EVAQWEST (2007-)

Outrun (2007)

EVAQWEST (2006)

The animation follows a walk around the block. The environment is described with limited means; using the pixel as the basic building block, restricting the palette to three colours, and accentuating the artificial, mesmerizing quality through a continuous loop.

It makes strong references to early 1980’s 2D computer games; mazes, routes, maps, platforms from games such as Dig Dug, Defender, Mario, and Donkey Kong, and more currently to the application of virtual maps on the Smart Bomb during the Gulf War.

A mental map is quickly built up through partial exposure to the overall environment during the animation, as we do playing a computer game, watching a film, or through real life, and this is reinforced through repetition. Lack of visual markers along the way lead to the breakdown of the feeling of motion, and the similarity of elements in the abstracted landscape confound the viewers sense of position at a given moment.

Work explores the relationships between the physical world, memory, and digitally presented information.

Bluescroll (2009)