GTA V and Red Dead Redemption © Take-Two Interactive; The Sims 4 © Electronic Arts; Minecraft © Mojang; The Last of Us Part II © Sony Interactive Entertainment; Batman: Arkham Night © Warner Bros.; Sonic © Sega; Mega Man X © Capcom.
Artworks: Joshua Lee -JBS Gaming; Logic Films; Beatriz Vigario; CrazyFox; Frans Bouma; Akumath; Megan Miller; Irregular Saturn. Music: Bensound,com
This project investigates three creative practices (‘machinima’, in-game photography and gamics) performed by audience members, normally end-users, which make use of videogame assets to convey stories and produce works of art. ‘Press Start’ aims to raise public awareness of the possibilities of these practices for creative expression and educational purposes by engaging with the general public, artists and scholars. The project will produce some publications, an art exhibition displaying works from United Kingdom and international artists, and an online live event.
Videogames are the dominant sector across the creative industries reaching 2.2-2.6bn users (Newzoo/Unity), and an estimated market growth to $180.1bn by 2021 (Newzoo). But videogames are also a powerful storytelling and artistic medium which has inspired people around the world. For many, videogames are not just something they consume, but the vessels to tell their stories and the canvases to express their art. This project attempts to introduce these practices to the general public, exploring 3 creative practices made with videogame and their assets and performed by end users: ‘machinima’ (animation), virtual photography, and gamics (game comics). Furthermore, this project also aims to discuss what the performance these practices can do for us and what we can learn from them.
‘Press Start’ covers multiple activities such as research publication and dissemination, curation and exhibition of works in England. The research engages with existing literature and practitioners’ experiences to investigate connections, techniques and motivations. The project will produce several publications, an art exhibition displaying works from UK and international artists, online material and an online live event, in which audiences can engage with these practices. These practices are an important method to achieve creative ambitions for people without the resources and knowledge, as well as an invaluable asset to learn artistic and technical skills.
Phase 1Literature review and selection of interviewees and case studies.
Phase 2Interviews and data analysis
Phase 3Publications and Outreach activities
Transformative gaming practices: what can we learn from them?
Collaborative Art Exhibition at Lakeside Arts, Nottingham
Choose your weapon:
Machinima is the art of creating animated movies with real-time 3D rendering environments. This includes the use of videogames, virtual worlds and dedicated software such as iClone and Movistorm.
Artworks: Joshua Lee -JBS Gaming; Logic Films; Beatriz Vigario; CrazyFox.
GTA V © Take-Two Interactive; The Sims 4 © Electronic Arts; Minecraft © Mojang.
The term in-game photography (also IGP) refers to the art of capturing images in videogames. Other related concepts are ‘gametography’, employed by practitioners as a synonym of IGP, and ‘virtual photography’, which apart from games also includes virtual worlds and environments, such as Second Life.
Artworks: Medjay Captures and Frans Bouma
Red Dead Redemption © Take-Two Interactive; Remember Me © Dontnod Entertainment; Ghost of Tsushima © Sony Interactive Entertainment; The Last of Us Part II © Sony Interactive Entertainment; Assassin's Creed Odyssey © Ubisoft; A Plague Tale: Innocence © Asobo Studio; Fortnite © Epic Games.
Gamics is an umbrella concept which groups a number of practices involving the creation of comic stripes and graphic novels by using videogame assets. Practices such as screenshot comics, sprite comics and asset compositing comics are part of this overarching term.