Machinima workshop on borders and immigration

Next week, I will host a machinima workshop with the egyptian artist Ahmed El Shaer at la compagnie, in the frame of the exhibition the antiAtlas of borders #2. This workshop will be conducted with teenagers from the streets and in partnership with non profit organizations who work with la compagnie on social and cultural action.

Sadat by Ahmed El Shaer

Sadat by Ahmed El Shaer

I am really glad to co-host this machinima workshop with Ahmed, as he is one of the few who host machinima workshops in the world! It will be the first time we meet since I showed “Under examination” inside the machinima exhibition I curated for Gamerz about Identity and otherness. It is also great because, we will do this workshop inside the exhibition of the antiAtlas, an other way to work on an experimental way on the themes of the antiAtlas: immigration, border crossing, border economy, border representations; while irecting movies with games to deal with these issues…

Really looking forward to it!

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Machiniglitch, contemporary art and machinima

This year, Canada becomes my favorite destination as I will be in Vancouver next summer to curate the retro and indie games show Evolution with Malcolm Levy and Kim Voll.

Before it, I am more than delighted to fly to Toronto to attend the Vector Festival which is one of the very few events in the world dedicated to art and games.

Machiniglitch curated by Isabelle Arvers


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Machinima, Creation and Networks

Last year, I began to teach at la Sorbonne a course dedicated to Creation and networks for the Master Digital Creation, under the direction of Françoise Parfait. The idea behind this course is to show the evolution of creation through the evolution of technics and the web. As technic isn’t neutral, it comes with its aesthetics, messages, possibilities and constraints. We begin with a course about and html, we then focus on online creation with Flash animations and interactive fictions and how the web becomes a space. Then, we talk about collaborative artworks and open artistic concepts and we end with machinimas.

This year, I asked the students to mix the machinima creation with collaborative organization. They had to create their machinima and to document their collaboration, knowing that the process was as much important as the machinima in itself.

Two projects really kept my attention. The first one “Les temps modernes” a machinima directed by Cléo Le Tutour, Justine Peneau, Laura Pouppeville, Chloé Rotrou is dealing with advertising and positive thinking vs reality, featuring possible researchs done on Google and a come back on what actually happend in 2013 in France.


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Games Reflexions game art retro & indie games exhibition

An exhibition curated by Isabelle Arvers with the help of Pierre Corbinais with the blog Oujevipo for the indie games part and of Benjamin Fouquoire in retrogaming.

Are video games building our perception of reality or is our perception of reality that builds the imagination of video games? How much do video games affect and influence our imagination? What architecture of reality is induced by video games?

Games Reflexions is a game, video and photography exhibition, it tries to answer these questions. Games as a reflection of reality, games as the main focus for reflection, or mirror effects from one game to another or within the game (games that reference or parody other games) is what is explored in this exhibition. In the ways of Oscar Wilde in Decay of Lying, Games Reflexions is an essay about games as an imitation of life or life as influenced by our game experience.

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Free diving with Carlos Coste in Bonaire

For once, here is a personal post! I am just back from the caribbean dutch island Bonaire. There I had the chance to take a one day training of free diving with Carlos Coste who has multiple world champion awards in free diving.




Exhibition antiAtlas of borders Part II, @ la compagnie, Marseille 13 dec. 1st march 2014

An innovative approach to the transformations of the reality and experience of borders in the 21st century. The antiAtlas of Borders presents collaborative works between hard sciences researchers, social sciences researchers and artists. It produced two unique transdisciplinary works: Samira, an ethno-fiction by Nicola Mai, filmmaker and ethnographer, and a video game on border crossing, A Crossing Industry, which was created by the hypermedia atelier of the Ecole d’Art d’Aix en Provence under the direction of Douglas Edric Stanley drawing on the fieldwork of the anthropologist Cédric Parizot.

The exhibition at the compagnie follow the one at the Museum of Tapestries (online pictures: offering multiple levels of engagement: visitors will enter a transmedia documentation space and participate in interactive, artistic and transdisciplinary artworks. They will interact directly with video games, wall images or installations created by international artists: Masaki Fujihata associates computer generated imagery with GPS data in order to represent the topographic and temporal coordinates of borders; Kenneth Rinaldo intersects drones with hoovers in the context of a robotic artwork evoking the intrusion of securitizing technologies into the private domain (an exclusive creation for the antiAtlas). We emphasize the dimensions of engagement and participation in order to mirror and show the degree to which we are all directly concerned by the transformation of borders. The public will have access to interactive maps and will be able to participate in workshops on video game diversions regarding these issues. We are also organizing evening screenings and debates on issues including the border economy, border fictions, the camp of Rivesaltes and many others.

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Machiniglitch: a machinima exhibit on glitches, bugs and accidents!

The word « glitch » first appeared in spaceship programmes in the USA in 1962. A computer glitch is the failure of a system, usually containing a computing device, to complete its functions or to perform them properly. The word spread to electronic music in the 1990′s. Glitch goes with the notions of bug, repetiton , linearity or fragmentation to quote Iman Morandi’s « Aestehetics of glitch », 2004.

Made purposedly or not by the artist, beauty comes accidentally, from a bug. The art of glitch stems from manipulation of the medium, programming experiment, playing with graphic cards… experimenting with all the « back-stage » setting of a fixed or moving image just to see what happens, exactly as Nam June Paik did with video art and the cathode ray-tube.

Gamerz 09 – Isabelle Arvers par Festival-GAMERZ

Beauty might come also from the multiplication, leverage or double-exposure of shapes.When hyper-realism ends in unreal representation of a non-perfect reality, Glitch brings about poetry : it brings analogue to the digital, like a speck of dust into the perfect coded reality.

Bugs, accidents, mistakes and glitches are full part of the video games world. Repetition and mistakes are part of learning. No one can learn how to play without making mistakes, and repeting over and over again the same scene. Frustration leads to pleasure.Bug and Glitch hint at the very link between the player and the video game. Try out what was not expected by the game developer, play with the original function of the object and explore the limits of the game and its potential.

Glitch then embodies our passing through the looking glass to see what’s hidden behind in the cracks.To quote Deleuze and Gattari’s theory of the “rhizome” and “rhizomatic” it allows for multiple, non-hierarchical entry and exit points in data representation and interpretation. Glitch makes visible what was primarily invisible : digital code, random access memory, the whole production process of an art work and all that may happen during the process of image transmission and transfer from one format to another. Machiniglitch is an ode to the Glitch Aesthetics!


En-jeux des images, Obsin, 2013

On the 23d October 2013 we were invited with Cédric Parizot, anthropologist, specializing in the study of the border between Cisjordany and Israel and Douglas Edric Stanley, artist and in charge of the Hypermedia workshop at the Superior art school of Aix-en-Provence to introduce A crossing industry during En-jeux des images, a conference organized by Yannick Vernet for Obsin. A crossing industry is a game that is developped by the Hypermedia workshop students from the data collected by Cédric Parizot on the border. It deals with all the papers traffic ans shows how complex is the situation at the border and how a same person can be a victim as well as an exectutioner. This game is being developped in the frame of the antiAtlas of borders as a trans disciplinary project between art and social sciences. It will be exhibited for the first time at la compagnie in Marseille for the second part of the antiAtlas of borders from 13 december 2013 to 1st march 2014. The presentation of the game during the Obsin conference was also the first public presentation of the project and gave us the occasion to get some positive feedbacks on the project.

During the afternoon, we had several other presentations and at the end of the day, Paul Sztulman who teaches at ENSAD in Paris, made an “amazment report” as a summup of the day. Apart the fact that he made me laugh a lot, he also talked about the relationship between the french garden history and video and computer games. How the deambulation in the garden with the help of a mirror can be linked to paths and mazes in games. I really need to read his text written for the Artpress 2 on games.

The day after, there was some other talks but I kept something in mind, said by Etienne Armand Amato: in the study of images and games, we should keep in mind other visions of the world, like totemism, animism, naturalism, etc… It made me think forward and I will keep this in mind for the next texts I will write…

In the afternoon, I drove a machinima workshop in front of a very different kinf of audiences, which was great. There was the directors of 2 schools: Supinfocom and the ESAix, but also students from ESAix, from the Technology Institute of Arles and also in front of adults, working in the field of social action or image education. I began to tell the story of machinima, then I showed different kinf of machinimas and ended my speach by showing how artists divert machinima as a new tool to express themselves. Then I showed different technics of machinima making: using the video editor of GTA, Moviestorm and of course how to use FRAPS to record some gameplay using independant games like Dear Esther or Proteus.

Finally this wunderful day ended with a great news: we had a dinner with Margherita Balzerani and decided to write a book together dealing with art and games. Stay tuned!!

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Machinima workshop and Lecture at LEVEL ART, Agora, Wroclaw

From 13 to 15 november 2013 we are invited by Marta Klonowska from Agora in Wroclaw to held a machinima workshop in the frame of LEVEL ART, an event about machinima, 8 bit and demoscene. I will be with Emmanuel Mayoud for the workshop. This is a wundeful occasion to spead the word about machinima in Poland, where I am more than happy to go for the first time and discover part of my roots, thanks so much for this invitation!!

Level Art Agora Wroclaw

On the 15th, I gave a lecture about machinima as a medium. I actually think that we can now divert machinima from its first use -telling stories with game engines – in order to create installations, interactive films, etc… Machinima can now be seen as a tool, as well as games.

The machinima workshop is now over and we it was our best machinima workshop so far, the teenagers were really creative and autonomous in learning new softwares. They created 3 machinimas using the video editor of GTA and one machinima was created with Moviestorm.

Machinimas created during the workshop


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Happy to be back to WJ-s for a perf/conf at les Abattoirs

Les Abattoirs, 10 october 2013, 7pm, Hall Auditorium, Toulouse


I am really happy to be back on webjaying for a conference performance about games and networks. I haven’t played with WJ-s for a while and I have to say that I missed it a lot! It is such another way of presenting artworks online: more fun and more immersion for the audience. This is also very welcome after such a huge stress to prepare three exhibitions opening the same month.

I am very grateful to Loic Diaz Ronda who had the idea of asking me to perform and talk about games and their relationship to art on the web, as it will be part of a seminar about design, art and narration. I will try to play and talk at the same time and I hope it will be entertaining for the people who will sit in between three screens displaying websites of artists and game designers through WJ-s. I will talk about game art, indie games, online games and machinimas!

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