Experiential

Immersive Experience

Interactive

Audio Visual

Experience

Installation

Barbican

Together: the distance between (us)

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FIELD.IO collaborated with renowned indie games studio thatgamecompany to create Together: the distance between (us), an interactive light installation commissioned by the Barbican.

Together: the distance between (us) is an immersive experience where visitors become players in an all-encompassing generative instrument – exploring the relationship between movement, light and sound as their presence and participation influence the composition of the space.

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A game-like structure and narrative in an open space – How do you guide people through a process of finding Unity together?

Together: the distance between (us) is an open-ended environment that is intuitively navigated by players, creating an emergent collective narrative, and a space full of music.

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The installation triggers intimate questions about how we relate to other people: when the music rewards proximity by becoming brighter and louder, do you choose to stay closer, or keep your distance?

"Together: the distance between (us)" is a social experiment and a framework for self-reflection – ever more relevant since social distancing is the order of the day.

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“The central element of thatgamecompany’s work is bringing people together through play – something that is really needed in society right now; having experiences that you can do together, not just fighting for yourself alone.”

Marcus Wendt, Artistic Director, FIELD.IO

“The boundary that lies between a video game and interactive art is becoming blurry.”

Jenova Chen, Creative Director, thatgamecompany

An immersive exhibition redefining videogame creativity

Together is a newly commissioned work for Virtual Realms, a worldwide travelling exhibition that radically reimagines videogames as immersive audiovisual experiences for a gallery space. The exhibition invites audiences to experience six new interactive experiences, created by pairings of the world’s best game developers and media design studios. Curated by the celebrated game designer Tetsuya Mizuguchi, in collaboration with the Barbican Centre, this exhibition reimagines videogame creativity and reshapes how we can play together across virtual and physical realms.

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“Paving the way for a future where the world of the videogame spills out beyond the screen.”


Tetsuya Mizuguchi, Enhance, Co-curator

Six Immersive Realms

Each of the commissions, or realms, is the outcome of a unique collaboration between a leading game developer and an acclaimed media design studio. Through these partnerships, Virtual Realms expands and transforms the videogame medium and opens up new ways to experience this rapidly evolving artform.

The realms SYNESTHESIA, UNITY, PLAY, CONNECTION, EVERYTHING, NARRATIVE present six distinct experiences that draw on the themes in the developer’s gameography. From playful adventures in uncharted virtual worlds, to meditative reflections on life itself, the commissions form experimental installations that reimagine videogames within a physical, communal environment.

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Exhibition Design by Chiara Stephenson and Stinsensqueeze

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Tour Dates

PREMIERE: ArtScience Museum, Singapore: 12 June 2021 – 9 January 2022


Western Australia Museum, Welshpool: 5 March 2022 – 5 June 2022


Melbourne Museum, Melbourne: 22 October 2022 – 12 March 2023


– Tour to be continued until 2026 –

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Commissioned by

Barbican

Art Direction

Jenova Chen (thatgamecompany)

Computational Design

Adam Samson

Technical Assistant

Robert Wuss

Interactive Audio

Tim Murray Browne

Physical Fabrication

David Ferreira

Sound Design

Vincent Diamante (thatgamecompany)

Thanks to

Felix Faire

Art Direction

Marcus Wendt

Producer

Xavier Boivin

3D Design

Xander Marritt

3D Design

Julien Bauzin

3D Design

Mike Hughes

Computational Design

Jonas Otto

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