“Re-enacting something that never happened”

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source: https://www.reddit.com/r/destiny2/comments/c1e59a/reenacting_something_that_never_happened/

which probably came from here:

Minecraft is great because you
can create things that never
happened
4:10 PM -
27 May 19 -
Twitter Web App

source: https://ifunny.co/picture/minecraft-is-great-because-you-can-create-things-that-never-zJ7csQVk6

which in turn reminded me of Jon Haddock’s image from The Screenshots series (2000):

source: http://www.whitelead.com/jrh/screenshots/

and Cody Walton’s The Unknown Rebel:a3db7e50681635.58d69ef26eb55.png

source: https://www.behance.net/gallery/50681635/The-Unknown-Rebel?tracking_source=projectScroller

Photobomb by Milkbag Games

Photobomb (Milkbag Games, 2014)

The premise: everyone is supposed to be monitored everywhere, but a city square has been bombed by someone who wasn’t wearing their tracking ID. Six people there were unidentified at the time of the bombing, and we need to figure out which it was. We can wander around inside a reconstruction of the scene, replaying the last seconds before the bomb went off, watching a crowd mannequins move about and, eventually, seeing one drop the bomb.

We have no idea who that person is, but we can tag and track the unknowns by recreating photos which feature them. Everyone’s Instagramming everything nowadays, you know. Once we’ve recreated a shot, the suspects and bomb sites within them are forever painted bright colours as we rewatch events. Eventually we can find clear proof, but may not have time. With people baying for justice, we only have two minutes to identify the guilty. We might need to rely on deduction.

The photo-restaging is tricky to get the hang of, but jolly fun once you’ve figured it out. Watching the crowds buzz about is a lovely thing, as is watching bright suspects pass through them. Our one gunshot is pretty powerful and final, especially at times when we’re not certain. That’s a problem with many FPSs: shooting loses a lot of its power when we’re doing it constantly. And the mannequin shatters, not even seen as a person. Pretty harsh place, this city. It occurs to me now that I’ve never tried not firing or purposely missing at the end.

And! Being procedural means the suspects and square are different every time. Splendid.

source: https://www.rockpapershotgun.com/2014/11/20/photobomb-7dfps-procjam/

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Download page: https://milkbaggames.itch.io/photobomb

2 x 26 Gasoline Stations

“Twentysix Gasoline Stations in Grand Theft Auto V” by M. Earl Williams, 2014

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screenshot of book spread as seen on http://www.blurb.com/b/5454103-twentysix-gasoline-stations, © M. Earl Williams

26 Gasoline Stations was a book and conceptual photography series created by Ed Ruscha in 1963. In my version I take a 4X5 view camera and point it at my T.V. screen while I explore the virtual world of Los Santos in the video game Grand Theft Auto V. This world is created to mimic the real world of California and most specifically the city of Los Angeles. As I visit this world from my couch I wait for something to catch my eye as familiar or visually interesting just like we do when we photograph in the real world. By relating back to this series of travel photographs but having the entire travel log take place in a virtual world of a video game; the work speaks to an idea of another reality in which we occupy and participate in simulated experience. When looking at a photograph the viewer receives visual stimuli of the mind that in return triggers a feeling that is most likely made up of an experience they may have had in the past. This process is not unlike the video game world that is created as an expression of an idealist reality, whose purpose is to provide you with simulated occurrences. This connection between these two mediums may be why the digital age has become so fascinated with them both.

source: http://www.mearlwilliams.com/gasoline_stations#1

 

“Twentysix Gasoline Stations” by Alan Butler, 2017

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two page spread from book © Alan Butler

This work is a simulacrum of Ed Ruscha’s 1962 publication of the same name. The photographic panels in this version have been produced during drives around the city of Los Santos and Blaine County – the virtual world that makes up the video game Grand Theft Auto 5. Using out-of-the-box technology within the game, I have produced a version of the seminal photography artifact that accepts GTAV as an exploitable corporate reality, akin to the signs and images that make up our own world.

source: http://www.alanbutler.info/twentysix-gasoline-stations/

Eva and Franco Mattes – Reenactments

Artists Eva and Franco Mattes have reenactedhistorical performances inside videogames, in their work titled Reenactments (2007-10).

Performances reenacted include works by Gilbert&George, Marina Abramovic, Vito Acconci, Chris Burden and Valie Export. Anyone could participate connecting from all over the world.

Eva + Franco Mattes

Eva + Franco Mattes The Pigs of Todat are the Hams of Tomorrow Plymouth, January 2010

Reenactment of Marina Abramovic and Ulay’s Imponderabilia (2007-10)

more on the artists page: http://0100101110101101.org/reenactments/

Kent Sheely

Kent Sheely is an artist who works extensively with videogame aesthetics and mechanics. He has been involved with in-game photography on several projects, many of which deal with interesting experiments on concepts of war, images, and games.

Screen Shot 2015-05-19 at 17.57.30

Selected projects:

Youtube Shooter

An overlay for YouTube that mimics the view associated with First Person Shooter games, turning otherwise pedestrian and innocent scenes into dangerous situations. Viewers are given the ability to pick from a series of “levels.”

http://kentsheely.com/hud/

Aspect

A meditation on videogames, dreams, and walking with our shadows.
Vocal track excerpted from “Man & His Symbols” (Audiobook) by Carl G. Jung.

http://www.kentsheely.com/aspect

World War II redux

Famous photos from World War II, their details recreated as faithfully as possible using a video game engine.

http://www.kentsheely.com/world-war-ii-redux

Link to artist website: http://kentsheely.com/

“Gamescenes” by Matteo Bittanti

Matteo Bittanti is an artist and writer who works with and write about games and art. His blog gamescenes.org is a great resource for the wider explorations of the gameart world.

Many in-game photography projects can be found under this category search: http://www.gamescenes.org/photography/

Selected projects found via gamescenes:

Coll.Eo, “FOLLOWING BIT” (2013)

Lim Laughton,“Los_santos.Obj” (2014)

Damien Hypolite, “Then And Now” (2014)

Casey Brooks, “You Only Live Forever” (2014)