Abstract
I use emerging technologies to address themes of mortality, spirituality, sacredness, haunting, and love. My tools are video game engines, abandoned game worlds, web sites, 3D modeling, motion capture, animation, video, audio, virtual and augmented reality, drumming, and performance.In a time when we are as likely to inherit and bequeath mass amounts of data as we are other material objects, can data and technological heirlooms be imbued with the essence of the bequeather? Can man-made mass-produced objects, data, machines, and other technological devices be sacralized? What digital heirlooms will we leave behind? Why wait to haunt until we die, when it’s too late?
I work with immaterial, ephemeral, and re-usable materials—light, sound, video, virtual and augmented reality, video games, websites, and other things I can reuse, reconfigure, or recycle—to address concerns about material waste, advancing technology, organized religion, mortality, and obsolescence. I often employ satire, humor, absurdity, and irreverence as critical tools. I embrace the visual language of my pop-cultural upbringing during the information age and the trans-meta-material-extra-reality it has spawned.
I resist the making of discreet, worshippable objects. I am more invested in creating unexpected experiences and exploring new modes of being. My work incorporates installation, performance, and non-corporeal, sometimes invisible, objects, situations, happenings, and potentialities.My practice often manifests in opposition to institutions, belief systems, and cultural phenomena, like religion, sports, and toxic masculinity. I push back against these structures by creating alternate realities, causing a reduction in power for abusive constructs.