SwanQuakeis a unique project involving the ongoing making of an interactive artwork comprising 3-D computer graphic environments and motion-capture driven characters created from a variety of materials and methods by an interdisciplinary team gathered together and led by artists Gibson/Martelli. Using a modified dresser the viewer navigates freely throughout the 3D computer graphic environments.

The spaces are comprised of both exterior and interior landscapes, each thematically, visually & sonically distinct where users can interact with avatars to create new performances / performance spaces. SwanQuake is a surreal semi-abstract inhabited world, home to a series of potential encounters. These may be theatrical and dreamlike, sometimes uncanny perhaps even frightening, at times quotidian and familiar.

It's these interactions that inspire curiosity, wonder and the desire to continue looking and sensing. However, despite the title 'mashup' of computer game Quake and traditional ballet Swan Lake, there are no targets, health points, wins or dying swans here......

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Currently SwanQuake:House is touring as part of the Watch-Me-Move exhibition.

Watch-Me-Move Reviews:
Time Out “An astonishing success.."

The Independent “A giant survey...” 

Art Review “Expansive, time consuming but engrossing...” 

SwanQuake Reviews:
Rob Meyers on Furtherfield

EDGE review here

SwanQuake on the Guardian Games blog

Cynthia Beth Rubin on SIGGRAPH Arts Review
- "If the medium is the message, what happens when a work combines media which are so different in their histories that they represent different ways of engaging audiences, and by extension, different ways of thinking and communicating?"

Statement on SwanQuake:House by David Surman

See images and video here

Interview with Gibson / Martelli here

Last update: 12 March 2015

The User Manual opens the SwanQuake project up to discursive reflection and expansion through its selection of articles and essays. In the first section, the User Manual takes you through some of the processes of making SwanQuake including sound composition, choreography and computer animation work. Also in section one is a modicum of do-it-yourself instructions and two views on igloo's work in relation to the wider field of digital arts practice and culture.

In the second section, the User Manual broadens the scope of the discussion to include the ontology of game art, analysis of perspective in 3-D spaces, 'uncanny' realism and collisions between game artistry and commerce.

ISBN Number: 978-1-84102-172-0
Authors: Scott deLahunta (editor)
Johannes Birringer, Helen Stuckey
Shiralee Saul, Bruno Martelli, Ruth Gibson, John McCormick, Katharine Neil, Alex Jevremovic, Adam Nash, Helen Sloan,
Stephen Turk, Marco Gillies,
Harry Brenton & David Surman.
Published by:
Liquid Press/ i-DAT (Plymouth University).

Book contents here

Read a book review on Furtherfield by Rob Myers
- 'The essays contained in the user manual provide a cultural, historical and technological context for SwanQuake. igloo's work is an excellent example of the adaptation of game systems to fine art and this means that the essays also serve as an informative (and very well referenced) entry point for current debates around 'game art''

User Manual Leonardo Review here

Download Press Release here

Available from Amazon.co.uk here


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