2-6: HETEROTOPIAS IN SEQUENCE

Each of the rooms of my gallery simulation are designed in isolation. In a sense, they are wholly individual ‘worlds’, connected only through the game’s mechanics — passing through a ‘door’ will bring the viewer to another, randomly selected room, with no repeats occurring until every room has been viewed at least once. Each iteration… Continue reading 2-6: HETEROTOPIAS IN SEQUENCE

2-4: DIGITAL HETEROTOPIAS

RE-CREATION / MODIFICATION The next stage of my project began with the creation of a 3D model of a single-storey gallery building. Void of any contents, patrons or other components related to the gallery experience, it was intended as a purely ‘physical’ means to an end for virtually simulating the rules of a ‘white cube’… Continue reading 2-4: DIGITAL HETEROTOPIAS

2-3: EMBRACE OF SEPARATION

I began my visual experimentation process by constructing a simple 3D environment in Unity; white forms against an impossible sky, in a composition vaguely resembling a series of rooms. A viewer or ‘player’ is able to move through the rooms and observe them from a first-person perspective; each contains different objects, ranging from simple shapes… Continue reading 2-3: EMBRACE OF SEPARATION

2-2: BETWEEN ART AND SPACE

Larry Bell, 'Untitled' (1972)

BETWEEN ART AND SPACE Six transparent glass panels, held together by a reflective stainless steel border, sat under heavy light atop a pedestal in a white-walled, laminate-floored room in a campus gallery building at the University of California Irvine. In the September of 2018 I spent eight hours with the glass cube; an untitled 1972… Continue reading 2-2: BETWEEN ART AND SPACE