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Eddie Lohmeyer - Unstable Aesthetics: Game Engines and the Strangeness of Modding

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Eddie Lohmeyer Unstable Aesthetics: Game Engines and the Strangeness of Modding
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Unstable Aesthetics: Game Engines and the Strangeness of Modding: summary, description and annotation

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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 systems 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 engines 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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Unstable Aesthetics To Bandit and Lou Unstable Aesthetics Game Engines - photo 1

Unstable Aesthetics

To Bandit and Lou.

Unstable Aesthetics

Game Engines and the Strangeness of Modding

Eddie Lohmeyer

Contents Crack intro sequence from the early demoscene Screenshot - photo 2

Contents

Crack intro sequence from the early demoscene. Screenshot.

Cory Arcangel, Super Mario Clouds , 2002. Hacked Super Mario Bros. game cartridge. Courtesy of Cory Arcangel.

Cory Arcangel, Super Mario Clouds, 2002. Screenshot.

Cory Arcangel and Paper Rad, Super Mario Movie , 2005. Screenshot.

The Quay Brothers, Street of Crocodiles , 1986. Still. Vitalist energies of the Schulz puppet and dolls in Street of Crocodiles .

Cory Arcangel and Paper Rad, Super Mario Movie , 2005. Screenshots. A sequence of glitched tile patterns and Marios flight through the deteriorating gameworld.

Lewis Klahr, Pony Glass , 1997. Still. Cut out dmod commodities animated through stop-motion techniques in Pony Glass.

Cory Arcangel and Paper Rad, Super Mario Movie , 2005. Screenshots. The scrolling repetition of game icons.

Cory Arcangel and Paper Rad, Super Mario Movie , 2005. Screenshot. Mario transforming into the energy of the NES system.

Cory Arcangel, Super Mario Clouds , 2002. Installation view, Whitney Museum of American Art, New York. Whitney Museum of American Art / Licensed by Scala / Art Resource, NY and Cory Arcangel.

Cory Arcangel, Super Mario Clouds , 2002. Installation view, Masters exhibition, 201213. Carnegie Museum of Art, Pittsburgh. Courtesy of Cory Arcangel.

Wireframe environments from Akalabeth: World of Doom (Richard Garriot, 1980). Screenshot.

The rendering of first-person perspective in Catacomb 3-D (id Software, 1991). Screenshot.

Fast-paced navigation in Wolfenstein 3D (id Software, 1992). Screenshot.

Run and gun tactics within the 3D gamespace of Doom (id Software, 1993). Screenshot.

Thousands of monsters in the joke WAD Nuts (B.P.R.D., 2001). Screenshot.

Palle Torsson and Tobias Bernstrup, Museum Meltdown II: The Vilnius Vengeance , 1997. Screenshot.

Orhan Kipcak and Reini Urban, ArsDoom, 1995. Screenshot. Firing at an enemy artist using a crucifix gun.

Orhan Kipcak and Reini Urban, ArsDoom, 1995. Screenshot. Architectural rendering of the Brucknerhaus exterior.

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