List of Works
A
B
O
U
T
Carestranding is a 3 hour gamified performance with live sound, inspired by Hideo Kojima’s ‘Death Stranding’, an action video game set in an open world environment where the player is sent to “another world stranded in our world”.
N
A
R
R
A
T
I
V
E
The gamified performance replicated the concept of an “open world environment” to ignite the audience as active players, encouraging them to mirror and learn though experience.
G
A
M
E
P
L
A
Y
Within the ‘Open World’, performers enacted autonomous gameplays. At intervals, a series of four live sound triggers would activate performers to pause individual gameplay, uniting them in collective action. An example of an individual gameplay was a performance devised by Suzannah Pettigrew, where active players were invited to ‘fight’ her with a vacuum packed Bird of Paradise flower, symbolic of a sword. The active player was provided with headphones which played instructions and a sound piece by CTRL. From an audience perspective, it appeared as though the active player and performer were battling one another, however the active player was instructed to mirror the performer instead. The goal was to fight with dignity.
C
O
N
C
E
P
T
Carestranding played upon power dynamics and how to be powerful in both yourself and as a community. The performers conjured and ignited empowering stances and gameplay to enact a future determined by innate energies rather than external forces. In doing so they adopted a mycelium like structure, fabricating a form of how we can care and fight for an “open world”.




Details