The Victoria and Albert Museum was having
two computer-related exhibitions. Images follow:
cc-by-sa on
everything.
The first was
Chance and Control: Art in the Age of Computers,
which was mostly early computer art from the 1960s and 1970s. Of
particular relevance was
Cybernetic Serendipity,
a show at the ICA in 1968; the V&A bought many of the static pieces
when that show closed.
Manfred Mohr's P-122, P-155, P-049 and P-021, exploring shapes
derived from the cube.
Andy Lomas' Cellular Form 170070025 based on a cell growth simulator.
Rather more recent, Mark Wilson's e4708, with a surprising depth to it.
Then it was on to
Videogames: Design/Play/Disrupt,
which was largely about the design process, but (given that it's the
V&A) on an entirely non-technical level. It was definitely aimed more
at artists than at people who knew anything about video games (with a
certain defensive "video games can be art too" feel about it which
everyone else accepted at least ten years ago). That said, it did a
good job of presenting the artistic side.
Storyboard for Journey
Avatar clothing, and merchandising, for
Splatoon.
Surprisingly physical design tools (they were very reluctant to show
anything like computer-based design).
The overall layout of the main room, with mesh screens dividing the
areas.
The exhibition continued with a small display on political
implications (very basic, and mostly mentioning the good stuff rather
than the endless stream of "blow away non-white people" shooters), and
a large screen with a loop of various things inspired by games (fan
art, massive organisations within games that arose spontaneously
rather than being enforced by the code, etc.).
A driving simulator based on an actual wrecked car.
And of course the inevitable post-display shop.
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