Across workshops, collaboration, and mentorship the fourteen SPUR residents explore the boundaries of their digital practice through a pseudo identity. In the culmination of this period of research and exchange, SPUR.WORLD employs the avatars’ speculative look in forming digital identity and environment.
Consisting of fourteen virtual worlds, the online exhibition represents the subconscious domain of the residents' custom avatars. Working within themes and representations of mysticism, ritual, and the natural world, the collective utilises game engine technology to form complex yet cohesive narratives.
Housed within SPUR.BOT, a software derived creature with tentacles expanding throughout the network, the exhibition expands from its unearthly central hub. Nebulous and unbound the viewer navigates the space by interacting with a series of avatar generated icons. The access points to new worlds, the selected icon teleports the viewer to a plane of the avatar’s subconscious.
Developed in Unity, a cross-platform 3D game engine, each world is constructed as a three-dimensional interactive environment. Building from traditional methods of Live Action Role Play (Larp) and Real Game Play (RGP) concept by Omsk Social Club, the exhibition unfolds as the viewer moves through its varied realms. A series of hybrid worlds layered with audio, text, and video works SPUR.WORLD envelopes its viewer within a series of artist-generated landscapes, fueling the instinctual desire for escapism, play, and a brief moment outside of our physical selves.