Guest: Peter Nelson | Participating Artist
15:00-15:40 Artist Talk
15:40-16:00 Participants playing AUTOSAVE: REDOUBT
16:00-16:30 Participants and Artist exchanging ideas
Counter-Strike, which debuted in 1999, is a first-person shooter game portraying the confrontation between terrorists and counter-strikes. The sensational shooting, the thrill of the tit-for-tat, the smoothness and balance of the game make it the best-selling FPS in the world.
AUTOSAVE: REDOUBT (by Peter Nelson, Andrew Luk and Alexis Mailles) is a site-specific recreation of the WWII bunkers and tunnels of the Kowloon Peninsula, made as a playable map for Counter-Strike: Global Offensive. This project critiques the use of 3D computer game technology for virtual archaeology. We argue that such technologies should not be mistaken for realistic or neutral, but should be understood as simulations of military vision. By recreating a site from WWII within one of the world’s most popular first person shooter computer games, we suggest that the ideology of the shooter game is implied within the vision of the 3D navigable space.
In the creation of this project, these three artists combined their specialist skills from their individual art practices to form a unique collaborative process. They combined site specific and archival research, 3D modelling and game programming with a collaborative exchange from researchers from the Hong Kong University Faculty of Architecture. They developed specialized techniques to transfer accurate geographical information into a commercial computer game editor, and designed a customized light and sound environment that negotiated the historical context of the project with a spatial experience adapted especially to the interactive experience of the game itself.
In this presentation, Peter Nelson will discuss the technical process of making AUTOSAVE: REDOUBT and its historical context, and how the mediation of the historic site through the first-person shooter computer game formed a two-way commentary on the limits of representation for the game, and on how the game could comment on the site. This workshop will be held inside the exhibition space and participants will be invited to explore the artwork as the talk progresses.
About the Guest
PETER AC NELSON is an art historian, game scholar and visual artist working at the intersection of computer game and landscape studies. He is engaged in a prolonged consideration of the history of landscape images, how they are remediated by technological shifts, and how these shifts absorb and reflect changes in our relationships with the physical environment. He has exhibited his artworks widely, including projects with HanArt TZ Gallery (Hong Kong), The National Palace Museum (Taiwan), The Sichuan Fine Art Academy Museum (Chongqing) and the K11 Art Foundation (Hong Kong), and is also a regular contributor to the Philosophy of Computer Games Conference, DiGRA and Chinese DiGRA, of which he is a current board member.