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Throughout the 1990s, artists experimented with game engine
technologies to disrupt our habitual relationships to video games.
They hacked, glitched, and dismantled popular first-person shooters
such as Doom (1993) and Quake (1996) to engage players in new kinds
of embodied activity. In Unstable Aesthetics: Game Engines and the
Strangeness of Art Modding, Eddie Lohmeyer investigates historical
episodes of art modding practices-the alteration of a game system's
existing code or hardware to generate abstract spaces-situated
around a recent archaeology of the game engine: software for
rendering two and three-dimensional gameworlds. The contemporary
artists highlighted throughout this book-Cory Arcangel, JODI,
Julian Oliver, Krista Hoefle, and Brent Watanabe, among others --
were attracted to the architectures of engines because they allowed
them to explore vital relationships among abstraction, technology,
and the body. Artists employed a range of modding
techniques-hacking the ROM chips on Nintendo cartridges to produce
experimental video, deconstructing source code to generate
psychedelic glitch patterns, and collaging together surreal
gameworlds-to intentionally dissect the engine's operations and
unveil illusions of movement within algorithmic spaces. Through key
moments in game engine history, Lohmeyer formulates a rich
phenomenology of video games by focusing on the liminal spaces of
interaction among system and body, or rather the strangeness of art
modding.
Throughout the 1990s, artists experimented with game engine
technologies to disrupt our habitual relationships to video games.
They hacked, glitched, and dismantled popular first-person shooters
such as Doom (1993) and Quake (1996) to engage players in new kinds
of embodied activity. In Unstable Aesthetics: Game Engines and the
Strangeness of Art Modding, Eddie Lohmeyer investigates historical
episodes of art modding practices—the alteration of a game
system’s existing code or hardware to generate abstract
spaces—situated around a recent archaeology of the game engine:
software for rendering two and three-dimensional gameworlds. The
contemporary artists highlighted throughout this book—Cory
Arcangel, JODI, Julian Oliver, Krista Hoefle, and Brent Watanabe,
among others –- were attracted to the architectures of engines
because they allowed them to explore vital relationships among
abstraction, technology, and the body. Artists employed a range of
modding techniques—hacking the ROM chips on Nintendo cartridges
to produce experimental video, deconstructing source code to
generate psychedelic glitch patterns, and collaging together
surreal gameworlds—to intentionally dissect the engine’s
operations and unveil illusions of movement within algorithmic
spaces. Through key moments in game engine history, Lohmeyer
formulates a rich phenomenology of video games by focusing on the
liminal spaces of interaction among system and body, or rather the
strangeness of art modding.
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