GameBeing is an audiovisual experience in which material physicality and spatial expression are being combined through the lens of digital play.
Central to the work is a Nintendo GameBoy Advance; which not only represents a traditional interface for technology-centred play, but acts as one of the driving forces which generates the audio and disrupts the visuals in response. Motion is sensed from the audience via a webcam which uses movement to generate visuals through an algorithm built in TouchDesigner. The same movement captured by the webcam also manipulates the sound in direct response to the motion of each audience member.
GameBeing seeks to create a hybrid of procedurally-generated story and play with motion-controlled physical and spatial expression from an audience, developing an audiovisual narrative encapsulating both material technology and physical movement within a space – transcending the limits of play typically imposed by the use of traditional video game equipment.
GameBeing is a collaboration between myself and my friend Sabrina of Knifedge Visuals. We wanted to create an audiovisual experience which reacts to user motion, using this data to alter the sound and visuals. My main focus was on writing the music whilst Sabrina's was on designing and programming the visuals.
I wrote a handful of tracks which react to motion controls in various ways. In some tracks the user is able to control the volume of different parts by raising their hands. In others, the position of their hands is used to control the pitch of a part, allowing them to improvise using their body.
✨ GameBeing was featured at: ADA Symposium and 121 Festival