Abstract by Simon Jon Andreasen
As an audience, we love to be immersed in the universes of TV series’, whether they take place in a colorful and complex fantasy world as the one that unfolds in Game of Thrones, a relentlessly hard-hitting Italy as Gomorrah or in Twin Peaks‘ endless dream world. The impact of these worlds can have such a power that they stay with us long after the narratives end. One could even argue that the longer the narrative and complexity of television series is, the greater the significance the universe can be. In computer games, this becomes particularly apparent. In the games’ interactive fictions, action is deeply dependent on players’ choices while the character exists as a kind of avatar-like extension of the player. The importance of the world in computer games is so great that it has given name to the open world genre which contains some of the most popular games like Red Dead Redemption and Assassin’s Creed. The production of worlds is thus not limited to the narrative, but is present in every work produced, the stage of which, as in a theater, makes itself available for action across and across media and formats.
But how do you create a universe? In this presentation, Simon Jon Andreasen talks about his artistic development’s work at the National Filmschool of Denmark. A work that takes place in collaboration with Jakob Wille at the Royal Academy, set designer Sigi Oli Palmason and author Cecilie Eken. In the presentation, Simon introduces Universe Devising, which is a new development model for creating the fictional universes of the future through the use of the games’ digital world building and devising / improvisation techniques from the performing arts.
> Tuesday, June 29th, 15:45 – 16:45h > Programm