GVA: Why did you specifically choose a video game to make art? What do you find especially fascinating about this medium? Its interactivity? Agency? Aesthetics? Theatricality?
Kent Sheely: I think I’ve created work that touches on all of these over the years! Game-based art pulls from traditions of appropriation, interactive media, video, photography, and more than I can possibly detail. Games are an endless playground of possibility.
GVA: The creative opportunities afforded by machinima are greatly constrained by existing copyright law, which prohibits many possible uses, including commercial purposes. What’s your take on the paradoxical nature of this artform?
Kent Sheely: This is a subject that actually comes up a lot, and I’m not sure how things are in other countries, but at least in the United States the appropriation of video games is covered by the Fair Use copyright law. That’s how properties like Red vs. Blue have been allowed to exist and make a profit. This means that as long as you’re adding commentary to the material you’re using, creating a parody, or manipulating the original material to a sufficient degree, you’re free to do what you wish with the source. Regardless of the way the law sees machinima, I like to think of it as an inherently subversive act, especially when used to comment on the subject matter in the game being used.
GVA: Would you agree that machinima has democratized the art making process? Has it lowered the entry barrier for creators of video art, as some critics argue?
Kent Sheely: The tools that have been developed in recent years for creating machinima have brought it into the mainstream consciousness & made it easier for people to use for their own creations. Resources like Source Filmmaker have made it easy for even children to craft their own stories using their favorites games. I definitely don’t see this as a bad thing, even though the medium is now flooded with an overwhelming amount of very poorly constructed works; I see it as an opportunity for more people to become aware of video games as a valid medium, and more diverse voices to be added to the conversations that have been happening for years now.