Playing with the archetype of the journey and the changes it has had on my personal perspective, this piece investigates the journeys I’ve made to go to spaces where I can reflect on my life. By understanding the potential for these spaces, I have been able to reintegrate and process experiences of the unknown and known, of life and death, of my own identity in relationship to the larger context of life. As I have come to know myself through these experiences, it is the journeys that have caused a shift in perspective that I remember and try document in this piece. The walk itself symbolizes the life philosophy of my mother who has passed on; through narration I introduce the audience to my relationship to her and how she impacted my life.
My work seeks to understand how we construct meaning in a postmodern and poststructuralist context. How far can we push the boundaries of image association and linguistic significance before there is a complete breakdown in understanding of purpose or intent? By layering narratives, overlapping scenes and sentences, my work invites viewers to create their own meaning and bringing to light new possibilities of interpretation.
In Can’t Breathe (2015), I address the fear of people encroaching in on my personal boundaries. This video visualizes the effect of having a person close enough to hear my breathing and other bodily sounds. The effect creates an anxiety issue with the subject and the video translates that tension through an abstract portrayal of objects that mimic human body functions.
In this piece I explore the relationship between the compulsive gamer and a video game character; and how obsessing on one can mean downfall for the other.
The influence for the video game theme came from the repercussions in my life where video gaming has had an effect on me. I have lost many friends and tarnished relationships with previous girlfriends. I have failed classes from gaming on average of 14 hours a day. Through this project I am trying to discover why I have become more interested in digital developments and achievements over the real world accomplishments.
The aesthetic I am aiming for is to create a visible difference between the gamers’ first appearance and his last appearance. The lighting will gradually become dimmer. Random sounds and visual content will be constantly cutting in and out to show the mental strain a gamer may experience from extensive play time.
Fading Stars is a piece that seeks to highlight the fleeting and distant nature of fame and celebrity. Inspired by the works of Guy Maddin, a recent viewing of Battleship Potemkin, and a trip to LA; I became interested in exploring the way in which the Hollywood Walk of Fame has become a simulacrum of success in a society that is largely focused on the “cult of celebrity.” The first channel shows the five-pointed stars passing beneath my own feet and those of other tourists, placing the viewer in both a physical location and in motion. The second channel shows clips from old silent films, which are triggered when a silent movie star passes underfoot. On the third channel are trivia facts about each celebrity. It should be noted that out of around a hundred stars filmed for this project, only these six had still intact films. By juxtaposing these images I hope to make the viewer question just what the ultimate value of celebrity is in a culture that will not remember you 100 years from now.