| Alison Mealey | ||||||||||||
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| opere disponibili - available works | ||||||||||||
| UnrealArt | ||||||||||||
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Scroll down for english version L’artista inglese Alison Mealey è artista digitale e appassionata di videogiochi. “.... ‘UnrealArt’ è una forma di cartografia digitale che ridefinisce le nozioni/emozioni del videogioco, del modding e del disegno... Alison Mealey is a digital artist and avid gamer, she lives in United Kingdom. Her work has, for some time, focused on changing and augmenting commercial games engines such as Unreal Tournament, to create physical artefacts, installations and portraiture. This work has been featured in numerous international publications and has been exhibited many times, her work has been exhibited at the Center of Excellence in Digital Design in 2005 and at the Victoria Baths in Manchester, in 2006. Most recently her work "A Little Unreal" was exhibited in Denmark. Her work for FACT (Liverpool) involved experimenting with interactive gaming technologies with a view towards informing traditional production/exhibition techniques for visual and performance artists. “... ‘UnrealArt’ is a form of digital cartography that redefines the very notions/motions of gaming, modding, and drawing... ‘UnrealArt’ uses software written in Processing to generate postscript drawings and amazing canvas prints from the movements of Al-controlled bots in custom levels of Unreal Tournament 2004. Each resulting image represents one full match, and the position of the dots or lines reflects the position of a player at a given time. There are between twenty and twenty-five bots playng each game in the custom maps specifically designed by Mealey.... ‘UnrealArt’ is also an example of remediation of an existing medium, that is, photography. In fact, the bot paths in the maps and the colors in the final images are based around an original photograph of a subject....”. The passages are excerpted from Matteo Bittanti in ‘Gamescenes, Art in the Age of Videogames’, edited by Matteo Bittanti and Domenico Quaranta; Johan & Levi editore, Milan, 2006. “I do have e certain amount of control, but I like to think of it more as persuasion. I’m trying to persuade the bots that these paths are a good direction in which to walk, It’s up to them and the decisions they make based on the game’s stimulus whether thy stick to my npreplanned routes or not. The images temselves would be very boring if the bots didn’t deviate at all from the paths, this is the reason I only use large numbers of godlike bots to create the images. The godlike bots are more likely to change their path in order to give themselves an advantage during game play, novice bots barely deviate at all. At the end of the day it’s the game and the activity that’s taken place within it that draws the image, over this I have no real control, only the power of suggestion”. The passage is excerpted from T. Petersen, Generating Art from Computer Game. An interview with Alison Mealey. 7 December 2005, available online: www.artificial.dk/articles/alison.htm |
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