 |
Making Marks into Places
Schwaaaaaa! This lettering looms over and names the factory tower
in Peter Alwast’s partially rendered 3D representation of
a suburban community. Schwaaa is a play on sound - a form of semantic
onomatopoeia: it means nothing, but seems to announce the coming
of something special. A panoptic display of video footage of suburban
vistas, housing estates and park spaces are embedded on ‘monitors’
within the factory’s mainframe, juxtaposing two dimensional
and three dimensional settings. The Schwas tower slowly expels these
scenes out into the surrounding landscape as biomorphic blobs of
seemingly habitable space. The viewer however, remains aware of
the place of their gestation, and they take on the contained luminosity
of video-surveilled places. It is only a colourful formless blob
- containing children’s bodies and voices, and not yet fully
socialized - that represent any real sign of life. Isolated and
joyful, their presence disrupts the broader aesthetic of a town
literally formed and sustained by its corporate centre - they are
an aberration in the animation.
The most basic function of the town planner is to turn land –
space - into data through surveying, mapping and naming. Set to
a frontier soundtrack - ‘The Spirit of the Plains’ -
this 3D animation joins with seven beautifully rendered drawings
which together reference and toy with the icons, technologies and
mythopoetic ontologies of place making. A town-planning software
application has been used to construct the animation’s monuments,
and render the meaning of ‘community’ upon spaces cartographically,
within a kind of virtual terra nullius. Meanwhile the drawings engage
with this game engine environment, and the consequences of its aesthetic.
In one of these works, biomorphic cloud structures seemingly visit
a calm summer day upon a cartographic design of a suburb. In another,
meandering cross-hatched markings, in blue pencil and watercolour,
contrast as seeming doodled activities against a pure re-presentation
of mainframe architecture. Elsewhere, transparent splatterings of
silicone appear like fireworks over vacant planes of underworked
paper; and blobs of watercolour paint (an archaic representational
media) and MRI images of the human body allude to an inside, and
record human gesture. Visioning the scene from different angles,
the drawings repeat the animation’s ruptured, anti-formalist
aesthetic, continuing a dialogue between geometric design and the
excessive presence of the social, between intuitive mark making
and process mediated design. Gestural, organic, non-representational
markings bring a sense of time and presence – a kind of ‘place’
rendered by the hand - validating the works as drawings, otherwise
cartographic in form.
If Alwast gestures towards histories of place making and representation
in the ‘South pacific’, he plays neither architect,
historian, nor artist in the traditional sense. Painting, drawing
and animation are used to interrogate the contribution of human
gesture to the construction of meaningful three dimensional spaces
within specific media. This is a conceptual inquiry, in so far as
the artist’s contentless horizons refuse to allude to any
broader perspectival or historical positions for his designs. Place-making
happens curiously here, uprooted within the game engine, and the
artist is as interested in the specificity of tools and systems
of meaning which generate and situate communities, corporations,
and nations, as he is with the process of authorship itself.
Rachel O’Reilly
|

Still from animation:
”Somewhere in the South Pacific”, 2005

Still from animation:
”Somewhere in the South Pacific”, 2005
|
 |