Main Page: Difference between revisions
No edit summary |
No edit summary |
||
| Line 3: | Line 3: | ||
[[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 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. | ||
Revision as of 11:08, 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 and 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 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.