Multimedia

1998

This French CD-ROM is an absurd lampoon of arcade games like Mortal Kombat. Borderland is an interactive fighting game that assaults our expectations and challenges us to choose who to fight and in what context. Borderland is a multimedia project that speaks about video games and the influence of computers in peoples lives.

2016
Kent Lambert Videoworks: Volume 1

VDB is proud to present Kent Lambert Videoworks: Volume 1. Lambert is a Chicago-based musician and media artist. His creative output primarily consists of vocal driven art-pop music and pop-inflected video art made from repurposed industrial and commercial media. This comprehensive collection of his works reflect, critique and ultimately transcend American zeitgeists and Lambert's own consumption within them.

2001
Ben Knapp and Andy Diaz Hope: An Interview

The interstice of art and technology has proved to one of the most generative locations in contemporary transdisciplinarity. As media of all kinds become more electronically integrated and digitized across multiple platforms, current technologies approach a condition of complete imbrication with art practices, and vice versa. Ben Knapp and Andy Diaz Hope have been at the forefront of these techno-aesthetic interactions, and their career experience as hard-science engineers brings a level of practical competence to this interview that is truly enlightening.

2015
Marisa Olson: An Interview

Growing up in the early computer age, around machines like the Commodore 64, had a formative effect on Marisa Olson and her subsequent artistic career. Now operating across a diverse spectrum of media including video, performance, and even the internet itself, she creates work that simultaneously comments upon and instrumentalizes the potential of digital machines as well as the global networks they’re linked to. However, her work is not circumscribed within the boundaries of these systems’ technical specificity.

2003
Kent Lambert "Security Anthem"

Security Anthem’s requisite components came together relatively slowly. I’d known for years that I wanted to make something out of the Oto speakers’ most sinister, suggestive sentences. I’d taught myself to program music on a Game Boy using a cartridge I’d bought from a Swedish programmer, and I composed a sequence of ominous music that seemed well-matched to the speakers. I’d recorded John Ashcroft singing his self-penned song “Let the Eagle Soar” through a media player window, and I knew that it somehow belonged with the speakers and the 8-bit music.

2018
Filipa César and Louis Henderson; Sunstone

Sunstone tracks Fresnel lenses from their site of production to their exhibition in a museum of lighthouses and navigational devices. It also examines the diverse social contexts in which optics are implicated, contrasting the system of triangular trade that followed the first European arrivals in the ‘New World’ with the political potential seen in Op art in post-revolutionary Cuba.

2018
The Seven Wonders of the World, Donnigan Cumming

A compilation of too-close observation, animation, and stolen momenets, The Seven Wonders of the World adds an eighth: survival at the edge of the known universe - bare-plus life. 

Combining shaky close-ups and stop-frame animations, the video examines people living at the margins of the society, struggling to survive.

In order of appearance: Raymond Beaudoin, Beverly Murray, Ralph Monk, Pauline Mellor, Robert Smith.

2010
Ryan Trecartin: An Interview

In this interview, Los Angeles-based artist and filmmaker Ryan Trecartin (b. 1981) discusses his personal interests and motivations, as well as the larger cultural and philosophical concerns that shape his videos and their reception. Trecartin is known for his construction of non-linear narratives, campy costumes, and excessively visceral characters and environments. One of the most compelling aspects of this interview is his insistence that language and its verbal articulation, rather than the visual, anchor his process. Trecartin identifies the influences of 1990s retro-rave culture, hip-hop videos, and editing software tools on his work. He notes that the accelerated disintegration of high and low culture has played a major part in his growth as an artist.

2017
Evan Meaney "+ + We Will Love You For Ever"

"This is an experimental virtual reality artwork, and while it offers opportunity for interaction, calling this a game goes too far. It is a disappointment simulator, a best-artist-ever-all-the-time artist simulator, a hospice simulator. The experience speaks to the art making process, impostor syndrome, decay, archives on the moon, and a persistent exile."

— Evan Meaney

*Please note ++ We Will Love You For Ever requires either HTC Vive or Oculus Rift to operate.