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MATTEO BITTANTI
San Francisco, California & Milan, Italy
Recent Activity
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File under: slow (slower) machinima. Pedestrian, but non in that sense. A documentation of a walk inside a videogame that can be experienced with a virtual reality handset adorned with grass fibres and scenic lichen: an oxymoron that makes perfect sense. Peripatetic action in installation form. Bob Bicknell-Knight, Mountain Walk, detail (2017) Compare to this (Real violence? Please...): Simply. No. Comparison. LINK: Bob Bicknell-Knight (Images and videos: courtesy of the Artist) Continue reading
Posted yesterday at GAMESCENES
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An Interaction Designer working in Product Innovation, Roger Ibars specializes in Natural User Interfaces, from the social and technical explorations to defining the syntactics and semantics on early prototyping. With the aim to explore game controllers and gesture interaction, in 2002 he began building "hard-wired devices" to create debate about the influence of gaming culture on the design of user interfaces. The result is a collection of vintage electronic devices -alarm clocks and game controllers- in which two cultures of interface blend between the computer gaming culture and the home appliance culture, which has been exhibited several times around the... Continue reading
Posted 6 days ago at GAMESCENES
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I'm happy to announce the release of Giochi video. Performance, spettacolo, streaming, a new collection of essays on the rise of game videos edited by Enrico Gandolfi and I. Available in Italy from February 15th, the book features contributions on machinima, videoart, live streaming, speedrunning, let's play videos and much... Continue reading
Posted 7 days ago at MATTEO BITTANTI
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I'm delighted to announce the release of Giochi video. Performance, spettacolo, streaming, a new collection of essays on the rise of game videos edited by Enrico Gandolfi and I. Released in Italy, the book features contributions on machinima, videoart, live streaming, speedrunning, let's play videos and much more. It's the follow up to Machinima. Dal videogioco alla video arte and, once again, features a jacket design by Italian illustrator Marco Goran Romano. Below is the synopsis in Italian: Oggi, il game video è importante tanto quanto il video game. Termine ombrello che indica le pratiche di produzione, distribuzione e consumo... Continue reading
Posted 7 days ago at GAMESCENES
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Siamo felici di annunciare la pubblicazione di Giochi video. Performance, spettacolo, streaming, un nuovo volume antologico curato da Matteo Bittanti ed Enrico Gandolfi: Oggi, il game video è importante tanto quanto il video game. Termine ombrello che indica le pratiche di produzione, distribuzione e consumo di audiovisivi inerenti al videogioco... Continue reading
Posted 7 days ago at LUDOLOGICA
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Curated by Theresa Bembnister, Associate Curator at Akron Art Museum, Open World: Video Games & Contemporary Art is bound to be one of the most impressive exhibitions entirely dedicated to Game Art of the late Tens. Open in October 2019 and running until January 2020, the exhibition will feature many artworks that are influenced by the popularity and cultural relevance of video games. Open World will include paintings, sculpture, prints, textiles, drawing, animation, video games and modifications and game-based performances and interventions by international artists from the late 1980s to today. The expression "open world" refers both to a genre... Continue reading
Posted Feb 8, 2018 at GAMESCENES
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Stunning avant-garde in-game photography from Russian artist Alexey Andrienko aka Happ V2. All these images were taken in Grand Theft Auto V. LINK: Happ V2 Continue reading
Posted Feb 7, 2018 at GAMESCENES
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It’s that time again! The Smithsonian American Art Museum is inviting all independent video game developers to submit their work to the museum's fourth annual SAAM Arcade. This program is part of the museum's ongoing commitment to the study and interpretation of video games as part of the national visual culture. We believe video games inspire interaction between players and creators and offer a compelling performance space, activated by artists and players alike. Our groundbreaking exhibition, The Art of Video Games (2012), was one of the first to explore the evolution of video games as an artistic medium. This year,... Continue reading
Posted Feb 7, 2018 at GAMESCENES
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I am delighted to share COLL.EO's latest project, Gross Domestic Product, consisting of twelve miniature sculptures (layouts) made of wood and resin. This series is part of COLLEO' s ongoing exploration of trashscapes, i.e. the aesthetics of garbage in contemporary society, which includes CARSCAPES (2017) and YOU'RE IN A WONDERFUL... Continue reading
Posted Feb 5, 2018 at MATTEO BITTANTI
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JUSTIN WATSON: PERMADEATH UTAH MUSEUM of CONTEMPORARY ART 20 S West Temple Salt Lake City UT 84101 801.328.4201 A-I-R SPACE: JAN 26 – MAR 3 2018 OPENING RECEPTION: JAN 26 | 7 – 9 PM Justin Watson’s PERMADEATH investigates virtual and real-life communities under the guise of a game exploring the social capital and exchanges of power that exist within these communities. Watson invited 30 artists to create a society, along with an artifact that represents it, to examine the artist’s limitations within such an expansive question. PERMADEATH is a game. The game is inclusive and membership is free. PERMADEATH... Continue reading
Posted Feb 3, 2018 at GAMESCENES
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A MAZE. is celebrating 10 years of playful media Over the years, A MAZE. has build a home for the international, independent artistic game movement. With the festivals and pop up events around the world A MAZE. has fundamentally influenced institutions, scenes and play culture and keeps up its work by celebrating and fostering authorship and artistic expression in games and virtual reality. A MAZE. / Berlin 2018 - 7th International Game and Playful Media Festival - takes place from April 25th to 29th 2018 Last Call for A MAZE. Awards 2018 Submission is open until February 4th 2018. Click... Continue reading
Posted Jan 28, 2018 at GAMESCENES
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Outlands' latest game is now available for Mac and PC. It is free and part of a collection of games called Data Mutations ("A conglomerate of interactive projects conceived during a two stage process held by individuals in Berlin and elsewhere. [..] an exercise on expression out of a collectively raised), conceived, produced, and released by AAA, a group of artists working mostly in Berlin. Outlands Games is a due comprising Tristan Neu and Gabriel Helfenstein. Their work explores utopias/dystopias and the impact of tech, labor and capitalism on society. Their previous titles, North, was selected for A.MAZE 2016. Data... Continue reading
Posted Jan 28, 2018 at GAMESCENES
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A journey of discovery into how a Canadian craftsman (David Bull) and an American designer (Jed Henry) with a father and son generation gap team up to revive the ancient art of Japanese woodblock prints by juxtaposing traditional art with pop culture icons: video game heroes such as Super Mario and Pokémon. Ukiyo-e: The traditional art form known worldwide as the “Face of Japan” has over several hundred years inspired Van Gogh, Monet and Picasso to create their masterpieces. Today, there are less than 10 remaining craftsmen in Japan. LINK: Art of the Game Continue reading
Posted Jan 28, 2018 at GAMESCENES
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Trevor Raab, Interdimensionally, 2015. The stars are aligned: all the signs are pointing to 2018 as the tipping point for in-game photography, that is, for the transitioning of this practice from the (relative) underground to a more institutionalized context. Below are some of the key factors that are contributing to this phenomenon: Commercial efforts to incorporate in-game photography into the gameplay by dramatically expanding the tools available to the players are increasing. In this regard, nVidia is the clear market leader (see The Instagrammification of Gaming for more details). Moreover, photo modes are becoming more versatile, flexible, and powerful. Consider,... Continue reading
Posted Jan 19, 2018 at GAMESCENES
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Let's face it: with a slightly different conceptual framing, a White Cube context, and an enigmatic, cryptic, inaccessible artist statement, this could have become the Game Art equivalent of Douglas Gordon's 24 Hour Psycho (1993). Instead, it's just a missed opportunity. What if we could watch a game of Super Mario Bros. slowed down to, say, 380,000 frames per second and played it on an old TV? YouTubers The Slow Mo Guys did just that. Gavin Free and Dan Gruchy’s YouTube channel is all about using an expensive camera to slow things way, way down. (Matthew Gault, Motherboard). LINK: The... Continue reading
Posted Jan 18, 2018 at GAMESCENES
Tag: Proposals on Queer Play and the Ways Forward February 2 – August 12, 2018 Institute of Contemporary Art University of Philadelphia 118 S. 36th Street, Philadelphia, PA 19104 Robert Yang, Radiator 2 (still), 2017, video game. Courtesy of the artist. More info here. Organized by guest curator and artist Nayland Blake, Tag: Proposals On Queer Play and the Ways Forward explores how the expanding influence of digital and online technologies, fandom subcultures, and artistic discourse has created new possibilities for queer identification, changing how personal roles and forms of expressions are defined in contemporary society. Based on the premise... Continue reading
Posted Jan 18, 2018 at GAMESCENES
Not Normal Scritto e diretto da Matt MacDonald Stati Uniti, 2017 Lingua: inglese 11' 38" minuti, colore Doppiaggio e voice over: Jon Bailey, Anthony Falleroni, Matt MacDonald, Tamar Meyouhas e Paige Williams. Colonna sonora originale: Simon Stevens Mixaggio sonoro: Eric Marks Montaggio, effetti sonori e sound design: Matt MacDonald Nel... Continue reading
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Photo modes are quickly becoming the most advanced feature of most video games. Aside from nVidia recent announcement about the instagrammification of gaming, Sony has now revealed Shadow of the Colossus' photo mode which will surely spawn a new kind of fantasy tourism. The upcoming PS4 remake will include, among other things, a versatile photo mode equipped with filters, color balancing, midtones and highlights, vignette, depth of field ranges and much more. As Mark Skelton, Art Director, Bluepoint Games explains The thing that makes Photo Mode stand out is its power and flexibility. It’s an entire photo adjustment suite built... Continue reading
Posted Jan 16, 2018 at GAMESCENES
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Martin Pleure Scritto e diretto da Jonathan Vinel Francia, 2017 Lingua: francese 16 minuti, colore Paul Hamy (Voce di Martin) Clémence Diard (Narratore) Sarah-Megan Allouch (Voce di Louna) Nel suo affascinante studio Ex-Cinema. From a Theory of Experimental Film and Video, Akira Mizuta Lippit (2012) sviluppa una teoria del cinema... Continue reading
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Written, directed and edited by Matt MacDonald, Not Normal is one of the most sophisticated and polished GTA V machinima of the year. A story of obsession and alienation with a twist, Not Normal is a (relatively) large machinima production featuring an original soundtrack by Simon Stevens and sound design by Eric Marks. The production process is illustrated in a compelling "behind the scenes" video, which also functions as a high level tutorial for making machinima: Created with Grand Theft Auto V, the machinima was shot in anamorphic 21:9 and subsequently edited in Adobe Premiere Pro CC 2017. MacDonald used... Continue reading
Posted Jan 14, 2018 at GAMESCENES
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Yuliya Kozhemyako and Margarita Skomorokh are currently working on Overseas Digital, collection of short art games. "Each game is a completely independent world with its own rules and its own kind of weirdness. Nevertheless, all worlds are joined together by a common interface — a mysterious place resembling a spaceship." The games are inspired by avant-garde aesthetics, including Max Ernst’s art and fiction, like Borges’s narratives. As Yuliya writes, The episodes of Overseas are like digital poems. There are no goals and no story in the usual sense, but at some deep level all worlds are interconnected and express the... Continue reading
Posted Jan 14, 2018 at GAMESCENES
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Yuliya Kozhemyako (Supr) is organizing an Unreal Engine 4 Game Jam. These are the rules; * create a game using Unreal Engine 4 for any platforms Windows and web is preferable; * use only engine content and engine tools; * can’t use other programs like 3d editors, audio editors, anyThingElsE editors or plugins Submission open from January 19th to March 4th 2018 Discord server for #UEJAM: https://discord.gg/2Xs66yD LINK: Unreal 4 Jam Continue reading
Posted Jan 14, 2018 at GAMESCENES
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I know, instagrammification is a terrible neologism, but bear with me for a sec. At CES 2018, nVidia introduced a feature called NVIDIA Freestyle for its GeForce Experience that basically adds instagram-like functionality to gaming practices, with obvious implications for both game photography and machinima. Specifically, right from the in-game overlay, gamers can apply post-processing filters on games during a match, tweaking color or saturation and apply dramatic post-process filters. At launch, nVidia is introducing a total of 15 filters with 38 different settings (some filters have multiple settings), including black & white, sepia, vignette, retro and many more. At... Continue reading
Posted Jan 9, 2018 at GAMESCENES
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Su LINK magazine si parla dell'ascesa di Minecraft, il secondo videogioco più venduto di tutti i tempi, come genere post-televisiso. L'articolo fa parte della serie "estetiche dei new media". LINK: Stasera mi guardo Minecraft Continue reading
Posted Jan 8, 2018 at LUDOLOGICA
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LINK magazine has just published my latest article in the ongoing "new media aesthetics" series. It describes the irresistible ascent of Minecraft videos and presents a taxonomy of the main genres. Text encrypted in Italian. LINK: Watching Minecraft Continue reading
Posted Jan 8, 2018 at MATTEO BITTANTI