Professional Documents
Culture Documents
nazz lane
velazquez bonetto
metaverse art
2008-2010 Nr.2a
This e-book dedicated to
Giorgio Vasari
(30 July 1511 – 27 June 1574)
metaverse art 5
A publication of the
Artspace Diabolus Cybernetic Art Research Project (CARP) 2010
Metaverse snapshots:
Helfe Ihnen
Igor Ballyhoo
Josina Burgess
MillaMilla Noel
Tyrhel Byk
Alizarin Goldflake
Chrom Underwood
Velazquez Bonetto
josina burgess
nazz lane
velazquez bonetto
metaverse art
8 metaverse art
Contents
Dear Reader,
This book will give you an insight of the Phenom-
enon: ART IN THE METAVERSE. We will show you
many different examples of what is created here
and from many different creators as well. Many cre-
ators that work in this Metaverse were so kind to
express in this book what they think and how they
use this virtual world as a tool to express them-
selves in a total new way. Its hard to show all and
everything, there is a constant process of creating,
pioneering and experimenting going on, but we
have tried to give you a good idea about what is go-
ing on right now in the metaverse. Dont expect this
to be a list of artists with their creations, we give
a random view of what is made and created, what
is written and what is thought about this wonderful
new world, The Virtual World.
10 metaverse art
Josina Burgess
Nazz Lane
Velazquez Bonetto
metaverse art 11
amount of souls.
What is important could vary enormously in every
universe and evry being is one in it’s own. I reckon,
evolution is important, art as one it’s vehicles also.
In orden to get into this terms is of course escential
a planetary well being to begin with. Missions are to
follow and evrybody will their adecuate place in the
chain. One should be in such of state of mind that will
Artist
to create an emotional experience. Visual delight is
always a goal; other moods I commonly try to evoke
are peace, relaxation, wonder, a sense of mystery,
nostalgia. ArtWorld Market (Richard Minsky) ascribes
the reason my art works in this way to motor neurons
in his August 2008 review (http://minskyreport.com/
alizarin.htm). You can read a description of motor
neurons here: http://www.interdisciplines.org/mirror.
Basically, the idea is that when you see your avatar
having an experience, you experience the same thing
yourself.
Emmons
I have gotten a nice response thus far to my SL sculp-
tures. My photography has done well also. Don’t know
that any of my pieces could be called particularly sig-
Artist nificant, however.
I do both.
Artist
Either or, depends on what the project is.
I import my broadcast and voice.
Artist
the moment, and those can still be an outlet for cre-
ative expression but my real passion falls into films,
documentaries, and music videos. I think as the me-
dium grows more and more investment will be put in
this and with a well made indie flick it can easily hit
the mainstream.
As important as reactions from the public. Everyone’s No. I have a bunch of RL music videos but I keep those
opinion matters, I try not to judge who they are and sim- online, don’t import them here.
ply look rationally and noncritically at their criticism but
decide for myself if its something I should work on. Picture1: Living Architectrure international collaborative
cybernetic audiovisual project by Al Hofmann, Caravag-
I learned the most complex camera moves here and how gio Bonetto, Merlina Rokocoko, MillaMilla Noel, Josina
to shape light from the flexibility of the Space navigator Burgess, Velazquez Bonetto. diabolus CARP metaverse
as it can create a camera dolly move, tilt, pan, and crane art exhibition 2010.
metaverse art 39
40 metaverse art
metaverse art 41
Artist
ing with tools and medium.
Well the mix of all the disciplines + Networked col-
laboration
I do both quite alternatively.
I try to specialise in Metaverse only art.
Artist
skills, knowledge and experience.
Not sure really...(?)
When it comes to photography, I prefer to work alone;
in film, with a team.
I import RL images into SL, no specialty.
Artist’s statement:
... the idea and action that manifest - by the though-
form all begins ...
“A European hybrid, calling the burned land of Oz my
home. I reluctantly wear my heart on my sleeve, hid-
ing behind the veil of the electronic ether that spreads
its tentacles across this blue island in space we call
home.
My love of photography was probably seeded in the
Originally I was introduced to SL via work, setting out
very early years of my life, watching my father in his
to investigate the possibilities of creating machinima
homemade dark-room. Although my relationship
as proof of concept for RL films. It seems so far though,
with photography has been a stop-and-start affair:
that is not an effective option.
I didn’t really start exploring photography till my ar-
My photographs are of images that grab my attention
chitectural training. Then took it up again during
for whatever reason, so they’re not thematic.
my postgraduate years as a filmmaker, during which
Entertaining screen stories with a moral foundation,
I tought black and white photography development
be that for the mini, small, large or expansive screen.
techniques - the old days version of post processing.
I hope that my work, photographic and film, can in-
After this, for various reasons, I didn’t pick up the cam-
spire people to create a better future for us all.
era for 13 years.
My images of SL ‘nature’. It amazes me how mere
Since I have, ten years ago, I tend to point-and-shoot
screen-captures of arranged pixels can move a person
where I’m looking, so no filters or tripods. Conse-
emotionally.
quently, many of my photos tend to be angled, which
My style is abstract, emotional and spiritual.
has recently been noted as my ‘style’. Although devel-
My work is a result of a spontaneous innate need to
oped unintentionally, I do like the added dimension
express. There is no intention beyond that. I’m experi-
54 metaverse art
and perspective, not seen at the scene.
It is this kind of tension I hope to capture in my images,
be they RL or SL. Hence the scenes that grab my atten-
tion are inveriably in some kind of juxtaposed relation-
ship, be it of shape, colour, texture, light.
Like my father, I don’t call myself a photographer - I’m
something more akin to a life observer and an archiv-
er, seeing the images I capture as archived moments.
Moments which I hope not only reflect life, but create
a biofeedback loop, to facilitate creation of a better
future.”
My RL photographic stream on Flickr http://www.
flickr.com/photos/soulgate/
My SL photographic stream on Flickr http://www.
flickr.com/photos/41235206@N07/
Some works exhibited at ??
Artist
May I ask you to specify your concept of the public?
I unintensionally managed to place myself out of chat
range on most of the particle performances I had giv-
en friends told me afterwards. Would have been nice,
but I can say I had a great time anyways.
With particles you do not only simulate 3D with 2D
means. You also simulate 4D in 3D. I think thats what
Velazquez likes about my thingies. And about par-
ticles as such.
In the beginning I rezzed a prim, out of curiosity. Par-
ticles were impossible in the beginning. But they tick-
led my interest, whenever I saw them.
Open Access is important.
That depends on the person I am supposed to work
I came to SL to learn about Jaron Lanier’s concept of
with.
Virtual Reality as before I had only been familiar with
textbased online representation. That was the medi-
ate trigger. The immediate impulse was given by an
entry in an academic’s weblog, whose open research
on cyberculture I followed at that time.
For 18 months I logged in on a daily basis and already
before your very first log on--as soon as the registra-
tion process of creating a free SL account is started--
one can’t but express oneself. This is what online iden-
tity is about. You can’t hide.
I quickly got fascinated with all those representations
of the virtual becoming actual in the grid. Reality is a
matter of definition and one of immersion.
The rotation of particles ?
I wish I had the time to get into creating scripts. I more
60 metaverse art
let them see the world as I see it. If they like it, I am
happy.
Well, I like if people like what I do and want to see it
over and over, in my shop or their own homes, but I
am not crushed if someone doesn’t like my art... differ-
ent things touch people differently.
Very. Even negative feedback is important. Other-
wise, one works in a vacuum.
Carly Frequency I love when other artists see my work and make com-
ments, because they are always looking at the world
Artist
in a different way than those who do not make art.
The skills I bring are merely my eyes and a knowledge
of how to present imagery, and an eagerness to learn
from everyone around me. There are no tools I use
here I don’t in RL, other than some lighting tricks. I’ve
only been here in SL a few months, so I am still learn-
ing every day!
It’s satisfying and I think it keeps me more creative and
open.
This is a hard one. I guess what SL is doing is a new
trend, in that we can have walk-in galleries and muse-
ums, as opposed to static websites, and we can inter-
act directly with our viewers in discussion, vs emails.
That’s exciting to me and I think we will see more of it
The audience is large and diverse in every way, includ-
in future, not just here.
ing geographically, and the overhead to exhibit is very
I work alone.
low, making it easy to share my art with a lot of people
Mostly they are RL photos, although I have begun cre-
I would never reach in RL.
ating ‘glass ware’, vases and bowls and things, here; I
I am showing the diversity and beauty of the world
do not and cannot work with glass in RL.
and its people through my photography.
I want to explore some macro images of natural and
man-made beauty.
I am especially proud of my husband’s photos of men
in Egypt; the expressiveness of the faces is amazing.
But I also love some of my work in Northern California;
the trees and ocean scapes.
Communication is all of the above, same as in RL. My
images are more concrete, but you can’t help captur-
ing Spirit when you shoot people and natural beauty.
I really just want to get my work in front of people and
66 metaverse art
Picture 4: Metropolis 4d cinema production by CARP. Performer MillaMilla Noel, robot design and build Sca Shilova
metaverse art 71
Chantal Harvey
think about it, but that they think about it.
It is always interesting.
Some matter a lot, most dont.
Artist I work for tv in rl. I use fraps to film, adobe cs3 to edit,
quick time pro to encode.
It brings recognition, and invitations to masterclasses,
speaker conferences, cross media events.
Better graphics, facial animations, puppeteering.
Hey i like both.
I do cross media machinima, so i import rl film and mix
it with machinima.
PicturePicture
4: The4:RINGS 4d cinema production by CARP
metaverse art 77
Bonetto
show by CARP team.
Picture 3: collaborative improvisation VJAZZ by Caravaggio Bonetto , Josina Burgess and Velazquez Bonetto
metaverse art 81
82 metaverse art
Carling
visually the impact of the performance art exhibit that
is shown in the piece.
spend time in here to show other people what it’s all I think that overpopulation, energy issues, pandemics,
about. transition to information based economy all point to-
I would probably be lying if I said it didn’t matter to me ward an increasing tendency to work from home and
at all, but I think I can honestly say that it doesn’t matter that means a future in which virtual worlds will play an
very much. Time and again I have read comments by art- increasingly important role.
ists who have reached the pinnacle of their fields and the
common thread seems to be that an artist should seek It depends on the particular piece of work, but speak-
to make art that pleases themself. To thine own self be ing logistically, I prefer smaller teams. The metaverse
true, right? has some scalability problems that make it much hard-
I try to make my films pleasing to me, and there are al- er to work with bigger numbers of people.
ways things about them that I wish were better, but each
time I learn how to avoid those things that displease me I suppose you could say that I specialize in metaverse
and the next film is better. only art. I don’t film things from real life as yet, and
have no plans to.
Well I am used to the reactions one gets from the public
about virtual reality and the metaverse, so it’s not that im-
portant to me to get their feedback.
I’d have to say that it is important to me what other artists
and colleagues think of my work.
Machinimatographers use special apps that can capture
video from what they see through the metaverse brows-
er. I have tried several different types of tools for record-
ing live video from the screen and I use a couple of them
depending on what I need to do. What is particularly ex-
citing recently are applications that allow what happens
in the metaverse to be streamed live out to other view-
ers on the internet. This opens up a lot of possibilities for
events in the metavers to be viewed by many thousands
of people.
As to skills I bring to the metaverse from real life, I’ve got
about thirty years experience programming real time
control systems and writing drivers for various kinds
of hardware such as video cards, sound cards, network
cards and the like.
realize myself
i don’t know, i’m here only from few months
alone
only metaverse art.
Christian Rexie
Artist
Underwood
mystery, its shape-shifting beauty.
I worked for years without getting much recognition, I believe that the Metaverse environment has renewed
as my early digital art was dismissed as “push but- my sense of wonder, which has directly effected my
ton art”, and most digital art still is, I suppose. In fact, work, and as the world becomes more tech-savvy and
I didn’t gain any recognition as a digital artist until I familiar with the concepts of virtual life, I believe my
entered Second Life and found others like me, who work will find a home in the real world as well.
could look beyond the fact that it was digitally cre-
ated, and see the beauty of it. The recognition I’ve re- Like all works of art, I think it will be refined, improved
ceived in here has been extremely gratifying, and has and blend more naturally with the real world, and then
led to greater acceptance in the real world. It is all very the distinction between the two will slowly disappear.
ironic to me, though, as my pre-digital work had been Then we will have almost infinite creative freedom.
shown nationally and internationally and won numer-
I have worked with other artists, but like marriage, I
metaverse art 99
suppose, it only works if it is the right person. Other-
wise, I work alone. Of course, alone often means that I
become at least three or four people in order to create
my art. I don’t know if that counts as collaboration. :)
My Links:
Artist
for public display and even sale. We’ll see how that
goes. :)
I tend to work alone, and I enjoy that, but I have also had
some very rewarding collaborations, writing scripts for
Sabrina Nightfire and for Juria Yoshikawa for instance.
Collaborations between very visual artists and those of
us who are more scripty can be very effective.
Artist
I can communicate in many ways in SL. Running a Art
Gallery to expose RL and SL artists, for example.??,
produce a show with singers, historical exhibition??or
discovering new forms of art, like the “Matte Painters”.
Personnaly I do prefer hyperrealism, but open to any-
thing new.
Picture 1: sculpture by shellina Winkler Just like RL. Metaverses are RL. (They are not material.
A film is virtual, a theater show too)
Making a website is it RL ? Painting on a canvas is it RL
? The RL of a RL painting is nothing more than wood,
canvas, oil and pigments. The reality of Art il not in the
RL but in our mind and heart. Creating IS creating, any-
where anytime.
Not creating is just being dead. No ?
Debbie Trilling gained over the last 2 years working on ‘The Wall’, ‘The
Rings’ and ‘Metropolis’ and other intense high-profile
creative director
productions, and work with a talented team of con-
tent creators to direct another ground-breaking and
stunning production.
performer Velazquez Bonetto and I have already started this pro-
cess with the recent development of the “NEXUS-9
Master Controller” (named in homage to Philip K Dick).
This controller is five times faster than the controller
used in ‘Metropolis’ and ten times faster than the one
used in the original ‘The Wall’ production. It is stun-
ningly accurate in four-dimensions. Its first use will
be for ‘The Wall V-3’ and it will form the bedrock of all
CARP’s future productions. Vela and I are very happy
with it and its performance.
One day I’ll find time to write a ‘History of the Master
In some respects it is more accurate to say that the
Controller’ blog; from the first version developed for
Metaverse chose me, rather than the other way
‘The Particle Garden 2007’ (CARP 2) right through to
around.
the present day NEXUS-9 (CARP 10).
I did not enter the Metaverse with any conscious in-
tentions of using it as a medium to express creativity;
‘The Wall’ is particularly significant as it was CARP’s
it just happened and evolved over time.
first major production, was technically ground-break-
I was immediately drawn into the Metaverse; its cul-
ing and aesthetically pleasing. It set the benchmark
ture, its ethos, its sense of glimpsing into the future
for all future productions. As CARP have evolved as
and seemingly unlimited potential.
a team of Metaverse artists, so has ‘The Wall’ evolved.
This interest has remained with me since the very be-
Each version reflects our continual development as a
ginning.
team and as individual Metaverse artists. Version 3 will
be technically and aesthetically the best version yet.
I’m not sure I have a particular topic that I am trying to
The burning of ‘The Man’ installation for Burning Life
communicate. If I did, then ‘The Wall’ series of perfor-
2009 was a very challenging project. How to create an
mances would be the nearest; anti-political and, hope-
impressive build, particle display and piece of theatre,
fully, somewhat subversive. But I am not motivated to
118 metaverse art
metaverse art 119
with heavy physics, while having an audience of 200
to 300 avatars per performance?
This challenge had Elfod Nemeth, Gypsy Paz and I por-
ing over scripts for many hours making sure each and
every line of code was efficient as it could possibly be.
That all three performances were successful is testa-
ment to the experience gained from previously work-
ing on big productions with CARP.
Both versions of ‘The Particle Garden’ (2007 and 2009)
exhibition are significant, I think, because, as well as
being aesthetically pleasing, it demonstrates the
amount of control and direction that can be imposed
upon particles. Each effect is precisely directed in time
and space, and is repeatable. The underlying prin-
ciples can be taken to bigger productions where an
effect can be reliably reproduced every performance.
It was also my first solo public exhibition and so holds
a special place in my heart and personal Metaverse
history. Picture 2: The WALL virtual theatre production by CARP
‘The Random Profile Projector’ was a toy I scripted
for fun one cold, rainy Sunday morning in Novem-
ber 2007. I released it open source and since then it
has taken on a life of its own! The script has had over
23,000 hits on my LLab wiki page and is the scripting
basis of those annoying gadgets that display your pro-
file picture when you walk into a mall or a club. Sorry
about that.
Picture 1: The WALL virtual theatre production by CARP Picture 3: Debbie Trilling creative dictator
120 metaverse art
Picture 6: Metropolis 4d cinema production by CARP Picture 7: Metropolis 4d cinema production by CARP
124 metaverse art
Artist
As a result, a mixture of topics emerged.... aesthetics,
beauty, the human condition, excentricity...... all of
which I feel are reoccurent subjects in my work.
Deruub Pastorelli
aka. Ruben Haan
artist
Artist
nate the ideas, mindsets, taboos and cultural assump-
tions behind them. Like all art, it’s an attempt to hold
up a mirror, and what it shows a person is ultimately
something I cannot predict.
That is, I think, what makes what I do something other
than precisely pornography or erotica - because to
me, those ideas are about what’s in my head, and
while they have their own value, I’m much more inter-
ested in the infinite variety of how people see them-
selves, when prompted to express that.
Hm. How does any art help? Funny, it’s the same ques-
tion my parents asked when I was ten or twelve. I’ve
never come up with an answer - and never been able
to be anything else. It’s what I am. :)
Picture 4:
148 metaverse art
Artist
7) but it taught me a lot about how other people think
about their percieved worlds. So it was significant for
me personally, anyway.
I deliberatly try to confuse my audience. I want peo-
ple to ask themselves “Just what am I looking at here?”
So I try to create images or objects that are pleasing to
the eye, very formal paintings or sculptures, and then
place them in a context where they may not belong.
Or I make them interactive, so that you have to click
on them to really understand them.
I cover this pretty much in my answers to question 1
and 2. Ulltimatly I want people to question themselves
and to question the world, to re-examine their role in
society and culture.
The (virtual) third dimension is what intrerests me. The
Barring that, I like to keep people entertained .
ability to use my computer to create objects, rather
Audience participation and audience reaction is all
than just images. And to place those objects within a
that matters. There is no reason to display your art un-
greater context, in a shared, explorable space. All this
less you want other people to experince it.
without having to get off my ass and actually build
If i can’t get my message across, I have failed.
something in RL, wich would demand much more
Then again, interesting side effects may arise from a
time and resources.
percieved failure. The “Authentic Fake Warhols”-exhib-
I like to challenge my audience’s field of perception,
it was a failure in the sense that most visiting avatars
hoping to make them open their minds a little and try
simply did not “get it”. The absurdity of a virtual copy
on new ideas.
of a RL copy went straight over most peoples heads
I don’t really know. Usually I´m inspired by current
and all they could see were a lot of pretty pictures.
events, wich I then want to comment on in some way.
So the exhibition taught me a lot of invaluable lessons
Last year, I has a big exhibit where I created and sold
about how other people view the metaverse - inter-
“Authentic Fake Warhols”. Some of those artworks
estingly, most people do not seem to want any meta-
were straight copies, other were Warhol-inspired pas-
physical side to their metaverse. They want things to
tishes. A few were modified copies of known RL fakes.
150 metaverse art
be “hands on” and “face value”.
I don´t care much. It´s nice if artists I admire like what
i do, but like I said before, the audience is all that mat-
ters.
I´m rather skilled in Photoshop and InDesign, so I’m
able to create textures that don´t neccesarily look like
“textures”.
So far, my SL and my RL are compleatly seperate.
I think people must lern to be more prim-savvy. Think
things through in advance.
Don’t use 15 prims if you can acieve the same thing
with two. Don´t upload larger textures than what is
neccessary. Because everbody does not have the same
hardware capacities as you do. So the more intricate
and complex your art gets, the less people will view it.
Make a concious effort to keep things simple.
Picture 2: Cablebiotops by Velazquez Bonetto I havn’t found anyone that has been interrested in col-
laboration so far. I´m open for suggestions though.
So far, my SL and my RL are compleatly seperate.
Don’t hesitate to contact me if there is anything else
you want to know.
Vacirca
grave yard, for all the money that died in late2008.
Picture 1: rez performance by Eifachfilm Vacirca Picture 3: rez performance by Eifachfilm Vacirca
156 metaverse art
read the news and the blogs, like sensing to detect a
move I must reply on … this can take time
Artist
writing - writing transfers easily between the two
It got me working more seriously in photograph in RL.
I credit SL with that. I will have a show in a local gal-
lery in the spring. This would never have happened
but for SL.
I don’t know
Mostly alone.
the latter, but considering the former
Picture 4: seeing spOts, being dOts virtual performance by Juria Yoshikawa, soundtrack: nnoiz Papp
metaverse art 165
Picture 4:
166 metaverse art
Picture 4: seeing spOts, being dOts by Juria Yoshikawa, soundtrack: nnoiz Papp
metaverse art 167
Artist
Artist
ploring this question.
- Well done and significant are to different topics. I’ve
made some really nice objects of absolutely no con-
sequence. A mason jar full of firefly cubes fluttering
about, for example. I’m rather proud of a lily I made.
I’ve also built large complex buildings that are well
made, but are not that interesting. Honestly, I think
of my avatar -- my whole existence in this world -- as
my greatest creation. Not just the avatar itself, but the
life I’ve createde here that is so separate from the one
in rl. I’m proud of this being that I have molded from
nothing. She surprises me and teaches me every day.
- I have no style. It’s something I’ve been thinking
about a lot. With most artists, I can tell their work
- Virtual worlds like SL provide a platform for experi-
immediately because they tend to rework the same
mentation in the fundamental issues of reality, identi-
ideas -- often in highly creative ways, but still the
ty, and consciousness. They provide the means for rap-
same ideas and this makes their work recognizable.
idly developing ideas without being greatly restricted
My work is not like that. I crave novelty. Everything I
by cost, gravity, scale, or rationality, though they come
do is new. Once I’ve done something, it doesn’t often
with other restrictions peculiar to this medium. I am
interest me to do it again. This is not to say I don’t use
able to create a massive playground with all kinds of
the same skills or materials over again. But only when
buildings and devices in a matter of a few hours. This
they apply to a new idea. My work is not often visually
creation is immediately sharable on a global scale.
compelling. Its strength lies in surprise. I try to make
And because there is little in the way of materials cost,
it do something unexpected. People often don’t get
it can easily be deleted and the space cleared for new
my work immediately. It takes a moment to look at it,
projects. I have always believed that anyone can ex-
touch it, try to figure out why I made it. Then there’s
press themselves artistically if they have the right me-
often an “ah hah!” moment.
dium. For some the ideal medium in paint and canvas
- I’m not interested in impact. I don’t really care if my
or clay or a violin. For me it’s prims and scripts. I have
work is widely seen or admired. I do it to work out
been more creative since coming to SL than at any
176 metaverse art
pecially web development and photo manipulation.
Working with a PHP web environment has helped me
ideas. The creative process is an end in itself. The prod-
a lot in understanding LSL.
uct is less interesting. I don’t make art; I work on ideas.
- There are specific skills in world that have significant-
And this sometimes projects itself into an object. I find
ly enhanced my rl work. Just as knowing PHP web en-
objects useful to record the process is all. A gallery is
vironments has helped me in LSL scripting, woriking a
for finished work. I call my workshop a laboratory be-
lot in LSL has made me much more confident in PHP.
cause my work often goes unfinished.
My touch typing has improved enormously since com-
- My work is not ego driven. If someone doesn’t re-
ing to SL, but that’s not an art skill per se.
spond to it, that’s fine. There’s a lot of art I don’t re-
- Not sure what you’re aksing with this. I think the tech-
spond to, even if I can see that it’s well done. Creat-
nology promises to become more and more complex
ing art is about working out ideas. I like to share that
in the future. At this time, almost anyone can create
and I love it when someone responds to it. But the joy
metaverse content. It’s very easy to do prim building
comes from sharing the wonder. I can stand back from
and texturing. But as we’ve seen with sculpted prims,
something I’ve made and really see it as though it was
the advanced outworld skills required to make qual-
made by someone else. If I can see that it’s good, that’s
ity content will become more important. It’s good that
all that matters. And if I see that it isn’t good, I don’t
the technology advances, but there will be something
beat myself up about it.
lost if the egalitarian tools are lost and content is left
- I really like to get feedback if it’s sincere and consid-
only to those with advanced skills. The in world experi-
ered. If someone says “that’s crap” or even “that’s great,”
ence will be fundamentally different when that hap-
I feel very free to ignore them. But if they say it seems
pens.
out of balance or the color is too dark, that’s a useful
- I definitely prefer collaboration, but I also don;t mind
opinion and worth condidering. Much of my work
working alone. Most of my work is done as the result of
is subtle and often does not provoke the reactions I
an idle mind gone amok.
hope forl. I’m a little disappointed when that happens.
- I don’t do much art in rl. I have built some musical
But when someone gets it, it’s very nice. When they
instruments in rl and have worked with a colleague
don’t get it, I sometimes change it to make it more
to build replicas in world. But most of what I make is
obvious. I wouldn’t say it’s critical to my process. But,
original to this world and would never have occured
for example, a collaborative work can be enormously
to me otherwise.
satisfying. I enjoy creating things for other people with
their input.
- The opinions of my peers and colleague can be very
useful, but I don’t think they’re necessarily better in-
formed than the opinions of anyone else.
- I use the usual tools: The in world editor, Photoshop,
Qavimator, LSLEditor, Rokuro. I’ve used a few sculpt
makers, but I’m not proficient in any of them. I often
use in world gadgets for making prim arrays or align-
ing textures, etc. I have a large collection of specialty
tools for different purposes. In rl I have a solid back-
ground with many years working in technology, es-
metaverse art 177
Picture 1: Christ from Abu Graib by Igor Ballyhoo Picture 3: Emoticon 2 by Josina Burgess & Velazquez
Bonetto
178 metaverse art
Artist
the style is not a stable element. And ‘all inverse alto-
gether.