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[[Pile of Bones]] (working title) is an [[artistic-research]] and [[video-game]] development project initiated in 2025. It is developed between Brussels and Maastricht within the Professional Doctorate in Arts + Creative at research center What Art Knows, Academy of Arts Maastricht, Zuyd University of Applied Sciences, and in the context of [[MERIAN]].  
[[Pile of Bones]] (working title) is an [[artistic-research]] and [[video-game]] development project initiated in 2025. It is developed between Brussels and Maastricht within the Professional Doctorate in Arts + Creative at research center What Art Knows, Academy of Arts Maastricht, Zuyd University of Applied Sciences, and in the context of [[MERIAN]].  


The project investigates how making a [[Play|playable]] [[dark-fantasy]] [[World-Building|world]] can become an artistic [[memory practice]] and and form of [[inheritance]] in relation to [[premodern]] [[Persianate]] [[Bestiary|bestiaries]]. It brings three [[Ecology of Practices|practices]] into contact: the [[World-Building|world-composing practices]] of ''[[Ajayeb al-makhlughat]]'', the compositional techniques of [[high dark fantasy]], and the [[Techne|technical operations]] of contemporary game-making. The bestiary provides the primary heritage anchor. Dark fantasy offers a contemporary interlocutor through which the pre-modern bestiary’s compositional acts as world-building are investigated. Game development provides the materials, tools, techniques, and conventions of the [[studio practice]]. The research approach consists in sustained immersion within this [[craft-intensive]] milieu, cultivating the [[practical intuition]] through which artistic decisions made.
The project investigates how making a [[Play|playable]] [[dark-fantasy]] [[World-Building|world]] can become an artistic [[memory practice]] and a form of [[inheritance]] in relation to [[premodern]] [[Persianate]] [[Bestiary|bestiaries]]. It brings three [[Ecology of Practices|practices]] into contact: the [[World-Building|world-composing practices]] of ''[[Ajayeb al-makhlughat]]'', the compositional techniques of [[high dark fantasy]], and the [[Techne|technical operations]] of contemporary game-making. The bestiary provides the primary heritage anchor. Dark fantasy offers a contemporary interlocutor through which the pre-modern compositional acts as world-building are investigated. Game development provides the materials, tools, techniques, and conventions of the [[studio practice]].
 
The project’s primary cultural site is the medieval bestiary, anchored in the thirteenth-century [[Ajayeb al-makhlughat|Ajayeb al-makhluqat wa-gharaib al-mawjudat]] (عجائب المخلوقات و غرائب الموجودات The Wonders of Creatures and the Marvels of Creation) by Zakariya ibn Muhammad ibn Mahmud al-Qazwini. Its broader historical focus encompasses the tenth to thirteenth centuries, with particular attention to [[Khorasan]], a historical region connecting the Iranian plateau with Central Asia.  Khorasan played a formative role in the emergence of New Persian literature and was a major center of scholarship and the development of Sufi traditions. Encompassing much of what is now northeastern Iran, southern Turkmenistan, and northern and western Afghanistan, Khorasan's major centers (Nishapur, Merv, Herat, and Balkh) participated in intellectual and commercial networks connecting [[Transoxiana]], the Iranian plateau, and the Indian subcontinent, giving the region a significance extending beyond its geographical boundaries. These literary and intellectual traditions form part of the researcher’s cultural inheritance through lifelong encounters with their texts and stories.

Latest revision as of 12:55, 30 September 2026

Welcome to the wiki of Sina Seifee's artistic research in the context of Professional Doctorate at What Art Knows (Academy of Arts Maastricht and Zuyd University of Applied Sciences).

Pile of Bones (working title) is an artistic-research and video-game development project initiated in 2025. It is developed between Brussels and Maastricht within the Professional Doctorate in Arts + Creative at research center What Art Knows, Academy of Arts Maastricht, Zuyd University of Applied Sciences, and in the context of MERIAN.

The project investigates how making a playable dark-fantasy world can become an artistic memory practice and a form of inheritance in relation to premodern Persianate bestiaries. It brings three practices into contact: the world-composing practices of Ajayeb al-makhlughat, the compositional techniques of high dark fantasy, and the technical operations of contemporary game-making. The bestiary provides the primary heritage anchor. Dark fantasy offers a contemporary interlocutor through which the pre-modern compositional acts as world-building are investigated. Game development provides the materials, tools, techniques, and conventions of the studio practice.

The project’s primary cultural site is the medieval bestiary, anchored in the thirteenth-century Ajayeb al-makhluqat wa-gharaib al-mawjudat (عجائب المخلوقات و غرائب الموجودات The Wonders of Creatures and the Marvels of Creation) by Zakariya ibn Muhammad ibn Mahmud al-Qazwini. Its broader historical focus encompasses the tenth to thirteenth centuries, with particular attention to Khorasan, a historical region connecting the Iranian plateau with Central Asia. Khorasan played a formative role in the emergence of New Persian literature and was a major center of scholarship and the development of Sufi traditions. Encompassing much of what is now northeastern Iran, southern Turkmenistan, and northern and western Afghanistan, Khorasan's major centers (Nishapur, Merv, Herat, and Balkh) participated in intellectual and commercial networks connecting Transoxiana, the Iranian plateau, and the Indian subcontinent, giving the region a significance extending beyond its geographical boundaries. These literary and intellectual traditions form part of the researcher’s cultural inheritance through lifelong encounters with their texts and stories.