| [domestic]
explores personal memories and spaces in a 3D computer game environment.
read about [domestc] in the 2006 book New Media Art

As an artist’s computer game modification, [domestic] breaks
visual conventions by creating a claustrophobic, conceptual environment
in which images take on iconic readings. The picturesque family
snapshot, for example, is mingled with the crisp square framework
of computer game level geometry, creating a particular sense of
scale and abstracted sense of space. A mix of photographic images
and unstable texts layer the environment to reframe the act of memory,
specifically, of childhood experience intersecting with spatial,
temporal, and visual conventions within an interactive environment.
The work approaches
interactive storytelling conventions by loosely depicting a childhood
memory of a house fire. Created primarily of texts from within and
extruding out of the walls, the work’s creation of the virtual
house becomes a container for memory, a movements from the memory.
Players shoot “coping mechanisms” at the walls and at
the growing fire within the space in order to contain it as it threatens
to consume the world -- and the player.
This personal,
ethnographic work on memory poses the question, what are the ways
space and memory are cognitively tied, and can such ties be re-experienced?
What is the role of narrative and memory in computer games, and
how do game environments, particularly the physical architectures
constructed in game environments, radiate cultural and social meanings?
Because the
game is built in the Unreal Tournament 2003 engine, there is an
anxiety produced between traditional 3D action play and the exploratory
nature of the [domestic] experience, as well as a tension generated
between popular 3D games’ post industrial spaces and the more
abstract home space created in [domestic].
[domestic] premiered
at the Playthings Exhibition in Sydney Australia in October 2003,
organized by DLux media|arts.
Additional credits:
Andrew Gerngross, weapons designer
|