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2084: A Space OdysseyGROUP | Unfold X, Culture Station Seoul 284 | Seoul, South Korea

How Do I Get There?
SOLO | MIRE Public Art Program | Geneva, Switzerland
38th Panorama of Brazilian Art:
A Thousand Degrees
GROUP | Museum of Modern Art of São Paulo | São Paulo, Brazil
Black Ancient Futures
GROUP | MAAT | Lisbon, Portugal
Terceiro Mundo: A Dimensão Descoberta
SOLO | Pinacoteca de São Paulo | São Paulo, Brazil
CIRCA PRIZE: Class Of 2024
GROUP | CIRCA | London, United Kingdom
Toy Section
GROUP | Hangar Y | Meudon, France

Continuity Flaws: Rumors Of A Leak
SOLO | TONO Festival, Laboratorio Arte Alameda | Mexico City, Mexico
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Third World: The Bottom Dimension
SOLO | Serpentine Galleries | London, United Kingdom
Continuity Flaws: The Loophole
SOLO | Outernet Arts, Outernet London | London, United Kingdom
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22


WORLDBUILDING: Gaming and Art in the Digital Age GROUP | Julia Stoschek Foundation | Düsseldorf, Germany

OMOIYARI: KEIKEN X GABRIEL MASSANDUO | The Photographers' Gallery | London, United Kingdom

WORLDBUILDING: Gaming and Art in the Digital Age

2022 | GROUP SHOW
Julia Stoschek Foundation | Düsseldorf, Germany

Curated by Hans Ulrich Obrist to celebrate the fifteenth anniversary of the JULIA STOSCHEK COLLECTION, the group exhibition WORLDBUILDING: Gaming and Art in the Digital Age opens in Düsseldorf.

WORLDBUILDING examines the relationship between gaming and time-based media art with a journey through various ways in which artists have interacted with video games and made them into an art form. In the words of the curator Hans Ulrich Obrist: “In 2021 2.8 billion people—almost a third of the world’s population—played video games, making a niche pastime into the biggest mass phenomenon of our time. Many people spend hours every day in a parallel world and live a multitude of different lives. Video games are to the twenty-first century what movies were to the twentieth century and novels to the nineteenth century.”

The aesthetics of games entered artistic practice decades ago, when artists began to integrate, modify, and subvert the visual language of video games to address issues of our existence within virtual worlds. Some artists have also brought to light a critique of games from within the system itself by highlighting discriminatory and stereotypical aspects of commercial and gaming logics. More recently, artists have begun to harness the mainstream power of gaming to communicate new forms of engagement that reach the massive audience of this borderless global industry. From single-channel video works to site-specific, immersive, and interactive environments, WORLDBUILDING encompasses over thirty artworks from the mid-1990s to the present. Works from the JULIA STOSCHEK COLLECTION—some of them especially adapted for the exhibition— will be joined by newly commissioned works. Including video, virtual reality (VR), artificial intelligence (AI), and game-based works, most of the works are interactive and openly invite visitors to immerse themselves in the multitude of alternative realities created by artists, spanning past, present, and future.”

Curatorship
Hans Ulrich Obrist


Third World: The Bottom Dimension

Interactive Multichannel Videogame Installation, Single-Player PC Game, 3D Animation, Digital Sculpting, color, sound.

“The work of Brazilian-born artist and digital free sculptor Gabriel Massan (b. 1996 in Rio de Janeiro; lives and works in Berlin) is shaped by dreams of free movement and a desire to decentralize. Dubbing their practice “fictional archaeology,” their work often features digital ecosystems built to house other voices or beings marked by marginalization or threatened by delimited potential.

The VR (virtual reality) experience Terraforming CIR (2022), the term Terraforming meaning “earth shaping” or “making an environment habitable,” developed by the digital collective Transmoderna, includes collaborative pieces by Massan, among others. Increasingly focused on bringing the performance of life into their work, Massan created hypnotically oscillating digital free sculptures to inhabit Terraforming’s digital-organic world, forms imbued with sensation, feeling, and experience and shaped through interaction and play. These glassmorphic flowers, insects, mush (soft, wet, pulpy masses), rocks, totems, trees, and portals, inspired by the biomes, flora, and fauna of the Global South, materialize what Massan calls a “3D Third World Imagination.”

This continues through their work THIRD WORLD (2022– ongoing), developed with Arts Technologies at Serpentine Galleries and co-commissioned by the JULIA STOSCHEK COLLECTION, with collaborators including Castiel Vitorino Brasileiro, Novíssimo Edgar, Masako Hirano, LYZZA, Carlos Minozzi, and Alexandre Pina. WORLDBUILDING exhibits THIRD WORLD: THE BOTTOM DIMENSION (2022), evolving elements of this work: a disorienting, multilevel, metaverseinspired game world spawned from lived experiences of immobility, inequality, unregulated environmental exploitation, and resource mismanagement within Black-Indigenous Latin America that instead aims to install a different mode of navigation and consciousness in the player untethered from the reverberating directives of colonialism. Generally embracing games as advanced technological mediums for communication and connection (with inspirations such as the 1990s cult anime Serial Experiments Lain), Massan asks how gaming might disturb rather than reproduce power relations, sensitively exploring their potential to subvert colonialist stratifications and structures, and help us shift our relationship and attention to the environment around us. What does it mean to outgrow a character and to shift into another way of being? Treating time and existence themselves as finite and transient, THIRD WORLD ushers a more expansive and connected wayfinding than the problematic “central protagonist” positionality, and empowers Black and Indigenous peoples by resurfacing knowledge made distant.”
Written by Tamar Clarke-Brown for the ‘ WORLDBUILDING: Gaming and Art in the Digital Age booklet.


THIRD WORLD: THE BOTTOM DIMENSION
by Gabriel Massan

Lead Artist, Creative Director, 3D Sculptor, Concept
Gabriel Massan

Featured Artists
Castiel Vitorino Brasileiro
Novíssimo Edgar
LYZZA

Sound Design
LYZZA

Unreal Development
Alexandre Pina
Marchino Manga
Ralph McCoy

Capture Mode Development and Unreal Consultant
Iraj Montasham

Animation, Cinematography and Film VFX
Carlos Minozzi

Additional Cinematography
Alexandre PinaGraphic

UI Design
Masako Hirano
Writing and Narrative Design Support
Sweet Baby Inc

Translator
Adriana Francisco

Translation Support
Manuela Cochat

Mastering Engineer
Rainy Miller

QA Testing
Keiran Cooper

Curator
Tamar Clarke-Brown

Producer
Róisín McVeigh

Game Commissioned
in Association with Julia Stoschek