Research & Narrative Design: Sofian Audry, Roxanne Baril-Bédard, Erin Gee
3D Art: Alex M. Lee, Marlon Kroll
Animation & Rigging: Nicklas Kenyon, Alex Lee
VFX: Anthony Damiani, Erin Gee, Nicklas Kenyon
Programming: Sofian Audry, Erin Gee, Nicklas Kenyon, Jacob Morin
AI Design: Sofian Audry
Sound Design: Erin Gee, Austin Haughton
Music: Evening Machine Night Chaser (Jonathan Dyck, Rob Green), Heaven Lazerblade (Jonathan Dyck), Virtual Feels (Austin Haughton)
Yowane Haku character originally created by CAFFEIN
Yowane Haku character model created by SEGA
Concept & Camera: Eshrat Erfanian
Editor: Andrew Cromey
Sound Design: Zev Farber
Kristen D. Schaffer —
Project accessible at http://preterna.com
Concept & 3D: Yam Lau
VR & Coding: Jonathan Carroll
November 3—December 9 | 2017 | |
November 3 | 6—8 PM | Opening Reception |
November 4 | 1—3 PM | Panel Discussion with Eshrat Erfanian, Erin Gee and Alex M. Lee |
December 2 | 1—3 PM | Panel Discussion with Yam Lau, Jeremy Bailey and Kristen D. Schaffer |
and Jason Ebanks
In early 2015, TSV invited four artists/teams to respond to the philosophical, ethical, and physical conditions of “the virtual” by creating new work using VR technology. Created by artists known for working critically in moving image, interactive technologies, animation, and architectural space, the projects they developed upend the prevailing rhetoric used to promote the VR medium and speculate on the creation of alternate realities.
As new virtual technologies begin to flood the popular consciousness via gaming, experience design, journalism, and healthcare industries, they are accompanied by claims that immersive, 360°, and 3D environments create more authentic experiences of “presence.” On the one hand we are seeing claims that the technology can cultivate real empathy for the experiences of others, and on the other, they enhance the resolution of militaristic ways of seeing and “voyeurism without consequence.” The artists in Worldbuilding bring a critical eye to this rhetoric emerging alongside the technology. Through the building of alternate versions of the worlds in which popular VR experiences currently exist, the artists exaggerate, undermine, and push the limits, of the claims of VR’s empathetic and experiential potential, in subtle, humorous, and re-embodying ways.
Curated by John G. Hampton and Maiko Tanaka, Worldbuilding invites audiences to experience four virtual installations in an exhibition that plays with the rules of engagement that immersive technologies are designed from.