Aim, fire and explode

The False Unlimited was created, in part, as a response to a world where language is used and weaponised for political, commercial and social ends. Extending my creative practice of transforming game engines into poetic and artistic experiences, this work examines how the visceral nature a shooting/bombing game interface can be used to “destroy” these nefarious phrases. The article examines both my intentions as an art-game creator, as well as my creative and technical processes for building the work. It examines how experiments into art-game making must consider a range of factors, including the impact on readers, the difficulty of reading interactive work and the power and hinderances of various “texts” (sound, movement, image, interface). This exegetical es- say combines an internal poetry with the games poetic intentions and situates this work as one of many experiments “to be continued and expanded”. The end result is less about a finished work, or clear conclusions and more about the forever process of making and breaking the metaphors and textual experiences inherent in games engines and weaponised language and visual play. Three levels will eventually lead to four more of an entirely different work, as what was learned here is applied and blown apart, occasionally poetic.

the dangerous languages of The False Unlimited
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