
Brathwaite-Shirley’s work is guided by a simple impulse: to build an archive, one that can be entered, updated, negotiated and, importantly, function as a thing that stays alive. The artist still works with that early corridor tech: no slick dimensions, just landscapes that bend volume and light and, while we are flung into open space, we tunnel deeper into the world with each action and choice. Grass pulses, eyes flicker on the bodies of shifting creatures, skies are filled with swirling patterns and text. Each layer of the game-world reveals itself slowly and purposefully, with a dense visual language. Brathwaite-Shirley forges a sprawling, unfastened scenery. Narratives would play out in long, endless passages environments were constructed purely as mood. In the early 1990s, first-person games were known as corridor games because the tech was considered too crude to furnish the complexities of open environments. Ultimately, she says: ‘We’re trying to record our lives.’ĭanielle Brathwaite-Shirley, WE ARE HERE BECAUSE OF THOSE THAT ARE NOT /, 2020, screenshots, JavaScript Blender Fruity Loops and Premier Pro. Her creations have raw, cracking edges that are alive and seething. Brathwaite-Shirley’s work is more about testing form than it is about building recognizable worlds. ‘When we’re working with a finite palette, it’s more creative it’s not just about being smooth and having sheen.’ The artist is not interested in things looking very clean or very expensive: ‘That’s just boring,’ she says. ‘I really hate soft silky renders,’ Brathwaite-Shirley tells me: she prefers to use early 3D render tech, and finds the limitations presented by old video-game engines useful. The landscape is jagged, sometimes twisted. It’s the gamification of accountability: an attempt to use first-person design as a way for players – especially those who are not Black trans people – to take responsibility for their actions: ‘THIS IS NOT A PLACE WHERE WE MAKE YOU FEEL BETTER!’ Multiple-choice questions lead players through graveyards, spas and libraries. Viewers enter as though they’re players in a first-person game, moving through a landscape in which they are asked to make self-reflective choices.

The site is an immersive work by Brathwaite-Shirley that also functions as an archive.

‘WE ARE HERE BECAUSE OF THOSE THAT ARE NOT,’ reads the banner on the homepage of (2020). Switching between film, animation, painting, sound and performance, the London-based Brathwaite-Shirley often makes works that encompass multiple mediums. Still, the car flips over, lurched into an inky void, tufts of amber-lined smoke overwhelming the screen.ĭanielle Brathwaite-Shirley, I Can’t Remember a Time I Didn’t Need You /, 2020, screenshot, Twine, Blender, gifs, FL Studio.
#Blender 2.79 speckle driver
Inside the car, an unblinking driver holds the accelerator at a steady pace. ‘BLACK TRANS SISTER, YOU’RE THE ONE I WANT, WRAPPED AROUND ME EVERY NIGHT,’ the synth-pop trills.

Drops of red, hot light flash down from a brooding sky as the car zooms. Cyborgs with spiky edges ride in a serpent-green sports car down a dark highway. Whether or not this is practical or worth the effort is a whole other matter.'BLACK TRANS SISTER, LET ME HOLD YOUR WAIST …’ swells the anodyne autotune voice in Danielle Brathwaite-Shirley’s short film Dedicated To My Black Trans Sisters (2021). Otherwise most basic settings like left click select can be emulated or fully recreated. New features like being able to detect where a mouse click happened (over an object or empty area), button press vs button hold, hold and drag actions, active tools that allow simultaneous viewport manipulation, gizmos with tweak drag actions, among others make it impossible to fully recreate 2.8 input model in previous versions. While most keys can be customized in Blender 2.79 it is theoretically possible to create a keymap that mimics most functionality available in 2.8, however not all features are possible.īlender 2.8 has been substantially changed under the hood and significant improvements were made to accommodate lots of new features, not only superficially at tool and UI level, but also keyboard shortcut definitions and settings, key press handling, and even at low level like keyboard and input device handling.
