Video game art

Video game art is a specialized form of computer art employing video games as the artistic medium. Video game art often involves the use of patched or modified video games or the repurposing of existing games or game structures, however it relies on a broader range of artistic techniques and outcomes than artistic modification and it may also include painting, sculpture, appropriation, in-game intervention and performance, sampling, etc. It may also include the creation of art games either from scratch or by modifying existing games. Notable examples of video game art include Cory Arcangel’s “Super Mario Clouds” and “I Shot Andy Warhol,” Joseph Delappe’s projects including “Dead in Iraq” and the “Salt Satyagraha Online: Gandhi’s March to Dandi in Second Life,” the 2004-2005 Rhizome Commissions “relating to the theme of games,” Paolo Pedercini’s Molleindustria games such as “Unmanned” and “Every Day the Same Dream”, and Ian Bogost’s “Cowclicker.”

Artistic modifications are frequently made possible through the use of level editors, though other techniques exist. Some artists make use of machinima applications to produce non-interactive animated artworks, however artistic modification is not synonymous with machinima as these form only a small proportion of artistic modifications. Machinima is distinct from art mods as it relies on different tools, though there are many similarities with some art mods.

Like video games, artistic game modifications are often interactive and may allow for single-player or multiplayer experience. Multiplayer works make use of networked environments to develop new kinds of interaction and collaborative art production.

Definition
Game artists take computer games as a source of inspiration and derive their own ideas that reflect the virtual world of digital game worlds. Their works of art do not have to explicitly cite computer games, respectively computer game characters, but can also reflect processes of reflection on digital games, virtual landscapes / spaces / figures, game design and the like, which is related to computer games. These computer-inspired works of art can be created both digitally – in the form of modified computer games, for example – and analogously in the form of paintings on canvas, sculptures or the like. Game art can also overlap with other art styles. For example, the Game Artist Invader is associated with street art as well as game art. The pixel art can be understood as a subgroup of the game art insofar as its artworks refer to computer games.

Techniques

Machinima
Machinima is the use of real-time three-dimensional (3-D) graphics rendering engines to generate computer animation. The term also refers to works that incorporate this animation technique.

In-game intervention and performance
Artists may intervene in online games in a non-play manner, often disrupting games in progress in order to challenge or expose underlying conventions and functions of game play. Examples of this include Anne Marie Schleiner’s Velvet-Strike (a project designed to allow players of realistic first person shooter games to use anti-war graffiti within the game to make an artistic statement) and Dead in Iraq (an art project created by Joseph DeLappe in which the player character purposely allows himself to be shot and then recites the names of US soldiers who have died in the Iraq War).

Site-specific installations and site-relative mods
Site-specific installations and site-relative gaming modifications (“mods”), replicate real-world places (often the art gallery in which they are displayed) to explore similarities and differences between real and virtual worlds. An example is What It Is Without the Hand That Wields It, where blood from kills in Counterstrike manifests and spills into a real life gallery.

Real-time performance instruments
Video games can be incorporated into live audio and visual performance using a variety of instruments and computers such as keyboards embedded with music chips. See also chiptune and the Fijuu project.

Generative art mods
Generative art mods exploit the real-time capabilities of game technologies to produce ever-renewing autonomous artworks. Examples include Julian Oliver’s ioq3apaint, a generative painting system that uses the actions of software agents in combat to drive the painting process, Alison Mealy’s UnrealArt which takes the movements of game entities and uses them to control a drawing process in an external program, Kent Sheely’s “Cities in Flux,” a Grand Theft Auto: San Andreas mod that glitches and distorts the game’s world in real-time, and RetroYou’s R/C Racer a modification of the graphic elements of a racing game which results in rich fields of colour and shape.

Examples
The French artist Invader brings mosaic images of figures from the game Space Invaders at night anonymously in cities. He started doing so in 1998 in Paris. Later, he installed his art in other major French cities and also worldwide.

The Swiss artist Matthias Zimmermann designs large-format images using programs that are also used in game design. These are implemented as Diasec. His panoramic images reflect architectures and creative processes of virtual space representation. His image series “The Levelmixer” remedializes computer games to static paintings. The series focuses on the history of video games and the source code.

Painstation is a system originally developed by Tilman Reiff and Volker Morawe, two students of the Academy of Media Arts Cologne in 2001 as an interactive art object. The designers were inspired by the child’s game of torture Mau Mau and the development of modern computer games. A cinematic model already existed in 1983 in the James Bond film Sag never never. In the fictitious computer game “Domination”, the loser is punished with electric shocks via the joystick. Who releases the joystick has lost.

Source From Wikipedia