Wong and Crowe say their strength lies in software development, and in experimenting with new technological tools that will enable artists to diversify or test new ways their work can be experienced. In the case of Lu’s work, the artist designs their avatars and environments, “and then we will program the interactions and the scenes, take all the assets that Lu Yang provides, and put them together”, Crowne explains. In another work, the artist combined a series of traditional and cultural references, ranging from Buddhist and Hindu cosmologies to anime and gaming subcultures, as well as neuroscience and biology, to create the video game The Great Adventure of the Material World (2018). This formed part of the Yang’s massive installation resembling an arcade hall, which is on view at Worldbuilding, Gaming and Art in the Digital Age in Düsseldorf, alongside Rahal and Cheng’s…
What’s the link between art and video games? Breaking down the unexpected connection you can’t unsee once you know about it
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