blog.dfyb justin pierce
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Artist Statement —


I take issue anytime someone pushes a limited definition of art proclaiming the use of certain mediums is “not [high] art.” While the quality of the artwork is always up for debate, I have a very open view of what can be considered art — though I don’t create my art to express this message, as I’d prefer to do so in written debate.

The Digital Wind Chime exercises a freedom from the conventional materials typically associated with wind chimes. I integrated digital components to enhance the function of the device and to shape the environment it is placed in. The wind chime is given emotion, expressed through sounds emitted when the environment around it changes.

When presenting my work, I’d prefer to say/write as little as possible — specifically, I’d like to present as little as necessary for them to properly interact with the work. I sensed those I worked with at the DMA wanted more explaining the link of my work to the exhibitor’s theme of “Materials and Meanings,” so I threw together a few inflated sentences to satisfy what I felt were their expectations. Though I wouldn’t say I lied about my work–what I wrote is true–it doesn’t represent the reasoning behind me making the work. I created The Digital Wind Chime because it was a fun, novel idea that I thought people could enjoy playing with. In actuality, the materials used were chosen more for their functional value and aesthetics than for the meaning behind those materials.

I work with electronic formats because they make the creation of interactive work much more accessible to me as an artist. Two-way interaction between the work and the participant can grab a person’s interest in ways static art cannot. While all my works aren’t necessarily games, I always have the idea of ‘game’ in the back of my head. I want my work to be fun — I enjoy when those interacting with my work have a smile on their face. When making games, I’m also often interested in the idea of stimulating sport and competition in a fantastic environment through multiplayer — tapping into ‘the art of war’ or the art of sport. Designing a multiplayer experience lets me mold the interaction between the participants and each other — through gameplay mechanics and smart level design (along with everything else it takes to create a game), I can facilitate and funnel the participants into experiencing a variety of engrossing scenarios and situational encounters. By pitting humans against humans, it forces the participants to continually adapt and improve their use of the tools in order to find success.

It is my job as a game designer to create tools flexible and balanced enough to warrant the participants develop a mastery — and for the game experience to embody a variety of eternally living concepts like competition, camaraderie, and strategy. I find game design to be more challenging and stimulating than any other art form.

Digital Wind Chime @ DMA —

Current work —

Online multiplayer game

Other work –
 

 

 

 

 

 

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