Art is DOOMed: The Spawning of Game Art
Shiralee Saul & Helen Stuckey

1. According to Doom's initial design document, WAD stands for 'Where's All the Data?'. (Wikipedia)

2. A ‘mod’ is a software modification to alter a computer game's appearance or play which is made by a player rather than by the original game creator. Mods can include new items, weapons, characters, enemies, models, modes, textures, levels, story lines and game modes.

3. Reference is to Baedeker Worldwide Travel Guides

4. See Jay David Bolter & Richard Grusin (1998)

5. Second Life is the privately owned (partly) subscription based 3D virtual world that provides its users (residents) with tools to view and modify the world. The world is largely being built by its users who are able retain IP on their SL creations. It has no formal gameplay and is dependant on its community to provide and develop its entertainments.

6. 200 Gertrude St Gallery is a publicly funded organisation that is dedicated to exhibiting the works of emerging and experimental contemporary artists. Established over 20 years ago, it also auspices artists’ studios and a visiting artist program.

7. Apparently, some opening night audience members searched behind the Director’s ‘real’ desk to find the ‘real’ switch.

8. Machinima is possibly the best-known creative outcome of the exploitation of games’ real time environments. Rather than working with expensive camera equipment or spending months animating every element in costly 3d packages, Machinima creators act out their movie within a computer game using existing assets, or use the game engine technology to build unique characters and sets.

9. 'Griefers differ from typical players in that they do not play the game in order to achieve objectives defined by the game world. Instead, they seek to harass other players, causing grief.In particular, they play to make others cry, using tools such as stalking, hurling insults, extortion, forming gangs, electronic killing and looting. Viewed along the same line as n00bs, griefers also are thought of as an underclass of lesser-known undesirables.' (Wikipedia)

10. First Person Shooter (FPS) a genre made popular by Doom and Quake in which the player’s point-of-view is that of the camera. Maligned by opponents to videogames as ‘murder-simultors’.


Baumgaertel, Tilman  (2001) /  'Interview with Jodi' / / May 19

Bolter, Jay David & Grusin, Richard (1998) Remediation: Understanding New Media /Cambridge: MIT Press

Cannon, Rebecca (2003) / 'Introduction to Game Art’ / Playthings Conference / October

Cannon, Rebecca (2006) 'Meltdown’ / Journal of Media Practice Volume 7, No 1.

Craig, Kathleen (2006) 'Dead in Iraq: It’s no Game' / Wired News / 7th June

Oliver, Julian (2005) / 'Adventures in the Second Person'  SelectParks posting August 10

Schaffer, Kay (1999) / 'The Contested Zone: Cybernetics, Feminism and Representation' in O'Farrell and Valone (eds) / Virtual Gender / Michigan: University of Michigan Press

Helen Stuckey
is curator of the Games Lab at the Australian Centre for the Moving Image, a space dedicated to addressing the significant contribution to screen culture of video and computer games. She was the inaugural Interactive Screen Arts (ISA) Program Manager for the Digital Media Fund, Film Victoria. She has curated several major new media exhibitions including Experimenta House of Tomorrow with Shiralee Saul and Liz Hughes (2004) and Altered States for Interact Multimedia Festival with Shiralee Saul (1997).

Shiralee Saul is a freelance media curator and writer.  She is currently curating ‘Arcadia; The Golden Age of Video Games’ for ACMI Games Lab.