video game art
{{Short description|Creative works using existing video game structure as its media}}
{{Hatnote|Not to be confused with Video game art design, Art game, or Video games as an art form.}}
{{Multiple issues|
{{original research|date=April 2010}}
{{more citations needed|date=February 2012}}
{{lead rewrite|date=March 2013}}
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{{Art and video games}}
Video game art is a 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.{{Cite book|title=Works of Game.|last=John.|first=Sharp|date=2016-01-01|publisher=The MIT Press|isbn=9780262029070|oclc=936302522}}{{Cite book|title=Videogames and Art|last1=Andy|first1=Clarke|last2=Grethe|first2=Mitchell|date=2013-01-01|publisher=Intellect|isbn=9781841504193|oclc=876434897}} 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,Andy Clarke and Grethe Mitchell (eds.),Videogames and Art (Intellect Books, 2006). Joseph Delappe's projects including "Dead in Iraq" and the "Salt Satyagraha Online: Gandhi's March to Dandi in Second Life,"Mail Away: War Correspondence at Home and Away, by Lindsay Kelley, in the Media-N Journal of the New Media Caucus {{cite web|url=http://www.newmediacaucus.org/html/journal/issues.php?f%3Dpapers%26time%3D2009_summer%26page%3Dkelley |title=Media N Online Journal |access-date=March 10, 2013 |url-status=dead |archive-url=https://web.archive.org/web/20130518135157/http://www.newmediacaucus.org/html/journal/issues.php?f=papers&time=2009_summer&page=kelley |archive-date=May 18, 2013 }}{{Cite web |url=http://www.furtherfield.org/netbehaviour/salt-satyagraha-joseph-delappe-review-natasha-chuk |title=The Salt Satyahgraha by Joseph Delappe - review by Natasha Chuk, in Furtherfield |access-date=2013-03-10 |archive-date=2013-11-09 |archive-url=https://web.archive.org/web/20131109050355/http://www.furtherfield.org/netbehaviour/salt-satyagraha-joseph-delappe-review-natasha-chuk |url-status=dead }} the 2004-2005 Rhizome Commissions "relating to the theme of games,"{{Cite web |title=Rhizome Commissions |url=http://rhizome.org/commissions/}} 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.{{Citation needed|date=April 2010}} Machinima is distinct from art mods as it relies on different tools, though there are many similarities with some art mods.{{Citation needed|date=April 2010}}
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.
Techniques
=Machinima=
{{Main|Machinima}}
File:Machinima sample reindeer full size.ogg filmed in Second Life]]
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{{cite web|url=http://www.opensorcery.net/velvet-strike |title=Velvet-Strike |publisher=Opensorcery.net |access-date=2014-03-07}}) 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).{{cite web|url=http://www.unr.edu/art/DELAPPE/Gaming/Dead_In_Iraq/dead_in_iraq%20JPEGS.html |title=Dead-in-iraq |access-date=December 5, 2006 |url-status=dead |archive-url=https://web.archive.org/web/20061206122903/http://www.unr.edu/art/DELAPPE/Gaming/Dead_In_Iraq/dead_in_iraq%20JPEGS.html |archive-date=December 6, 2006 }}
=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.{{cite web|author=8/23/06 4:15pm 8/23/06 4:15pm |url=http://kotaku.com/375624/a-counter+strike-game-that-spills-real-fake-blood |title=People Actually Lamer Than Stuart Scott Rip On Stuart Scott |publisher=Kotaku.com |access-date=2014-03-07}}
=Real-time performance instruments=
Video games can be incorporated into live audio and visual performance using a variety of instruments and computers such as electronic keyboards embedded with music chips.{{Citation needed|date=April 2010}} See also chiptune and the Fijuu project.{{cite web|url=http://fijuu.com |title=Fijuu |access-date=December 5, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20071017041501/http://fijuu.com/ |archive-date=October 17, 2007 }}
=Generative art mods=
Generative art mods exploit the real-time capabilities of game technologies to produce ever-renewing autonomous artworks.{{Citation needed|date=April 2010}} Examples include Julian Oliver's ioq3apaint, a generative painting system that uses the actions of software agents in combat to drive the painting process,{{cite web|last=Oliver |first=Julian |url=http://julianoliver.com |title=Julian Oliver |publisher=Julian Oliver |access-date=2014-03-07}}{{Cite web|url=http://www.selectparks.net/~julian/ioq3apaint|archiveurl=https://web.archive.org/web/20080512053311/http://selectparks.net/~julian/ioq3apaint|url-status=dead|title=The dos and don'ts of buying property in Australia|archivedate=May 12, 2008|website=www.selectparks.net}} Alison Mealy's UnrealArt which takes the movements of game entities and uses them to control a drawing process in an external program,{{cite web |author=風紀委員 posted by alisonmealey.com on 2014年2月20日 |url=http://alisonmealey.com/ |title=色々な風俗がありますが全部が魅力的すぎます |publisher=Alisonmealey.com |access-date=2014-03-07 |archive-date=2014-03-07 |archive-url=https://web.archive.org/web/20140307200610/http://alisonmealey.com/ |url-status=dead }}{{cite web |url=http://www.unrealart.co.uk/ |title=will be back online soon |publisher=Unreal Art |date=2014-01-16 |access-date=2014-03-07 |archive-date=2014-03-07 |archive-url=https://web.archive.org/web/20140307201431/http://www.unrealart.co.uk/ |url-status=dead }} Kent Sheely's "Cities in Flux," a Grand Theft Auto: San Andreas mod that glitches and distorts the game's world in real-time,{{cite web |url=http://www.kentsheely.com/dpad2012 |title=Viewer-generated screenshots: "Cities in Flux" – D-Pad Toronto 2012 // kent sheely |publisher=Kentsheely.com |access-date=2014-03-07 |archive-date=2014-03-07 |archive-url=https://web.archive.org/web/20140307201445/http://www.kentsheely.com/dpad2012 |url-status=dead }} 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.{{cite web|url=http://retroyou.org |title=full void |publisher=Retroyou.org |access-date=2014-03-07}}[http://www.retroyou.org/rc.html] {{webarchive|url=https://web.archive.org/web/20070611041938/http://www.retroyou.org/rc.html|date=June 11, 2007}}
See also
Notes
{{reflist|2}}
Sources
- [http://www.gamescenes.org GameScenes: Art in the Age of Videogames.] (Johan & Levi, 2006). Edited by Matteo Bittanti and Domenico Quaranta.
- {{cite web |url=http://www.dlux.org.au/plaything/media/rebecca_cannon_web.pdf |title=Introduction to artistic computer game modification |archiveurl=https://web.archive.org/web/20040309221102/http://www.dlux.org.au/plaything/media/rebecca_cannon_web.pdf |first=Rebecca |last=Cannon |archivedate=2004-03-09 |access-date=2016-07-21 |url-status=bot: unknown }}
- [http://www.intellectbooks.co.uk/ppbooks.php?isbn=9781841501420 Videogames and Art] {{Webarchive|url=https://web.archive.org/web/20061005004125/http://www.intellectbooks.co.uk/ppbooks.php?isbn=9781841501420 |date=2006-10-05 }} by Andy Clarke and Grethe Mitchell (eds.)
- [http://www.intellectbooks.co.uk/journals/view-Journal,id=132/ Journal of Media Practice vol 7, no. 1] {{Webarchive|url=https://web.archive.org/web/20090727120822/http://www.intellectbooks.co.uk/journals/view-Journal,id=132/ |date=2009-07-27 }} (special edition on videogames and art) by Andy Clarke and Grethe Mitchell (eds.)
- [http://switch.sjsu.edu/web/v5n2/index2.html Switch, Art & Games issue, 1999] {{Webarchive|url=https://web.archive.org/web/20040803191450/http://switch.sjsu.edu/web/v5n2/index2.html |date=2004-08-03 }}, online magazine of the CADRE Laboratory for New Media, San Jose State University
- [http://www.cosignconference.org/conference/2001/papers From "First-Person Shooter" to Multi-User Knowledge Spaces] Mathias Fuchs and Sylvia Eckermann
- [http://www.cosignconference.org/conference/2001/papers Konsum Art-Server nTRACKER] Margarete Jahrmann and Max Moswitzer
- [http://www.cosignconference.org/conference/2003/papers Messages For A First Person Perspective] Maia Engeli
- {{cite web | author = Smuts, Aaron | year = 2005 | url = http://www.contempaesthetics.org/newvolume/pages/article.php?articleID=299 | title = Are Video Games Art? | access-date = 2011-01-13 | archive-date = 2010-12-14 | archive-url = https://web.archive.org/web/20101214025334/http://contempaesthetics.org/newvolume/pages/article.php?articleID=299 | url-status = dead }}
External links
- [https://web.archive.org/web/20120214085914/http://www.selectparks.net/archive/sp5.htm Art games archive with examples of artistic modifications]
- [http://www.artificial.dk/articles/artgamesnetworks.htm Art games website with various examples of artistic modifications]
- [http://maia.enge.li/gamezone/taxonomy.html Art games archive with examples of artistic modifications]
{{Westernart}}
{{DEFAULTSORT:Video Game Art}}