november 1, 2018
Bitropolis vrijdag @ The Overkill
GAME- EN POPCULTURE CLOTHING, COLLECTABLES & COSPLAY Bitropolis is dé winkel & webshop voor videogame,...
HITMAN Agent 47 is a tribute to the work of SQUARE ENIX, Hitman of which we are fans.
Brief synopsis: In “The Agency” there are several corrupt executives who work with mafias, and personalities from the world of crime. But someone, a “mole”, decides to put letters in the matter and reactivate 47 to eliminate a main confidant of “The Agency” and uncover the internal corruption that exists.
Director: TOMY RAYEGO
Every night the beginning writer from Tver, Yuri Kartenko, sees nightmares in which the city of Providensk appears. In search of answers to his questions, he decides to go to this city, where soon begins a strange series of murders and disappearances.
Director: Dmitriy Khmelyov
Writers: Dmitriy Khmelyov, H.P. Lovecraft (short story)
A young man turns to a witch doctor to lure the woman he loves away from her fiancé, but instead turns her into a zombie slave.
Director: Victor Halperin
Writers: Garnett Weston (story by), Garnett Weston (dialogue by)
Documentary and fiction blend together in an essayistic collage exploring togetherness and the human self in the age of social media.
Directors: Metahaven, Rob Schröder
The first wave of an alien invasion coincides with a New Years Eve party in a Welsh valley.
Director: Peter Stray
Writer: Peter Stray
Based on the comic book by the creator of Ghost in the Shell, a young female soldier Deunan and her cyborg partner Briareos survive through the post World War 3 apocalyptic New York in search of human’s future hope, the legendary city of Olympus.
Director: Shinji Aramaki
Writers: Marianne Krawczyk (screenplay), Shirow Masamune (original story) (as Masamune Shirow)
When a woman learns of an immortality treatment, she sees it as a way to outdo her long-time rival.
Director: Robert Zemeckis
Writers: Martin Donovan, David Koepp
Isabelle Arvers in an author, an art curator and a game artist. Her field of investigation is the immaterial, through the relationship between Art, Video Games, Internet and new forms of network related images and digital imaging.
“Writing about immortality in Egypt is being exactly at the right place. Egypt can be considered as the mother country of immortality with its ancestral knowledge on how to preserve bodies and the needs a human being will have to use along its never ending journey. This desire of remaining alive beyond death is more than present 5000 years later, as we are still trying to exceed our condition of simple humans…
Virtual worlds open the door to all our transhumanist desires. Gamers can experience this death that doesn’t kill, these fights from which they never suffer. That’s the Safe Society offered by Martin Lechevalier: a world where you don’t die, in which drugs are safe, kids are disease free… You can commit suicide, one after the other, 99 times even if you want but you will still remain part of the game like in the 99 problems, an online performance in GTA created by Georgie Roxbie Smith to raise awareness on how gamers behave towards women.
But until it is not recorded it only belongs to gamers’ experiences and doesn’t last for the others. That’s what machinima – making 3D movies in real time inside a virtual environment – can provide : they allow us to document these game experiences and share them.
In Bitsplit Florian Dioude superimposes many layers of the same game scenes of Fallout 2. It makes avatars appear and disappear like ghosts. Gamers dialogs leave traces of their former presence, in this film they become evanescent, almost unreadable. This sensation of being somewhere but invisible to the others, also takes place in Martin Pleure by Jonathan Vinel. Martin wakes up one day and all his friends have disappeared. He looks for them desperately but no one knows where they are, only Non Player Characters unable to communicate with him inside GTA. Even trees cannot answer his questions…
That’s a possible problem with immortality : you remain alive but alone, all the others – the ones you loved and who knew you – have all disappeared. That’s what also experiences the fictitious character of Crossover (the scene) by Ahmed El Shaer. In his search for a place where death doesn’t exist, he walks and walks and finally finds it, but getting back to his hometown, he discovers he lost his family and beloved…
On the contrary, Robert Stoneman created a vibrant tribute to his father who just passed in Rusty Whispers : Dennis using a game engine for this very short and poetic film to animate his memories. Because besides everything, it is in our memory that the ones who passed remain immortal. The recovery of the past can be sometimes hazardous as it happens in Liz Solo science fiction The Wide Sky : the archive. Digging into the past memory makes future researcher cries, as much as her tears end up as an ocean that flows over everything, in a perpetuous wave movement, never ending but never the same.”
The Safe Society offered by Martin Lechevalier: a world where you don’t die, in which drugs are safe, kids are disease free… You can commit suicide, one after the other, 99 times even if you want but you will still remain part of the game
Crossover the scene Ahmed el Shaer
Ahmed El Shaer is a multi-disciplinary artist whose practice spans the mediums of installation, photography, sound and video, with a particular interest in digital technologies. His videos combine Machinima, stock footage, 3D animation and experimental soundscapes.
99 problems, Georgie Roxby Smith works across a range of disciplines exploring new pathways between virtual and physical worlds. Employing a variety of tools – including 3D graphics, live performance, shared virtual and gaming spaces, installation and projection – these works explore the increasingly blurred border between identity, materiality, reality, virtuality and fantasy in contemporary culture.
Violence is claimed and turned on itself by the female protagonist in 99 Problems [WASTED] in a dualistic moment of empowerment and defeat.The action of ‘playing to win’ is neutralised as she ritualistically performs and re-performs her own violent suicide in front of disinterested players and characters. At once, an unheard digital cry for help against a wall of self-absorbed in-game characters, a martyr action of feminist protest against the treatment of her fellow female characters in gaming history and a claiming of her own death prior to her inevitable violent murder.
In Bitsplit Florian Dioude superimposes many layers of the same game scenes of Fallout 2. It makes avatars appear and disappear like ghosts. Gamers dialogs leave traces of their former presence, in this film they become evanescent, almost unreadable.
Robert Stoneman created a vibrant tribute to his father who just passed in Rusty Whispers : Dennis using a game engine for this very short and poetic film to animate his memories. Because besides everything, it is in our memory that the ones who passed remain immortal.
The Wide Sky, Liz Solo
“The Wide Sky” is a story based on the fragmented memories of a scientist desperately trying to make sense of her deteriorating world. “During a recent archeological dig into the deep future, researchers discovered a damaged memory sphere embedded in the floor of an uninhabited forest planet. Though much of the sphere was corrupted some of the data was retrievable. This Archive documents the artifacts that were recovered.”
Acting as an open media-lab, art-meets-tech collective Telemagic creates manifestations, art interventions, and tools that focus on a closer human connection towards tech developments. With Tele Fortune Spinner, you get to discover your Telefortune and Digital Dharma.
Ewelina Aleksandrowicz and Andrzej Wojtas are digital media artists and video directors working under the moniker Pussykrew. Creating multimedia installations, audio-visual experiences and sculptures, Pussykrew explores spaces in between digital and physical realms blending fluid identities and futuristic landscapes through experimentation with 3d animation and 3d scanning. Their fascination for virtual environments and physical experiences motivates them to play with deconstructed digital images and cinematic poetry, using the traditional language of painting. By merging with these various planes of reality, they create new forms that are constantly in the process of evolution.
Andy Lomas is a computational artist, mathematician and Emmy award winning supervisor of computer generated effects. His art work explores how complex sculptural forms can be created emergently by simulating growth processes.
The animations use digital simulation of a simplified biological model of morphogenesis, with three-dimensional structures generated out of interconnected particles to represent cells.
Each form starts with a initial spherical cluster of cells which is incrementally developed over time by adding iterative layers of complexity to the structure. The aim is to create forms emergently: exploring generic similarities between many different shapes in nature rather than emulating any particular organism, revealing universal archetypal forms that can come from growth-like processes rather than top-down externally engineered design.
“Virtualshamanism: Towards an alternative digital reality of consciousness” is an interactive installation based on modern concepts such as technoshamanism, ancestral-future and neo-paganism, among others. The Virtualshamanism operates between two worlds, the modern one, mental and scientific, and the ancestral one, intuitive and shamanic, generating an approach between both sides through its role as a nexus and peacemaker, placing itself as a powerful mediator between these two dual forces.
Pandæmonium is a logistical nightmare. Pandæmonium is a pancomputational dream sequence. Pandæmonium shows a future where digital networking has merged with fundamental reality. Everything is an interface to something else. Everything is connected to everything else. Everything is inhabited by autonomous agents acting according to opaque programming. Human hands manipulate physical matter to grasp control. Pandæmonium follows a process along the supply chain where it is unclear who is producing and who is consuming – what is useless – what is valuable.
A performance that extends the live coding act to outside of the software realm, by integrating real time assembly and manipulation of electronic circuits to the traditional “show us your screen” code display, while live coding Arduino boards and physically manipulating speakers. squareFuck unveils a process of failure. The inability to perform a task is, ultimately, the unwillingness to leave things behind.