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CAVE EXITS - preview
In video games, there is the concept of a dungeon that generates itself: an endlessly mutating death labyrinth. Cave Exits sets this living structure inside a 4-channel video cube. Recalling the way we interact with online media – clicking, zooming, scrolling – it turns the visual archetype of the labyrinth into a circuit board for lost, anxious feelings. From a simple shift in perspective (moving from within the constricted maze-paths to a vantage high above the spatial coil) the claustrophobic corridors become a dazzling pattern of complex artistry. Viewers are unable to process all incoming information in a single sitting, having to choose between screens if they want to sate their curiosity and learn more about the shifting structure. Unlike choosing between branches in an interactive narrative where the peripheral is an explicit set of controls, here the peripheral will be the human neck and eyes, allowing for expression beyond mere hardware. A multimedia project by Peter Burr Written and Co-Designed by Porpentine Music by John Also Bennett Additional animation and interactive design by Brandon Blommaert, Mike Heavers, and Brenna Murphy
In video games, there is the concept of a dungeon that generates itself: an endlessly mutating death labyrinth. Cave Exits sets this living structure inside a 4-channel video cube. Recalling the way we interact with online media – clicking, zooming, scrolling – it turns the visual archetype of the labyrinth into a circuit board for lost, anxious feelings. From a simple shift in perspective (moving from within the constricted maze-paths to a vantage high above the spatial coil) the claustrophobic corridors become a dazzling pattern of complex artistry. Viewers are unable to process all incoming information in a single sitting, having to choose between screens if they want to sate their curiosity and learn more about the shifting structure. Unlike choosing between branches in an interactive narrative where the peripheral is an explicit set of controls, here the peripheral will be the human neck and eyes, allowing for expression beyond mere hardware.
A multimedia project by Peter Burr Written and Co-Designed by Porpentine Music by John Also Bennett Additional animation and interactive design by Brandon Blommaert, Mike Heavers, and Brenna
@radicalhelmet
Peter Burr - Infinite Refill (ObjktOne Berlin 2025)
Double bill - Particles in Space, experimental animation + Peter Burr Retrospective, The Barbican, Saturday 3rd March
Peter Burr Creators 2013 https://creators.vice.com/en_us/article/vvza7y/see-peter-burrs-experiment-in-live-cinema-based-on-tarkovskys-istalkeri Game Scenes 2016 http://www.gamescenes.org/2016/09/game-art-peter-burrs-pattern-language-2016.html Electric Objects https://zine.electricobjects.com/interviews/peter-burr Art F City 2017 http://artfcity.com/2017/04/07/the-shape-of-indoor-space-an-interview-with-giphy-artist-peter-burr/
Peter Burr x Laura Brothers