Behind The Avatar’s Voice with Erik Mondrian

In conversation with The Avatar’s Voice host, Erik Mondrian

The Avatar’s Voice is a video series of conversations hosted (and filmed / produced) by writer, artist, scholar, and virtual worlds thinker, Erik Mondrian. The third segment in the series, featuring an interview with Cubey Terra, recently launched on Erik’s You Tube channel, which further fuelled my interest in the series as a whole and how it came into being, and recently Erik kindly agreed to discuss the series with me – how it came about, his approach to it and future plans, as well as touching on his work in general.

However, before we get to that, some background on the series for those who may not have seen it.

The Avatar Voice, is an ongoing series of conversations between Erik and active virtual world residents, with each 30-minute segment focusing on a single guest (all of whom have thus far been Second Life residents, although Erik hopes to expand the series to cover other worlds), discussing their involvement in virtual environments, their interests, and their thoughts on a range of subject related to virtual living and virtuality.

In this, they are in many respects the virtual equivalent of interviews conducted by the likes of Larry King in his heyday or Christiane Amanpour; rather than being solely interrogatives, they are conversations wherein the host takes a back seat, gently offering up questions and occasional feedback while letting the guests tell their story and offer their views entirely in their own words, without the need for undue interjection. The 30-minute time length Erik has set for each segment allows for a more informative conversation to take place than a shorter format might allow, but without the audience ever feeling it is perhaps being drawn out or becoming stale, as might be the case with a longer time frame; instead, we are able to become quiet listeners as the discussion naturally flows between host and guest.

Erik with MangroveJane

In discussing the series with Erik, I started with perhaps the most obvious question: where the idea for the series originated.

Erik Mondrian (EM): Many years ago, I thought The Avatar’s Voice would be cool as the name of an on-line ‘zine I might eventually start about virtual worlds, pulling together stories/headlines from and about these worlds with “correspondents” from them working and writing together on the one site … I haven’t really done anything with that idea; but at some point I started thinking about it as a podcast instead, with the purpose being to go directly to the avatars themselves, to hear from them personally about what virtuality and their chosen virtual world(s) mean to them, what they’ve done and experienced there, and so on.

Inara Pey (IP): What in particular crystallised the idea of a podcast?

Erik Mondrian

EM: I think the idea for it as a podcast became more clearly defined and make sense to me because of my MFA¹ studies, and the fact that the one side of my multidisciplinary degree at CalArts was in what the Institute calls “voice arts”. So The Avatar’s Voice felt like it fit with the idea of actually hearing people’s voices – the people behind the avatars – in a format that’s not necessarily focused on any one topic or overarching goal, but allows people involved in virtual worlds to have more of their story to be told.

Also, while at CalArts and studying for my MFA,there was a call for graduate students to suggest and run courses during the two-week Interim sessions about anything that interests them. I presented two courses – Virtual Worlds, Real Artists and Virtual Worlds: Placemaking as Art Practice, in January 2017 and January 2018. In them, I attempted to show my students as many examples of virtual world creativity as I could, including having guests appear remotely from Second Life. I think teaching those two courses and especially, having those speakers share their perspectives, was crucial in leading up to the podcast, cementing my desire to try to start a project like this.

IP: Is there a particular fascination for you personally in setting up the series?

EM: I’ve always had a desire to learn more about what makes virtual worlds tick and why so many people, including myself, are drawn to them as places to “live”, often for years or decades. There is also a desire to preserve and document these worlds and their history by recording these conversations and hearing people’s perspectives.

IP: How do you select possible candidates for the series?

EM: I have a long list, even if just in my head, of people I’d love to interview. I’m sort of in a constant state of admiration for what people do in and with virtual worlds, even if it’s “just” living their lives there, building relationships and creating a home of some kind in a way that’s meaningful to them.

Since there are so many people I want to interview, the “who I select” is probably more a matter of scheduling and who’s available and willing; Groves [Mangrovejane] was the first both because I really admired her work and because we’d become good friends in SL, so she was willing to be my guinea pig for the very first interview. For that first session as well, I wanted to have a level of trust and comfort, as I was – and still am – learning by doing; so I wanted a guest who could be at ease with me and I with them.

I’m approaching people over time, and have a couple who have already said yes, and there are two more I haven’t asked yet but I think would do it. Ultimately, I want to have a variety of people, who’ve done different things, lived different virtual lives.

Erik with Cubey Terra

IP: Is there anyone in particular you’d like to interview?

EM: I would absolutely love to interview Steller Sunshine at some point, though I have no idea if she still logs in to SL or what she’s doing these days. I think it would be absolutely amazing to talk to her and hear at length about her experience, given she was the first non-Linden SL user, back in 2002.

IP: One of the attractions with The Avatar’s Voice is the relaxed approach you take with your interviewees. Is this a case of research only, or the result of an initial conversation with them, from which a core set of questions is formed, or a combination of both?

EM: I think it’s a mixture, and may change as I do more interviews and get a better feel for the process. I do try to have certain questions or topics in advance that, for that specific person, I know I’ll want to raise; but at the same time, I try to let things come up naturally during the conversation. How I ultimately edit that conversation’s recording down into the interview is another story; but even there, I try to maintain that sort of (hopefully) unforced flow, mixing thought-out questions with interesting little conversational tangents here and there, sometimes circling back around to cover a particular topic from another angle or in greater detail.

One little addition: I’m a big admirer of Syrmor and his VRChat video interviews. While his approach is to talk more about people’s lives as whole, I think his interviews are quite validating and inspirational as far as being able to use virtual existence and interaction to hear from people in this kind of way, although I don’t try to occupy his space, as The Avatar’s Voice is very much tied to virtuality, virtual worlds, and avatar-based identity as underlying driver of the discussion.

IP: Tell me more about the editing process.

EM: Editing those recordings down to fit that limit can be a challenge, to say the least! But I do find that certain things, certain topics, seem to fit together more easily. I try to also listen and “feel” for when a topic seems like it’s probably more important/personal for the interviewee, and leave those areas in as opposed to other parts of the recording where I can hear it’s [perhaps] less meaningful to them. [It’s] a question of palpable enthusiasm, maybe? Listening for even just a subtle sense of things that are unique to them, rather than being just a part of the conversation that could be seen as a little more generic and unfocused.

In conversation with Erik Mondrian

IP: Given you do have guests who have already committed to the series and have others in mind, how frequently are you hoping to produce segments of The Avatar’s Voice? Is it something you’re aiming to put out perhaps monthly, as with the Bizi and Cubey interviews, or will it be more a case of as time and commitments allow?

EM: I would say that while I would love to actually put out an episode weekly, it’s more likely to be closer to every few weeks or worst case even monthly, as you said, at least for the time being. As I do more of them, of course, I’ll hopefully not only get faster at the editing process but also be better with the planning beforehand and with the interviews themselves in the moment.

I have thought about the possibility of doing a sort of “interlude” episode every 4 or 5 interviews, to keep the momentum going whilst also involving more people. Rather than a whole 30-minute episode with one person [these “interludes”] would instead be me sharing responses from residents to a call I’ve made via Twitter or what-have-you [for thoughts and feedback],  either with me giving their response in voice if they answered through text, or even letting them speak for themselves if they wanted to share a brief recording of themselves responding.

IP: In closing, is there anything your like to add concerning the series and your aspirations?

EM: I’m eager to hear what people have to say,  whether in the full interviews or in the interlude submissions idea. I started this because I truly believe that there have been, and still very much are, many amazing people in virtual worlds of all kinds, [with] so many interesting things being done; this is a way for me to know more about them and to hear directly from them about why virtuality has been a meaningful part of their lives.

I should also mention that while I do expect the bulk of my interviewees, at least for the time being, to be SL Residents, I think much if not most of what they have to say is applicable to virtual worlds at large, and I do also hope to interview residents of other virtual worlds as well, to ultimately have that diversity of realities represented.

I’d also like to say that – time and money permitting – this is only one series, one facet, of the projects that I’d love to be able to do to show SL and virtuality in multiple ways. [For example] I also have in mind a video series exploring SL as a connected world, and another that would examine some of the activities therein. These would be in addition to the fly-throughs and music videos I’ve made to showcase places … [and] would sort-of complement the podcast by having a similar style or approach with a voice-over talking about them.

In conversation with Erik Mondrian

As noted towards the top of this article, the first three segments of The Avatar’s Voice are available via Erik’s You Tube channel, and are summarised below with links to them for viewing. I recommend anyone with an interest in virtual worlds, Second Life and virtual living take time out to listen to them; they are all equally fascinating.

The Avatar’s Voice 1 – Mangrovejane (August 2018): a visual artist who has been in Second Life since August of 2016, who discusses her time in Second Life, how she established it as her virtual home; the differences she’s noted between it and platforms like Sansar and High Fidelity; and the power (and peril) of avatar embodiment.

The Avatar’s Voice 2: Bizi Pfeffer (January 2020): a software engineering student and accomplished virtual explorer active in SL since early 2007, discussing his travels around the SL mainland and how having a contiguous world can help foster a sense of community and discovery, especially when the spaces there are user-created; the rewards and occasional challenges of sharing that world with a diverse population of people from around the globe; and the impact of decentralisation & open-source software development (or a lack thereof) on a virtual world platform’s evolution and survival.

The Avatars Voice 3: Cubey Terra (February 2020): an acclaimed content creator and pioneering virtual aviator active in SL since the latter half of 2003, discussing the history of the original Abbotts Aerodrome, which he co-founded; the value of SL’s in-world building tools and thoughts on the arrival of mesh in SL; and how Second Life, as a shared, user-built environment, still manages to pull people in and keep them engaged despite the platform’s limitations, visual and otherwise.

Catch all segments of The Avatar’s Voice via Erik’s playlist for the series.

Also, if you would like to help support Erik in his work in producing The Avatar’s Voice and to help him with his other projects related to virtual worlds, please consider buying him a coffee via his ko-fi page – the donations made will directly support his work.

  1. MFA: Master of Fine Arts, studies that saw The Avatar’s Voice interrupted between its first and second segments while Erik focused on producing his thesis, which included producing a fabulously engaging 11-part video series exploring matters of identity, life, emotions, desires, introspection and self-understanding as a part of his thesis for his Master of Fine Arts (MFA) in Voice Arts & Creative Writing (please read Erik Mondrian: master of fine arts in and beyond Second Life for more).

Cica’s way with Burlap in Second Life

Cica Ghost: Burlap

Cica Ghost opened her latest region-wide installation on Sunday, February 9th, and it is another absolute delight from an artist who can chase away the darkest clouds and turn the deepest frown into a smile.

Burlap is a marvellous setting where just about everything is fashioned from that fabric (also known as hessian in some parts of the world). The ground is a stitched-together pattern of plain and coloured burlap swatches, the houses, vases, pots and boxes that lay scattered across it similarly so, while a ribbons the fabric forms a road that winds around and over the land. Even the posts and fences are made from the stuff, as are the flowers that sprout from vase and pot.

Cica Ghost, Burlap

The only real exception to the use of burlap and thread comes in the form of buttons. These not only secure the clothes of the local population – of which more in a moment, they also act as wheels on vehicles large and small, some mobile, some static, some apparently being pulled along. Wheels even sit at the four corners or on either side of some to the finger-like houses, suggesting that with a firm heave-ho, they could be set rolling across the quilted landscape.

Within the setting, the local inhabitants watch the comings and goings of visitors with interest, forming a little community of burlap-dressed bears, rabbits, ducks, felines and mice (and even a giant fish apparently quite at home draped over a hill!). The bears, rabbits and ducks all have their own little neighbourhood areas, complete with their own burlap-fronted shop, while the felines – a lion jealously guarding his bag of potato chip (or crisps as we’re prone to call them in the UK), and a cat apparently out shopping with a little mouse literally in tow with her – stand apart from one another.

Touch the fronts of the shops, and the burlap “doors”  will rise curtain-like, to reveal smaller versions of the locals available for purchase and display.

Cica Ghost – Burlap

As with all of Cica’s builds, Burlap includes a lot of places for avatar animation / interaction, with sits and dances to be found on multiple sufaces – just carefully mouse over things and watch for the Sit icon to appear. Some of the obvious places are the giant gramophone player, the swings and the chairs – but there are more that I’ll leave yo to discover 🙂 .

Also, keep an eye out for the gift giver – it’ll present you with your very own burlap sack you can use to hop around the installation and have sack races with friends. There is also a fish car rezzer sitting to one side of the region awaiting drivers (turn off your AO to sit within in properly). Do be warned, however, that it does tend to launch you and your car once you’re seated!

Cica Ghost – Burlap

Whimsical, fun and bright, Burlap will remain open for about a month. When visiting, do please consider making a donation towards Cica’s work, so we can all continue to enjoy her art in Second Life.

SLurl Details

  • Burlap (Wisdim Isle, rated Moderate)

Visiting Garrigua in Second Life

Garrigua, February 2020 – click any image for full size

Garrigua is a relatively new Full private region leveraging the full region land capacity bonus to present both an environment open to exploration and to offer a limited number of private rentals.

The region is apparently intended to offer a slice of southern France, although many of the houses found within it have something of a Tuscan lean – but are not out-of-place in doing so. Designed by Terry Fotherington, famous for the Kekeland / Bar Deco settings, the region offers something of an echo of one of his Keleland iterations along its north and south waterfronts – which also is not to say it is any way a copy of that build; the similarity being gained through the bright colours of the south side buildings and the harbour areas they overlook, and the north side off-shore mooring with their sail boats.

Garrigua, February 2020

The landing point is on a south-side road that cuts canyon through the aforementioned town houses and places of business, some of which separate the street from the beach and waterfront. Some of these building form a courtyard around a square garden, with the seaward side buildings of the courtyard sitting atop the region’s sea wall, and home to a bar and café that offer a view out to sea and the harbour to the west.

A place of business, the harbour offers fuelling and repairs for small boats and is home to a small marine research unit. It is overlooked to the west by a small headland camp site.

Garrigua, February 2020

The north side of of the region appears to be where the rental properties are located – three on the waterfront to the east, separated from the sea by a ribbon of wave-eroded land that might form a beach at low tide, while the fourth sits offshore as a walled villa, complete with its own landing for boats. Between the waterfront houses and villa sits a wooden pier with shallow water moorings for sailing boats watched over by one of the region’s three lighthouses.

A dirt track runs east to west across these north side lowlands to connect with a paved road that links to the southern aspects of the setting and the inland uplands and north side of the island. Rising from behind the three rental houses, ir separates them from a privately-held farm on its other side. Another farm sits to the west, but appears to be open to the public, the meadow around the two farm houses rich in lavender.

Garrigua, February 2020

As is always the case with Terry’s designs, there is a huge amount packed into this region: there are numerous places to sit and pass the time; cars and scooters and bike sit along the streets, giving a sense of the comings and goings of life; the way the roads all lead to a tunnel that emerges from the central uplands, suggesting the region is connected to somewhere else beyond the far end of the tunnel.

A stream also tumbles from these central uplands, running westwards to meet the sea, partially dissecting the region with rocky rapids. Other natural touches include the sheep wandering across the road, bringing local traffic to a temporary halt; donkeys stand in a field watching the comings and goings along the farm track whilst geese no doubt tease them with occasion honks as they wander by, unhampered by the fences that hold the Donkeys in place.

Garrigua, February 2020

There is a subtle sense of age to the region as well: the local bus stop is little more than a corrugated tin shell, its paint slowly losing the battle with rust and held up by a wooden frame, while the carcasses of rusting vehicles can be found peppered across parts of the region, some turned into cuddle spaces, others left to turn to dust. Most striking of all is the old villa sitting towards the centre of the region.

Aged, plaster falling from the walls, the villa is dominated by a tree within its courtyard that has been left to its own devices for so long, it is starting to push against the walls. The rooms are similarly losing their battle with nature, with even a sapling taking root to push its way up through the floor ad seek the Sun by forcing its way through boards that once blocked a window before succumbing to death, leaving bare branches grasping outwards. All of which makes for a perfect location for photography.

Garrigua, February 2020

Given the volume of mesh and textures in the region, movement around it can be subject to performance issues, particularly if there is a reasonable number of avatars present – so be prepared to make adjustments to your viewer settings if you find things a little heavy going.  However, the region makes for a picturesque, photogenic visit.

SLurl Details

Seeking ownership or sponsorship: the Phoenix Art Collaboration

Phoenix Arts Collaboration

I recently wrote about the The Phoenix Artists Collaboration (PAC), a group formed to support artists from across Second Life by providing large-scale exhibition spaces capable of supporting multiple artists free-of-charge (for up to 100 land capacity).

The group was founded by Robert73Miller and Luke (Marshmal), with artist Anibrm Jung curating the gallery. Set within a Full private region utilising the additional 10K land capacity allowance (so 30K total capacity), PAC offers a range of gallery and events venues, with some 42 artists currently availing themselves of the gallery’s core exhibition space, as I noted in The Phoenix Artists Collaboration in Second Life.

Unfortunately, PACs future is now uncertain. While Luke and Robert have funded the region through until the end of March 2020, due to personal reasons, Robert has had to withdraw his involvement in the project as a funder, and this has cast doubt on the group’s ability to meet the cost of region tier from April onwards.

Phoenix Arts Collaboration

However, rather than simply give up on the endeavour, Luke and Ani are hoping they can find assistance in continuing PAC’s work beyond March through the wider support of those within the Second Life community who might be willing to get involved in both the group and the running of the region. Specifically, they are very keen to hear from:

  • Individuals or a group willing to:
    • Either take total ownership of the gallery and region, and meet the L$16,999 per week tier (and with Ani continuing in her role as gallery curator)
    • Or join with Luke and Ani in managing the group and gallery, and meet an agreed share of the region tier.
  • Individuals or groups willing to sponsor the region and gallery for a fixed weekly amount, in return for advertising space within the region, and with all promotional material issued by the group for exhibitions and events.

Those interested in doing any of the above are asked to contact either Luke or Anibrm in-world, and at their earliest convenience to discuss ideas and opportunities.

SLurl Details

Villa Eirini at Calas Galadhon in Second Life

Villa Eirini, Calas Galadhon, February 2020 – click any image for full size

Calas Galadhon is one of the gems of Second Life – and somewhere we always enjoy visiting. Designed and operated by Tymus Tenk and Truck Meredith, together with their team of volunteers, this 13-region park offers something for everyone: wide open spaces to enjoy on foot or via horseback – those with wearable horses can use their own, while there are horse rezzers to be found around the park; there are opportunities for boating, balloon rides, dancing (including at events at the park’s various locations), and much more.

February 2020 saw the addition of a new attraction to the park: Villa Eirini, and as with everything else at Calas, it is a delight to visit, and offers a lot to be enjoyed and appreciated.

Villa Eirini, Calas Galadhon, February 2020

The villa is located on the Bay of Bel, part of the park’s extensive waterways, which extend from Eriador and Erebor in the west (and which are home to the Calas holiday settings at the end of each year, as well as being home to the stunning recreation of Santorini that made a return to Calas in 2019 – see The return of Calas’ Santorini in Second Life), to progress east and north to Long Lake (although they may not be fully navigable by boats due to the low bridges bordering the bay). This affords the villa extensive over-the-water views that – providing you can pump up the viewer draw distance sufficiently – offer stunning vistas from the villa and its immediate surroundings, with the view back to Santorini perfectly framing the architecture of the villa.

Sitting within low walled grounds, the villa is fully and delightfully furnished to offer a place where people can relax, chat and dance, either indoors or out on the terrace that looks eastwards to Santorini and the open-air events venue that sits on the far side of the bay with its flooded gardens and ancient ruins.

Villa Eirini, Calas Galadhon, February 2020

A flat table of rock rises immediately to the south side of the villa, coming close enough to almost touch it. With its top reached via spiral stair from the terrace and connecting walkway from the villa’s upper floor, it is home to a secluded and welcoming Zen garden constructed using Alex Bader’s excellent building set (which I’ve coincidentally used at Isla Pey – see Bringing a little (Studio Skye) Zen to your SL garden).

The eastern end of the villa’s island offers a small circle of sand and a causeway linking it to the fens of Belgaer, from which rises the equally welcoming Two Loons waterside café, another addition to the park Ty and Truck added in 2019 (see: The Two Loons in Second Life). The causeway actually forms part of the Calas riding trail, which skirts around the villa to continue north-east over a second causeway to reach the shores of Santorini, before doubling back north and west over natural rock arches across the waters of the bay to reach the headlands of Grey Havens and, beyond them, Armenelos and Long Lake.

Villa Eirini, Calas Galadhon February 2020

We first rode this trail back in 2017, just after it opened (see: A little (Bento) horse riding at Calas Galadhon in Second Life), and places like Santorini and now the Villa Eirnini make it an even more attractive and worthwhile ride today. While the trail does pass the villa, there doesn’t appear to be a horse rezzer close by, so those using the Calas horses to explore and who opt to dismount to spend time at the villa may have to continue their travels on foot.

If walking isn’t to your liking, a pier on the north side of the island offers a couple of boat rezzers. The first will, when touched, present you with a pontoon boat capable of carrying up to 6; the second (and by way of a colour picker dialogue) will present a 2-seat paddle boat. Note that the “driver” *must* select the seat farthest from the pier and sit first / stand last to avoid the boat being unexpectedly derezzed.

Villa Eirini, Calas Galadhon, February 2020

Boat niggles aside, Villa Eirini forms another superb addition to Calas Galadhon and makes for a perfect place in which to spend time and relax.

SLurl Details

All Calas Galadhon regions are rated Moderate.

On a Lakeside in Second Life

Lakeside, February 2020 – click any image for full side

Lakeside is an attractive and somewhat eclectic homestead region designed by Kimmy Sweetwater as a place for exploration and hanging out. The majority of the region is open to the public, but there are rentals to be found within the setting, so some care is needed to avoid invading privacy (or at least avoiding getting a security orb growling at you).

The region takes its name from the fact it is formed around a large lake, one with a central island complete with little holiday camp site. This limits the amount of landmass available to explore – but this doesn’t make the region any less interesting; rather the reverse: it requires a more creative use of the landmass that is still available., which in turn makes exploration more interesting.

Lakeside, February 2020

Visitors arriving at Lakeside are directed via landing point to the north side of the region and the waterside café located there. The landing point is guarded by an avatar mover that shifts arrivals away from it in order to prevent avatars landing one on top of / within one another. This helps prevent avatar stacking, but in this case the mover can randomly relocate the odd visitor into the bushes to one side of the trail running past the café.

Take this trail to the west, and it will lead you to a rocky dune that shelters a west-facing beach running the length of the region. Take the same trail eastwards, and it curls past a green hill overlooking the lake. Both the beach immediately beyond the dune and the top of the hill are home to five rentals units: two small cottages on the hilltop, three beach houses raised above the sand. I mention this because it is easy to miss the fact they are rentals, and get an annoyed security orb grumbling at you.

Lakeside, February 2020

Those wishing to reach the public beach to the west can do so in two ways: by scuttling past the beach houses or by following the edge of the lake to where a board walk points the way south, running past a small deck before climbing the spine of the hill to offer a way down to the beach, or onwards to where hills rise in the south-west corner of the region and extend along the southern side. The ridge line above the beach could perhaps do with a little more blending between mesh and terrain when seen from the lake, but while noticeable, it doesn’t massively interrupt the scenery.

The south-western uplands are home to a camp site amidst the trees and bushes crowning the hill, and to a hidden cavern reached via a single tunnel from the beach. This is home to a large club space, the far corner of which opens out to where a large deck area with seating has been built.

Lakeside, February 2020

The south side of the region is marked by further hills, which in part hide another rental property – easily avoided by following either of the two paths down the slopes and across the narrow tongue of water connecting the lake with the surrounding waters beyond the region. Rising once more on the east side of the region, the hills provide a open-air self-service weddings space (just pay the official L$500 to get started).

To the east, the land sits between southern and northern hills to form low-lying grasslands marked by what might at first appear to be another private cabin, but which is in fact open to the public, despite the surrounding fencing. This offers further places to sit, notably on the deck extending into the lake waters. Also to be found at the cabin is a Teagle horse rezzer for those who wish to ride around the region (those with their own wearable horses can obviously use them if they fancy a ride around the landscape). For those who want time on the water, there are rowing boats located at the various lakeside decks and offering places to sit, while the landing point café  has a bumper boat rezzer alongside its deck.

Lakeside, February 2020

Overall, a charming, easy-on the eye (and viewer) region, with a lot of opportunities for passing the time alone or with friends. Do note that as this is an adult region, nudity is permitted in places.

Note: the images here do not include the sim surround used with the region, due to issues with it rezzing / rendering.

SLurl Details

  • Lakeside (Roleplay Heaven, rated Adult)