The ART//GAMES//HACKATHON is an intensive workshop, which allows artists, coders and technologists to team up, collaborate and develop prototypes of game art projects. Videogames are a huge cultural and creative force currently breaking ground into traditional art practice – this event considers how innovative new art / game projects may cultivate new forms of participation. It is divided into two sections: an invitation-only workshop led by award winning artists, filmmakers and technologists and a public presentation. For the private workshop, invited participants meet in the morning, form teams, and work together to create a prototype of a new art games project, in the evening the public can try the prototypes for themselves, ask questions, and share their thoughts with the teams in a relaxed open atmosphere.
The ART//GAMES//HACKATHON is a live participatory experience for artists which is fundamentally about the process of finding solutions in the creation of interactive work – and in itself will be the conduit for creating work that will be experienced by the public who must respond by solving their way through the experience.
In bringing together artists with complementary skills the primary aim of this cross-disciplinary group is to share, play, experiment, and collaborate. For early-career artists working with technology a place to share learning and experience is invaluable. This event is a meaningful opportunity for artists to develop their work through the necessary iterative and emergent process that tech-driven experience design requires. The Hackathon format means that both the final work and the process in which it is created become part of the programming; something which we believe it is important to share with both the public and other practitioners. The framing of this is that being an artist within this field is a process of finding solutions, play, iterating, experimenting, failing and trying again.
The premise of a Hackathon is to create a time-pressured environment where the emphasis is on creatively finding solutions to a provocation.
The interactive artworks that will be produced in the day-long hack will in themselves each be invitations for the participants to make decisions or act in response which find solutions to the provocation of each work.
More details to come
Bruno Martelli is half of artistic Duo Gibson/Martelli, who make live simulations using performance capture, computer-generated models and an array of technologies including Virtual Reality. Artworks of infinite duration are built within game engines where surround sound heightens the sense of immersion. They playfully address the position of the self in relation to technology, examining ideas of player, performer and visitor intertwining familiar tropes of video games and art traditions of figure & landscape.www.gibsonmartelli.com
Ian Gouldstone is a BAFTA winning artist and filmmaker, whose work incorporates games, animation and new media. He is a founder of the collective Pachinko Pictures. He graduated from Harvard University with a degree in mathematics before studying animation at the Royal College of Art, and is now completing his MFA in Fine Art at Goldsmiths. His work explores the practical and theoretical implications of queer video game forms. www.iangouldstone.com
Antics are Eoghan Kidney and Barry Murphy their collaboration on a VR adaptation of one particular chapter of Ulysses kickstarted Antics VR. Antics is about exploring VR as an immersive learning experience, investigating the impact of ‘presence’ in the context of experiencing known and contemporary fresh literature.Eoghan is a multi award winning animator and filmmaker, and is currently creating A.R. and V.R. apps such as a music video generating app called Rotor. Barry is an MA graduate in animation from the RCA in London and has worked across the spectrum of moving image, from making an award winning animated documentary to creating interactive installations for companies such as EE. http://anticsvr.com/ barrygenemurphy.net http://cargocollective.com/kidney
May Abdalla graduated from Cambridge University with a first in Political Science. The co-founder of Anagram an award-winning creative studio making immersive experiences May brings together innovative digital interaction and stories told from real life. Winners of the Tribeca Storyscapes 2015 prize and picked as one of the Digital Dozen by Columbia University for Door Into The Dark, Anagram were named as one of the Creative 50 for 2016 by Creative England. Anagram has worked with Google Creative Lab, The Guardian and the BBC on projects that bring physical experience to storytelling. During 2017 they are in residence at the Imperial War Museum exploring why we believe what we believe and at the National Theatre Immersive Story Studio producing a VR theatrical experience exploring power and human relationships. weareanagram.co.uk