HOW 严肃游戏 | 自动保存: 城门棱堡
严肃游戏
展期:2019年8月2日-11月2日
艺术家:阿莱克斯·马伊思(Alexis Mailles)、冯晨、哈伦·法罗基(Harun Farocki)、乔恩·拉夫曼(Jon Rafman)、肯特·希里(Kent Sheely)、陆浩明、陆明龙、马修·切拉比尼(Matthieu Cherubini)、佩恩恩、彼得·尼尔森(Peter Nelson)、吴其育
策展人:付了了
地址:昊美术馆(上海)三楼展厅6、7
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昊美术馆(上海)最新群展“严肃游戏”于8月2日正式开幕。展览同时呈现一系列艺术家关于游戏的写作和创作手记,希望借此激发对电子游戏及相关议题的进一步思考和讨论。今天介绍的是此次参展作品《自动保存:城门棱堡》。
《自动保存:城门棱堡》
自动保存:城⻔棱堡,2018
陆浩明、彼得·尼尔森和阿莱克斯·马伊思
定制声音和装置修改电脑游戏
致谢艺术家
《自动保存: 城门棱堡》(由Peter Nelson,Andrew Luk和Alexis Mailles创作)是第二次世界大战时九龙半岛掩体和隧道的特定场域的再创造,将其作为《反恐精英:全球攻势》中可游戏的地图。这个项目批判了3D电脑游戏技术在虚拟考古学中的应用。艺术家们认为这些技术不应该被误认为是现实的或中立的,而应该被理解为军事视域的模拟。通过在世界上最受欢迎的第一视角射击游戏之一中,重建一个来自二战的地点,艺术家们暗示射击游戏的意识形态隐含在3D操作空间的视野中。通过精确地重建这个地点的架构,艺术家们试图强调这个军事地点混乱的、可能功能异常的建筑也许实际上是如何挽救了双方的生命。通过重点突出游戏无法精确无误地重建此地点及其事件,艺术家们挑战了应用于这一类型电脑游戏的术语——“现实主义”,他们认为这实际上是高度抽象的。
《自动保存:城门棱堡》,“严肃游戏”展览现场图,2019 图片©昊美术馆
《自动保存:城门棱堡》
创作团队
《自动保存:城门棱堡》使用准确的地理信息在商业计算机游戏中重建历史地点。它由艺术家陆浩明(Andrew Luk)、彼得·纳尔逊(Peter Nelson)和亚历克西斯·迈尔斯(Alexis Mailles)创作。在这个项目的创建过程中,这三位艺术家将他们的专业技能与他们各自的艺术实践相结合,形成了一个独特的合作过程。他们将特定场域、档案研究、3D建模和游戏编程结合,与香港大学建筑学院的研究人员进行了合作交流。他们开发了专门的技术,将准确的地理信息传输到商业计算机游戏编辑器中,并设计了一个定制的灯光和声音环境的空间,使项目的历史背景与适合游戏本身的交互式体验相协调。
陆浩明(Andrew Luk)
通过雕塑和装置的展览实践,陆浩明专注于城市环境的碎片式材料中所嵌入的历史和记忆。他曾在波士顿萨福克大学(Suffolk University)的艺术与设计学院学习艺术和欧洲历史,并曾在美国,香港和韩国展出作品。
亚历克西斯·迈尔斯(Alexis Mailles)
亚历克西斯·迈尔斯在数字和模拟技术方面有很长的工作经历,并创作了关于贫穷艺术(Arte Povera)和赛博朋克(cyberpunk)美学的混合艺术装置。他曾于国立高等美术学院任教,他的作品在法国,台湾和中国大陆广泛展出。
彼得·纳尔逊(Peter Nelson)
彼得·纳尔逊的工作有关绘画、3D图形和交互式数字媒体,他还专注于艺术历史景观研究和计算机游戏研究。他曾就读于新南威尔士大学和香港城市大学。
陆浩明、迈尔斯和纳尔逊为《自动保存:城门棱堡》的历史创作合作了一年,作品现在可以作为《反恐精英:全球攻势》的用户自定义环境免费提供。
点击以下链接回顾更多相关内容:
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HOW 严肃游戏 | 佩恩恩:天梯系统
Serious Games
Duration: 2019/08/02 - 2019/11/02
Artists: Alexis Mailles, Feng Chen, Harun Farocki, Jon Rafman, Kent Sheely, Andrew Luk, Lawrence Lek, Matthieu Cherubini, Payne Zhu, Peter Nelson, Wu Chi-Yu
Curator: Fu Liaoliao
Venue:Gallery 6/ 7, 3F, HOW Art Museum, No 1, Lane 2277, Zuchongzhi Road, Shanghai
Serious Games, the coming exhibition of HOW Art Museum Shanghai, will be on view on August 2. The exhibition presents in the same time the writings of participating artists, intending to stimulate further the reflection and discussion on videogames and relevant topics. Today's about exhibited artwork AUTOSAVE: REDOUBT.
AUTOSAVE: REDOUBT
Autosave: Redoubt, 2018
Andrew Luk, Alexis Mailles, Peter Nelson
computer game modification with custom sound and installation
Courtesy of the artist
AUTOSAVE: REDOUBT (by Peter Nelson, Andrew Luk and Alexis Mailles) is a site-specific recreation of the WWII bunkers and tunnels of the Kowloon Peninsula, made as a playable map for Counter-Strike: Global Offensive. This project critiques the use of 3D computer game technology for virtual archaeology. We argue that such technologies should not be mistaken for realistic or neutral, but should be understood as simulations of military vision. By recreating a site from WWII within one of the world’s most popular first person shooter computer games, we suggest that the ideology of the shooter game is implied within the vision of the 3D navigable space. By accurately reconstructing the architecture of this site, we tried to highlight how the confusing and perhaps dysfunctional architecture of this military site may actually have saved lives on both sides. By highlighting the points where the game cannot accurately reconstruct this site and its events, we challenge the term 'realism' that is applied to these sorts of computer games, which we believe are actually highly abstract.
AUTOSAVE: REDOUBT exhibited on Serious Games, 2019 Courtesy of HOW ART MUSEUM
Brief introduction
for the Autosave Redoubt Team
Autosave: Redoubt uses accurate geographical information to recreate a historical site within a commercial computer game. It was created by artists Andrew Luk, Peter Nelson and Alexis Mailles. In the creation of this project, these three artists combined their specialist skills from their individual art practices to form a unique collaborative process. They combined site specific and archival research, 3D modelling and game programming with a collaborative exchange from researchers from the Hong Kong University Faculty of Architecture. They developed specialised techniques to transfer accurate geographical information into a commercial computer game editor, and designed a customised light and sound environment that negotiated the historical context of the project with a spatial experience adapted especially to the interactive experience of the game itself. With an exhibition practice in sculpture and installation,
Andrew Luk
Andrew Luk specialises in the history and memory that is embedded in detritus materials from the urban environment. He studied Fine Art and European History at the School of Art & Design at Suffolk University in Boston and has exhibited in the USA, Hong Kong and Korea.
Alexis Mailles
Alexis Mailles has a long history of working between digital and analogue technologies, and produces hybrid art installations referring to Arte Povera and cyberpunk aesthetics. He taught at the École Nationale Supérieure des Beaux-Arts, and has exhibited widely in France, Taiwan and Mainland China.
Peter Nelson
Peter Nelson works between drawing, 3D graphics and interactive digital media. He also specialises in art historical landscape research and computer game studies. He studied at the University of New South Wales and City University Hong Kong.
Luk, Mailles and Nelson worked together for one year to produce the historical creation of Autosave: Redoubt, which is now freely available as a custom environment for Counter Strike: Global Offensive.
昊美术馆 HOW ART MUSEUM
昊美术馆(上海)
HOW ART MUSEUM (SHANGHAI)
昊美术馆(上海),图片©昊美术馆
昊美术馆(上海)是具备当代艺术收藏、陈列、研究和教育功能的全新文化机构,坐落于上海浦东,共有三层展览和活动空间,总面积约7000平方米,于2017年9月正式对外开放。昊美术馆首创“夜间美术馆”的运营模式,常规对外开放时间为周二至周五下午1点至夜间10点,周末及节假日开放时间为上午10点至夜间10点。此举能让更多观众在工作之余前来美术馆观展,昊美术馆也举办“国际策展人驻留项目”、“户外电影节”、“雕塑公园”等国际交流项目和户外活动,以此建立全新的艺术综合体和浦东新地标。
昊美术馆(温州)
HOW ART MUSEUM (WENZHOU)
昊美术馆(温州),图片©昊美术馆
昊美术馆(温州)延续昊美术馆(上海)的“夜间美术馆”运营模式,是浙江省首家"夜间美术馆",常规对外开放时间为下午1点到夜间10点,周末及节假日开放时间将向前延长为上午10点至夜间10点。昊美术馆(温州)将持续为公众呈现丰富的公共教育及户外艺术项目,引领融合艺术、设计、科技的全新生活方式。
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HOW ART MUSEUM (SHANGHAI)
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HOW ART MUSEUM(WENZHOU) Special Project Space