A semester long investigation into the design and deployment of landscapes produced and accessed through game engines. Moving away from the problematic of the uncanny valley, the projects work as demos of coherent, fully immersive worlds that aim to project rather than simulate multiple realities. Formal operations that very recently were noted to reveal the project or an image as fictional are amplified and return as charged, hyper-realistic, relevant design strategies for the construction of a world to come. Perhaps the radical strategies of Land art, both formal and institutional, can be reoriginated within a completely new medium that is only now becoming self conscious.
Hochschule Düsseldorf, Peter Behrens School of Arts, 2018
Dust Machine (or how to document the Pompidou Centre) by Jannes Krühsel, Matthias Witt
Still Life Valley by Aisha Guions, Isabelle Miller