HOW WORKSHOP | 第一人称射击游戏作为艺术媒介

Sat, 24 Aug 2019 15:00:00 GMT ~ Sat, 24 Aug 2019 16:30:00 GMT
Limited 30
昊美术馆

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Time: 2019.8.24 15:00-16:30

Venue: 3F, How Art Museum

Guest: Peter Nelson | Participating Artist

Language: English

Quota: 20


*The workshop is free of charge yet held in the exhibition space, participants should purchase exhibition tickets to enter the venue

*The number of participants is limited, Please email your personal information including your name, phone number to info@howartmuseum.org to register.


请滑至英文版下方查看中文版。




Agenda

15:00-15:40 

Artist Talk


15:40-16:00

Participants play 

AUTOSAVE: REDOUBT


16:00-16:30

Participants and 

Artist exchange ideas




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.


反恐精英.png

Counter-Strike


[annotation] Counter-Strike, which debuted in 1999, is a first-person shooter game portraying the confrontation between terrorists and counter-strikes. The sensational shooting, the thrill of the tit-for-tat, the smoothness and balance of the game make it the best-selling FPS in the world.


making process of AUTOSAVE: REDOUBT, Courtesy of the artist


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 specialized techniques to transfer accurate geographical information into a commercial computer game editor, and designed a customized 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.


making process of AUTOSAVE: REDOUBT, Courtesy of the artist


In this presentation, Peter Nelson will discuss the technical process of making AUTOSAVE: REDOUBT and its historical context, and how the mediation of the historic site through the first-person shooter computer game formed a two-way commentary on the limits of representation for the game, and on how the game could comment on the site. This workshop will be held inside the exhibition space and participants will be invited to explore the artwork as the talk progresses.




About the Guest


 

PETER AC NELSON is an art historian, game scholar and visual artist working at the intersection of computer game and landscape studies. He is engaged in a prolonged consideration of the history of landscape images, how they are remediated by technological shifts, and how these shifts absorb and reflect changes in our relationships with the physical environment. He has exhibited his artworks widely, including projects with HanArt TZ Gallery (Hong Kong), The National Palace Museum (Taiwan), The Sichuan Fine Art Academy Museum (Chongqing) and the K11 Art Foundation (Hong Kong), and is also a regular contributor to the Philosophy of Computer Games Conference, DiGRA and Chinese DiGRA, of which he is a current board member. 




时间:2019.8.24 15:00-16:30

地点:昊美术馆三楼展厅内

嘉宾:彼得·尼尔森(Peter Nelson) | 参展艺术家

语言:英文(不设中文翻译)

人数:20人


*活动免费参与,需购买展览门票

*名额有限,请发送您的姓名、联系电话

info@howartmuseum.org  预约报名





工作坊流程

15:00-15:40 

艺术家创作分享


15:40-16:00

《自动保存:城门棱堡》游戏作品现场体验


16:00-16:30

与艺术家现场互动,体验交流及观点分享




《自动保存:城门棱堡》

创作过程

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


由Peter Nelson、Andrew Luk和Alexis Mailles创作的《自动保存:城门棱堡》是对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,他们将其作为《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“反恐精英”中,重建一个二战遗址,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。


反恐精英.png

《反恐精英》图片


在1999年首次亮相的反恐精英(Counter-Strike)是一款以恐怖分子与反恐精英对决为主题的第一人称射击游戏。令人痛快的射击感、针锋相对时的刺激感、游戏的流畅性与平衡性使这款游戏成为了世界最畅销的第一人称射击游戏作品。


《自动保存:城⻔棱堡》制作过程图,图片致谢艺术家


在这个项目的创建过程中,三位艺术家将他们的专业技能与各自的艺术实践相结合,形成了独特的合作过程。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。其中,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。


《自动保存:城⻔棱堡》制作过程图,图片致谢艺术家


在此次工作坊活动中,艺术家彼得·尼尔森将探讨制作“自动保存:城门棱堡”的技术过程及其历史语境,以及第一人称射击电脑游戏对历史遗址的重塑,形成对游戏表现局限性与游戏如何理解遗址现场的双向评论。本次活动将于展览空间内进行,艺术家结束创作分享后,将邀请参与者一同探秘“城门棱堡”。




关于嘉宾


 

彼得·尼尔森


彼得·纳尔逊是一位艺术史学家,游戏研究者和视觉艺术家,致力于计算机游戏和景观研究的交叉领域。他长期关注景观图像的历史,技术变革对其影响,以及这些变革如何吸收和反映我们与实体环境间的关系。他的作品于各画廊机构广泛展出,包括汉雅轩(香港),台北故宫博物院(台湾),四川美术学院美术馆(重庆)和K11艺术基金会(香港)。同时,他长期为计算机游戏哲学会议、数字游戏研究协会和中华电子游戏研究协会撰稿,也是中华电子游戏研究协会现任董事会成员。



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昊美术馆

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,于2017 年9月正式对外开放。昊美术馆将深入全面地建立国内外艺术家、艺术机构、艺术项目之间的互动,通过举办高质量的国际性当代艺术展,建立国际化的交流与展示平台,促进全球化背景下中国当代艺术的繁荣。

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