. Life After BOB asks: How will life lived with AI transform the archetypal scripts that guide our sense of a meaningful existence?

Tromarama

Solaris
olaris 2020 is een led-gordijn ter grootte van een muurschildering die een spectaculair, lichtgevend ecosysteem afschermt dat bevolkt is met bloemen van kwallen. Gemaakt met een computerprogramma dat vaak wordt gebruikt in videogameplatforms, presenteert de screening een digitale simulatie van een unieke mariene omgeving – een geheel door land omgeven lichaam van zout en regenwater dat meer dan 11.000 jaar geleden is gevormd, gelegen voor de kust van Kalimantan, Indonesië. Deze kwallensoorten zijn vrij van roofdieren en kunnen gedijen in warme wateren. Ze hebben zich anders ontwikkeld, waardoor wetenschappelijke gemeenschappen een levend laboratorium hebben voor het bestuderen van de mogelijke effecten die klimaatverandering kan hebben op mariene systemen.

Anna Ridler

Mosaic Virus
Mosaic Virus (2018) e Mosaic Virus (2019) sono una serie di opere che raccolgono idee sul capitalismo, il valore e il crollo da diversi punti della storia. Il primo è un pezzo di immagine in movimento a schermo singolo che mostra una griglia di tulipani in continua evoluzione in fiore; la seconda un’installazione video su tre schermi, ognuno dei quali mostra un singolo tulipano. In entrambi i pezzi i tulipani sono controllati dal prezzo del bitcoin, cambiando nel tempo per mostrare come fluttua il mercato e rendendo esplicito questo collegamento. Tulipmania è stato un fenomeno del XVII secolo che ha visto il prezzo dei bulbi di tulipano aumentare e crollare: al culmine andando allo stesso prezzo di una casa di città di Amsterdam prima di scendere al prezzo di una cipolla. È spesso considerato un esempio di uno dei primi casi registrati di una bolla speculativa e si possono fare forti parallelismi con la speculazione in corso sulle criptovalute. C’è un’evidente connessione economica tra i due sistemi – entrambi sono spesso descritti come frenesie instabili – ma per me questa associazione va oltre il modo in cui i prezzi dei due si comportano su un grafico.

ROBERT HENKE


光正在使用高精度激光在屏幕上绘制连续的抽象形,并与声音完美同步。强烈的光线与完全的黑暗形成对比,缓慢的动作和微小细节的演化与强而有力的手势一样重要。结果既是古朴的又是未来主义的。新兴的模式为许多可能的解释留出了空间。象形文字,一种未知语言的符,建筑图纸,数据点之间的连接或类似Tron的早期视频游戏放大了1000

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Light

Light is using high-precision lasers to draw continuous abstract shapes on the screen, perfectly synchronized with the sound. Intense light contrasts with total darkness, and slow movements and the evolution of small details are as important as strong gestures. The result is both quaint and futuristic. Emerging models leave room for many possible explanations. Hieroglyphs, symbols in an unknown language, architectural drawings, connections between data points, or early video games like Tron are magnified 1,000 times.

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Lumière

La lumière utilise des lasers de haute précision pour dessiner des formes abstraites continues sur l’écran, parfaitement synchronisées avec le son. La lumière forte contraste avec l’obscurité totale, le ralenti et l’évolution des petits détails sont aussi importants que les gestes forts. Le résultat est à la fois pittoresque et futuriste. Les modèles émergents laissent place à de nombreuses explications possibles. Les hiéroglyphes, les symboles dans une langue inconnue, les dessins d’architecture, les connexions entre les points de données ou les premiers jeux vidéo comme Tron sont agrandis 1 000 fois.

Ian Cheng

BOB

Cheng’s work explores mutation, the history of human consciousness and our capacity as a species to relate to change. Drawing on principles of video game design, improvisation and cognitive science, Cheng develops live simulations – virtual ecosystems of infinite duration, populated with agents who are programmed with behavioural drives but left to self-evolve without authorial intent, following the unforgiving causality found in nature.

Photo: Andrea Rossetti

Julian Scordato

Constellations
File Festival
FILE HIPERSONICA

This work begins from the exploration of an imaginary celestial space which is translated into sound space. How does each celestial sphere – starting from its manifestation as a unit – interact with the cosmos where it belongs? How does it react to its law? How does it transform itself integrating with the system, until the loss of identity? In contrast to this process, the constellations act by highlighting the bodies in their uniqueness through the creation of symbolic links: beyond their meaning, they stand as a classification and articulation device of the individual within the system.
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Questo lavoro parte dall’esplorazione di uno spazio celeste immaginario che si traduce in spazio sonoro. In che modo ogni sfera celeste – a partire dalla sua manifestazione come unità – interagisce con il cosmo a cui appartiene? Come reagisce alla sua legge? Come si trasforma integrandosi con il sistema, fino alla perdita di identità? In contrasto con questo processo, le costellazioni agiscono mettendo in evidenza i corpi nella loro unicità attraverso la creazione di collegamenti simbolici: al di là del loro significato, si pongono come dispositivo di classificazione e articolazione dell’individuo all’interno del sistema.

Militsioner

Militsioner Game (Милиционер Игра)
“Para os não iniciados, o militante (mилиционер, “Militsioner”) era um análogo da polícia nos tempos soviéticos. O cenário visual nos irradia diretamente para uma época stalinesca (ou pós-Stalin). A referência óbvia aqui é ao Big Brother e fala muito.
Isso justificado a paranóia kafkiana – ser inocente, mas perseguido e fugitivo – encontra um lar em cada época: repressão na época de Stalin, perseguição pelos nazistas e sua Gestapo, e até mesmo contextos atuais (estamos vendo vários exemplos nos EUA, Rússia , China, Turquia e todos os outros domínios distópicos com vários graus de medidas autoritárias e mecanismos de vigilância avançados). Nesse contexto, a paranóia não é uma condição mental, mas um estado da sociedade , causada pela forma como o poder é exercido.” Vlad Alex

ricardo barreto

ÁTOPOS GLOBAL

 

ricardo barreto plays ÁTOPOS GLOBAL with renata perissinotto
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AT THE 2022 FILE FESTIVAL SUPERCRIATIVITY (07/12/2022)
ATOPOS is a multidimensional, disruptive and strategic game.

PAUL ROBERTSON

File Festival
Paul Robertson is an Australian animator and digital artist who is known for his pixel art used in short films and video games. He is mostly known for Scott Pilgrim Vs. the World: The Game and the recent release, Mercenary Kings. Apart from his seasoned career as a game designer and movie creator, Robertson has been recently spotted on Tumblr with these GIFS. His interest in inserting flashing neon colors, geometric shapes, Japanese character animation, and 1990′s computer imagery, deems his work as heavily influenced by the Seapunk/Vaporwave aesthetic.

FleuryFontaine

Ange
Ange is the result of discussions between two artists and a “hikikomori”. This term imported from Japan, which has no equivalent in France, is used to describe young people, sometimes even teenagers, choosing not to leave their room or their apartment for months or even years. Ael is one of them, recluse in a shed in his parents garden for 13 years, somewhere in the south of France. The artistic duo fleuryfontaine has maintained a relationship with him using internet. They used the video game as a medium to try to reconstruct the world of this hikikomori and to engage a dialogue during game sessions where Ael evolves in the environments created by the artist. His room, his objects, the parental home, his neighborhood, this film reveals the fragmented portrait of a man hiding from the world.

One Life Remains: André Berlemont, Kevin Lesur, Brice Roy & Franck Weber

FILE SAO PAULO 2017
LES DISCIPLINES DU RECTANGLE
Inspired by Michel Foucault’s work, Les disciplines du rectangle is a videogame proposition about the nature of rules and norms at the digital age. If society provides models of accomplishment we are supposed to fit inside, then the rectangle is the pure abstraction of this idea. The geometrical shape works as a symbol of the very nature of normativity, blind to individual differences. The rectangle, existing only on the screen, reveals how digital technologies can in some ways become the new location for this normativity and the ambivalent results of their intangible and invisible nature. Besides, the installation offers an occasion to think about the way games can become manipulation tools. The fact that in the end, players act as if they were piloted by the rectangle (an inversion of the traditional relationship between player and avatar) gives an aesthetical highlight to this.

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Inspirado en el trabajo de Michel Foucault, Les disciplines du rectangle es una propuesta de videojuego sobre la naturaleza de las reglas y normas en la era digital. Si la sociedad proporciona modelos de realización en los que se supone que encajamos, entonces el rectángulo es la pura abstracción de esta idea. La forma geométrica funciona como símbolo de la naturaleza misma de la normatividad, ciega a las diferencias individuales. El rectángulo, que existe solo en la pantalla, revela cómo las tecnologías digitales pueden convertirse de alguna manera en la nueva ubicación de esta normatividad y los resultados ambivalentes de su naturaleza intangible e invisible. Además, la instalación ofrece la oportunidad de pensar en cómo los juegos pueden convertirse en herramientas de manipulación. El hecho de que, al final, los jugadores actúen como si fueran piloteados por el rectángulo (una inversión de la relación tradicional entre jugador y avatar) le da un toque estético a esto.

 

ALEXIS CHRISTODOULOU

De um fascínio ao longo da vida pelos mundos digitais e gráficos 3D por jogar videogames quando jovem, Alexis ficou frustrado com a falta de estética moderna representada nisso. As imagens que cria são uma simples extensão deste desejo de ver ganhando vida espaços fantásticos que ecoem uma estética mais moderna e limpa.

Maria Guta and Adrian Ganea

Cyberia

Performance & live computer generated simulation

A postmodern fairytale, Cyberia takes place somewhere in a cold distant East, stretching between and endless imaginary realm and a vast physical space. It is a westwards journey towards a promised future with no arrival and no return. There is no here or there, only a twilight zone between a departure point and a simulated destination. Between digital video projections and a physical setting, using the mechanics of a video-game engine with a motion capture suit, Cyberia is the simulation of an endless pre-climax state where a performer and a CG avatar dance as one to the rhythms of an imaginary West. In a world oversaturated by digital data –mysticism and paranormal are as popular as ever. Emerging technologies are increasingly incorporated in a form of postmodern spiritualism, as Arthur C. Clarke points out: “Any sufficiently advanced technology is indistinguishable from magic.