David Blandy will be showing two films, Androids Dream (2022) & How to Fly (2020), alongside his collaborative world-building

game Gathering Storm (2022).

In Androids Dream (2022), Blandy deconstructs the cyberpunk aesthetic first prototyped by Gibson’s Neuromancer (1984) and Scott’s Blade Runner (1982), and which has continued to be repeated and become ever more ossified. Formed of multiple simulacra, the work involves Unreal Engine assets, uses Kojima’s Snatcher - itself a replay of Blade Runner in videogame form - and even deploys an algorithmic mimesis of the artist's own voice. Breaking down the aesthetic form, the film in turn breaks down, repeats, refracts, and goes into reverse. Commissioned by Petra Szemán for On Animatics for Saturday Morning Animation Club.

 

How to Fly (2020) was commissioned by John Hansard Gallery, Southampton as part of their video programme in the midst of the coronavirus pandemic to reflect on uncertain times. The film, made inside the Grand Theft Auto 5 game engine, shows the audience How to Fly obliquely references the present moment, while also pointing to new potentials. This piece builds on a series which uses the form of online video tutorials to explore ideas around patterns in nature and existence. Each of them begins with Blandy giving a step-by-step tutorial explaining how to make a short video about a specific subject, only using the tools available via a computer – through the Internet and video editing software to video games. Commissioned by John Hansard Gallery, Southampton.

 

Gathering Storm (2022) is a collaborative world-building game made by Blandy, developed from his research around food, agriculture and colonial histories using voice, writing and drawing to imagine new worlds and societal systems collaboratively. Creating communities together through collaborative map-making and story-telling. Participants consider how, through contemporary art and gaming, we can explore questions of colonial histories and anti-colonial futures. Created whilst Blandy was a UK associate for Delfina Foundation’s The Politics of Food programme, Season Five.

David Blandy Bio

David Blandy (1976, UK, Lives & works in Brighton) makes work that slips between performance and video, digital and analogue, investigating the stories and cultural forces that inform and influence our lives. Collaboration is central to his practice, examining communal and personal heritage and interdependence. With research spanning multiple forms of archive, from fandoms to the archive of the body, historic texts to academic libraries, archaeology and ecological theory, twitch streams and film archives, Blandy weaves poetic works that explore the complexities of the contemporary subject.

 

He is represented by Seventeen Gallery, London.

His films are distributed by LUX, London.


www.davidblandy.co.uk

Instagram: @david_blandy_ 

Listen to a recent podcast for The Couch / Future Artefacts. David Blandy is in conversation with Nina Davies and Niamh Schmidtke, together they talk about subjects such as online MMORPG’s to table-top role-play, discussing the rules that allow these games to exist by defining a space for worldbuilding or escape, parameters to enter and leave worlds, and to destroy them. Click the QR code to listen.

Gathering Storm (2022) is a collaborative world-building game by David Blandy, developed at Delfina Foundation, London as part of The Politics of Food programme, Season Five, supported by Gaia Art Foundation.

Your planet was occupied by an alien force, who brought their customs, rules and an alien fruit. After years of resistance, the occupation has ended, but they’ve left behind this fruit, and everyone holds a secret from those difficult times.

The game guides the players through adding elements to a map, imagining a postcolonial sci-fi world, and then giving a set of characters to inhabit this space through a streamlined standard card-based system. Through a series of prompts, players come to terms with hidden histories and present injustices. No previous experience of tabletop gaming is necessary to play.  

Players 1-6

Duration One1-2-hour session

Requires Paper, pens, a standard deck of cards and a coin. 

The game is a completely self-contained GM-less game that teaches the players the rules as they play. Characters are assigned from the face cards, secrets are assigned through the hearts and jokers. The rest of the card deck is used as the oracle, giving prompts for events that happen to the community.

Blandy’s paternal grandfather was part of the Swynnerton Plan in the 1950s, a British Government scheme to gain favour with the black middle class in Kenya, a form of social engineering through agriculture, with the aim of creating an African middle class.

His grandfather taught local farmers how to grow cash crops such as pineapples and green beans, developing very sour pineapples that were suitable for preservation in syrup, for canning and export. David’s grandfather always regretted both the imposition of cash crops and also the introduction of the use of the pesticide DDT. The scheme was a symptom of a wider culture of violent control, as Britain fought to hold onto colonial rule.