rituals
and revelations
essay by Steven Bode from 'Advent' catalogue
Clive Gillman's intricately crafted and quirkily engaging video
tapes and multimedia installations have been a distinctive feature of the British
electronic arts scene for over a decade. Technically impressive, adroit and
inventive, yet, at the same time, disarmingly oblique and understated, Gillman's
work hasn't always attracted the level of attention it deserves. Nonetheless,
looking back over his career, it is hard to think of many other artists whose
portfolio better reflects both the deepening influence of digital technology
within the visual/media arts or the particular critical and literate character
of the cross-media practice that has emerged from the UK.
Although nowadays concentating more or less exclusively on the new media of
interactive installation and CD ROM, Gillman's work has been noticeably inflected
by his grounding in an older experimental tradition of artists' video. One of
a 'second wave' of younger video artists who were drawn to the medium in the
early to mid-Eighties, Gillman was already attuned to the formal innovations
of the film and video avantgarde. His own interests, however, lay outside the
increasingly closed loop of structuralist-materialist investigation inaugurated
by pioneering figures like David Hall. Where this work was turning further inward
(in an effort to highlight both the material properties of the video image and
the fundamental nature of human perception), Gillman and his contemporaries
had their eyes set on a wider media landscape which embraced the mainstream
language of cinema and television, as well as other Eighties phenomena like
pop promos, club culture, computers and video games. Increasingly familiar with
a newly-available roster of video-editing and post-production techniques, these
younger artists enthusiastically took up the challenge of making work which
implicitly commented on the media whirl around them while creating something
of a stir within it.
A vivid illustration of the spirit of that time is afforded by Gillmans
work with the video group Nine Attrition Magnetic. Tapes like Timezones
and Saboten Boi (made with some-time collaborator St. John Walker) were ambitious
and accomplished pieces which charted a memorable course through an hallucinatory
hyper-real universe of larger-than-life consumer icons, shimmering computer-game
graphics and pulsing manga cartoons. Like cyberpunk mentor William Gibson, Gillman
and Walker found a luminous template for our technological future in the hubbub
of Eighties Japan, and refracted it back through a mirrorball of jagged edits
and sampled electro sounds. Unlike most things on the video art scene at the
time (1987/88), and outwardly quite different from anything Gillman has attempted
since, these pieces do contain traces of recurring motifs, notably the competing
claims of mythology and technology in helping us make sense of our ever-more
complex and sophisticated media environment. (Here, as in many of his subsequent
multimedia works, Gillman intriguingly privileges an innocent child-like perspective
as a way of channeling through this sensory overload of information.)
Continuing to work independently Gillman began a short series of what he termed
non-linear videos which pushed and strained against the limitations
of the video medium, often invoking philosophical constructs like chaos theory
to encourage viewers to read his abstract clusters of texts and imagery outside
of a conventional linear framework. A more appropriate outlet for these ideas
soon presented itself with the arrival of hypertext and interactive multimedia.
Switching his activities more and more to the computer, and increasingly immersing
himself in a computer-game culture that had been curiously marginalised by much
of the media-art world, Gillman produced a number of medium- to large-scale
installation works. Three, in particular, stand out. The Picture That Ate My
Soul is a simple but arresting piece in which Gillman presents a screen-based
Amiga-generated mock-up of the gallery in which the viewer is experiencing the
work that frequently confounds our expectations of approximating real space
to the computer world. Pirates Lament, on the other hand, is a striking
outdoor projection in which computerised text and image sequences are arrayed
onto a giant satellite dish - colliding the private and public dimensions of
modern information transmission, the piece acts as a humorous reminder of the
battle for control of the contemporary airwaves. In To Be This Good... Rock
of Ages, he again contrasts the old and the new by juxtaposing a re-worked image
of the monolithic Sega logo with a daisy-chained cluster of Macintosh computers,
each housing a beguilingly poetic word-game for the viewer to puzzle over.
This puzzle element is further developed in Gillmans new CD ROM work Advent.
Twenty five diary entries, recording the descent into madness and monomania
of an anonymous protagonist, are arranged in the traditional form of an advent
calendar. Each day presents a page of text (offering cryptic clues to the subjects
state of mind and the mysterious quest which obviously obsesses him), combined
with image sequences, graphics, sounds and other hidden interactive events.
Piecing together these fragments, the viewer moves towards a final revelation
or denouement that is contingent on how much they have discovered of this strange
hermetic world.
In its atmosphere and its formal structure, Advent is conspicuously influenced
by fantasy games like Myst where players are encouraged to explore a perfectly
preserved but abandoned world in search of clues as to what has occurred. An
equally fruitful comparison, however, might well be with the early short films
of Peter Greenaway, with their obsession with lists and co-incidences and their
ability to conjure an uncanny enigma from the apparently mundane. Advent has
little of the science-fiction otherworldliness of Myst but rather revolves round
a subtly-transfiguring poetry of the everyday, in which the creative interplay
between image and text and the shifting relationship between internal and external
landscape force us us to look at the world around us in a quietly surreal new
way. As a game, it may disappoint players looking for fast-action thrills and
spills, but as a meditation on landscape, perception and the psychology of human
folly, it is a rich and rewarding piece of work. With Advent, as with much of
his career as a whole, Gillman is clearly following his own idiosyncratic star.
As always, it is never less than interesting seeing what he discovers on his
way.