The art of Barry Richez in Second Life

Alphalune Creations Gallerie

Alphalune Creations Gallerie opened its doors to the public on September 29th as the new home for the art of Barry Richez.

A long-time resident of Second Life, Barry is well-known for both his 2D and 3D art and his forward, future-thinking outlook. The new gallery space combines all of these in an environment that reflects Barry’s futuristic outlook and offers a unique setting for both his 3D and 3D artwork.

Alphalune Creations Gallerie

Located in the sky, the gallery is a place of two halves. Contained within a skybox with a cityscape backdrop that suggests it exists within a modern setting, it offers a central arrival point bordered by the gallery buildings proper: primarily 2D art to one side, and primarily 3D sculptures on the other, each unit comprising multiple levels.

The 2D gallery presents Barry’s digital paintings, beautiful fractal pieces so intricate in form and design, they might so easily be mistaken for photographs of physical 3D objects presented against velvet backdrops. Others appear more abstract in nature, swirls and dishes, curls and splashes; images that through their very abstract form are suggestive of dense nebulae – albeit, perhaps, without the familiar depth of colour as the pieces here tend to focus on fairly fixed palettes, although this in no way detracts from their beauty.

Alphalune Creations Gallerie

The 3D section offers a rich mix of Barry’s sculptures, most with its own story to tell. Movement between the levels is achieved by teleport disks (the 2D gallery space offering stairs as well), and the art structured in such a way that some levels are almost a mini-gallery of itself – particularly where the 3D work shares space with more of Barry’s fractal images. At the same time, one of the levels forms an installation in is own right, a rich blending of colour and animated pieces surrounding a sculpture Barry first presented at the University of Western Australia in Second Life.

In this latter regard, the gallery also offers a mini-retrospective of Barry work: those familiar with his past presentations will doubtless recognise some of the sculptures and designs presented here.

Alphalune Creations Gallerie

Considered, balanced and visually captivating, Alphalune Creations Gallerie offers the perfect insight into the art of Barry Richez, and should be a destination for all lovers of art in Second Life.

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Deadpool Reborn in Second Life

Deadpool Reborn; Inara Pey, September 2018, on FlickrDeadpool Reborn – click any image for full size

Earlier in September 2018, Megan Prumier posted images of Deadpool Reborn, with a note that the design she and Xjetx Chrome first opened back in 2013 (and about which you can read about here) would soon be opening. I’d al but forgotten seeing the notice, but fortunately, Shakespeare dropped me the new landmark.

Like the original, Deadpool Reborn is in part focused on a run-down carnival that is not quite all it seems. For those who remember the original, there are several elements here that should ring the bells of memory: the great red Ferris wheel, the broken roller coaster and so on. However, as something I don’t recall from the original, the carcass of a city sits beyond the boundary of the carnival, adding its own ominous air to the setting.

Deadpool Reborn; Inara Pey, September 2018, on FlickrDeadpool Reborn

This is not a place for enjoying all the fun of the fair or holidaying in the city; again like its namesake, Deadpool Reborn is – for those so inclined – about hunting clowns and zombies as they wander the streets. To assist in this, weapons can be obtained from a large case just outside of the carnival grounds, alongside the landing point.

Within the fairgrounds, the decaying rides offer both atmosphere and backdrop for photography, while the clowns and scurrying mechanical spiders with their broken doll heads present an obviously malevolent edge to things – although they are by no means alone.

Deadpool Reborn; Inara Pey, September 2018, on FlickrDeadpool Reborn

A stage area sits to one side of the carnival’s cracked asphalt, a board revealing it is a place of entertainment and given the season that’s approaching it will no doubt some Halloween themed parties to come. Nor are the sideshows entire static as well; for those willing to explore, there is a little non-zombie killing fun to be had, in a slightly macabre manner.

In terms of the city, one can only guess at what may have befallen it; natural disaster, plague or some terrible experiment gone wrong. Whatever it was shows signs have having struck fast, and was certainly enough to bring down one elevated road with traffic still upon it; but it did not happen recently. The streets are now well overgrown; the building shattered and slowly falling apart – and yet, oddly, there is still power available to light street lamps and lurid neon signs.

Deadpool Reborn; Inara Pey, September 2018, on FlickrDeadpool Reborn

As noted above, this is the place where the clowns and zombies roam for those who fancy going hunting – although I confess that, after Hell’s Crossing, the zombies here are pretty tame, both easy to locate and easy to dispatch, either with the supplied weapons or your own. This tends to limit the appeal the region might have as a shoot-em-up.

The carnival isn’t the only echo of past builds; within the city are elements reflecting another of Megan’s designs: A Little Bit of Soul. While this is now gone from Second Life, you can read about it here, and recapture aspects of it in the split-level design of Deadpool Reborn’s city, notably the overgrown motel building, and the nearby backstreet market area.

Deadpool Reborn; Inara Pey, September 2018, on FlickrDeadpool Reborn

Which is not to say this area of the region is merely derivative: there is enough here to make it unique in its own right, and offer plenty of opportunity for photography. There’s also some nice touches in menace through the positioning of static NPCs (look up for some of them).

So, if you’re looking for somewhere a little more unusual to explore, why not celebrate Deadpool Reborn? When doing so – keep an eye out for the cavern system!

Deadpool Reborn; Inara Pey, September 2018, on FlickrDeadpool Reborn

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Four kilometres of art in Second Life

DC Spensley Retrospective

Despite receiving an e-mail invitation, I regret I was unable to attend the official opening of David “DC” Spensley’s towering – in a literal sense – art retrospective on September 22nd, 2018. However, as soon as time allowed, I did take the opportunity to jump over and immerse myself within it.

Known in-world as Dancoyote Antonelli, DC is one of the pioneers of visual arts in virtual worlds, working independently and in collaboration with other early pioneers to create 3D art that were considered ground-breaking at the time. In the United States, his work has been referenced in mainstream press, including The New York Times, Reuters, Step by Step Design, and Fibreculture Journal.

In 2006, DC also founded the world’s first virtual, aerial dance company – the ZEROG SkyDancers. On seeing the troupe perform, former Linden Lab alumni John “Pathfinder” Lester compared their work as genre-expanding as the Cirque Du Soleil. More recently, in 2014, DC and the ZEROG Skydancers again pushed the boundaries of performance art and dance, with Avant Garden. This mixed reality performance featured dancer Kathleen Moore performing on stage at the Little Boxes Theatre in San Francisco, a rear protection screen allowing her to interact with the troupe as they performed within Second Life.

Kathleen Moore performs on stage at the Little Boxes Theatre in San Francisco, August 2014, interacting with members of the ZEROG Skydancers performing in Second Life.

For this retrospective, DC presents many elements of his work (and notable elements by other artists) in which is likely to be the tallest structure yet built within Second Life: rising 4,000 metres from its water level base, the Tower of Light. The art is presented on a total of 40 levels extending from the tower, with a number being interactive either by touch (control panels and media boards) or physical avatar collision. Information plinths are placed on each level to deliver contextual notes and insights on each of the elements being presented, making this an informative, as well as visual installation.

Movement between the levels is achieved via a teleport HUD available from the landing point, or by sitting on a tour cushion,. The latter also allows for direct transfer to a desired level within the two (by means of a smooth vertical ascent rather than a TP), or can take riders on a “grand tour”, visiting each of the levels in turn. All three option are valid means of travel, delivering the visitor to each level alongside its associated information plinth, although I enjoyed the “grand tour” the most.

DC Spensley Retrospective

In a considered touch, the “tour cushions” will not simply poof should a visitor stand at any given level. Instead, they remain rezzed for long enough to get up, inspect the art, try any supplied controls or watching any associated video (if trying them / watching while seated proves inconvenient) before sitting once more in order to resume a journey to other levels.

Exploring the Tower of light is also both an exploration of DC’s thinking and his approach to art and of something of the history of visual arts in SL as a whole – although it should be noted this is not a chronological journey through DC’s art. Rather it is a thematic voyage, enfolding within it his concept of “hyperformalism”, exploring the nature of “native” art produced within a virtual world.

Rather, the historical aspect is born out of the majority of these pieces either being created before the advent of true mesh capabilities in Second Life, or which eschew the use of mesh in keeping with the aim of hyperformalism. Thus, these are primitive art, a term I use in reflection of their construction, not as a suggestion of any lack of sophistication they might otherwise contain; rather the reverse in fact: the nature of primitives actually requires these pieces to be sophisticated in design and scripting (and examples of all the scripts can be found in the relevant information note cards provided by DC).

DC Spensley Retrospective

It is also the information cards that offer insight into DC’s thinking and ideas around hyperformalism, with some also acting as a glimpse of part of the platform’s history. Of those who, like me, have been active in SL for the last decade, some of the names mentioned are liable to set memories tumbling: Qarl Fizz, Dekka Raymaker (who only returned to SL in August 2017 after a 6-year hiatus), and Nomasha Syaka to name but three (Nomasha’s sculpted horse was a decorative mainstay in many of my early SL homes, and is still to be found within the Library section of inventory).

When visiting, I would suggest allowing sufficient time to visit all 40 levels within the Tower, rather than breaking a tour up over two or more visits, as this offers the fullest potential to appreciate both the art and the concepts involved in DC’s work.  And as a purely subjective opinion, I would suggest using the viewer’s default midnight setting when travelling through the installation. This removes the distraction of the surrounding clouds, and more particularly adds a tangible depth to the colours within the Tower and the art it presents, giving a greater sense of presence whilst touring.

DC Spensley Retrospective

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Frog Hollow: a garden of delight in Second Life

Frog Hollow; Inara Pey, September 2018, on FlickrFrog Hollow – click any image for full size

Note: Frog Hollow has closed and Stella has created Winter’s Hollow – read here for more. Because it has closed, I’ve removed the SLurl reference from this review.

Frog Hollow, occupying the north-east corner of the Full region Blue Nile, is a 8176 sq m parcel that has been exquisitely landscaped by Stella Mahogany and offered to the public as a place of exploration and rest. It is also another shining example of why a full-sized region (Full or homestead) isn’t required to create something special and personal in-world.

Bounded on three sides by tall cliffs, Frog Hollow has a nice – but not overpowering – feeling of an enclosed garden, a personal space to be enjoyed without due worry about others looking in. To the west, it faces open water, where a wooden deck sits as the landing point for visitors. Lily pads below the decking offer a place for frogs to hop as lanterns drift on a slow breeze overhead.

Frog Hollow; Inara Pey, September 2018, on FlickrFrog Hollow

A single trail leads inland from here, winding between banks of wild flowers and the trunks of silver birch whose leaves are turning golden in reflection of of the changing of the seasons in the northern hemisphere. Fallow deer are to be seen among the tree trunks, and further inland, wander along the looping path or curiously exploring the spaces available for visitors to enjoy.

The largest of these spaces can be reached a short way among the path, where a little bridge branches away to arch over a dry steam bed and arrive at a set of gabled gates. Beyond these is a large brick-and-glass pavilion (another superb design from Cory Edo, for whose work I have a particular fondness).  This is presented as a romantic, magical place. An old grand piano sits at its centre, sheets of music floating and tumbling magically above it as if Harry Potter has recently been by in a playful mood. Cats play under the piano’s lee, and close by a painting, easel and paints await the return of their artist.

Frog Hollow; Inara Pey, September 2018, on FlickrFrog Hollow

To one side of this pavilion sits a small terrace, itself bordered by vines turning to gold, home to a setting for afternoon tea. A further befountained terrace lies to the pavilion’s rear, a paved path winding into the trees beyond. Also reached by a grassy path passing under a Rowan arch and alongside another snug little seating area with cosy bric-a-brac, the paved path leads to yet another patio, marked by a smaller, curtained pavilion presenting a place of rest and comfort.

Whilst all relatively close to one another, these little spots have been designed with considerable care; an eye for the considered use of space and for studied design ensuring that they do not feel clustered one atop the next, whilst also allowing each of them to have its own unique nature.

Frog Hollow; Inara Pey, September 2018, on FlickrFrog Hollow

Nor is this all; facing the front of the pavilion is a further paved area, complete with open fireplace and neatly set out for a formal meal as delicate little lanterns float overhead.

Should you opt not to cross the little bridge into the brick pavilion’s domain but instead follow the path onwards, it will carry you under bough and around twist and turn to a second bridge, and a further enchanted area. Here a chandelier hands from a stout tree branch, and a giant game of chess is set before comfortable armchairs, watched over by more fallow deer even as the trail winds onwards through an old metal gate – and arrives at the brick pavilion.

Frog Hollow; Inara Pey, September 2018, on FlickrFrog Hollow

In this the further genius of Stella’s design is revealed: no matter which route you take when following the path, it will take you through the garden to reveal all the major points of interest before looping you back the to landing point. Along the way you’ll pass many places where you can sit and talk and / or cuddle, engage in a game of chess, listen to, or play, a piano, observe the local fauna – and simply appreciate the beauty of Frog Hollow and Stella’s creative skill and eye for detail. And keep in mind that there are a lot of little touches to be found throughout I’ve not mentioned here (just observe the little pumpkin at the landing point for a couple of minutes, and you’ll see what I mean).

Magical and marvellous, Frog Hollow is a true delight – but it will apparently only be around as long as the leaves are falling. So don’t miss the opportunity to visit and share in the enchantment.

Frog Hollow; Inara Pey, September 2018, on FlickrFrog Hollow

A rendezvous with Florence Bay in Second Life

Florence Bay; Inara Pey, September 2018, on FlickrFlorence Bay – click any image for full size

Update, February 2020: Florence Bay has closed. SLurls have therefore been removed from this article. However, Florence at Low Tide is now open – see Witnessing Florence at low tide in Second Life for more.

Florence Bay is a homestead region held by Gnaaah Xeltentat and Tomaso Franizzi, with landscaping by Minnie Blanco (Minnie Atlass). Minnie both runs and landscapes the Soul 2 Soul region (some of which you can read about here, and here); given my fondness for hers work, I was curious to take a look at Florence Bay, so we recently hopped over to explore.

The region is listed by Gnaaah and Tomaso as “private, but please wander and enjoy”. Two large houses are located on the island; as these are private residences for both Tomaso and Gnaaah, people are asked to respect their privacy and consider both properties as off limits, although there are no security systems in place.

Florence Bay; Inara Pey, September 2018, on FlickrFlorence Bay – click any image for full size

The setting is suggestive of somewhere in northern latitudes, the tall off-region peaks on two sides suggesting this is a rugged upthrust of rock just off a stretch of untamed coastline, caught under a cold, wintry sky. Fir trees and scrub grass are the dominant flora on this hunched landscape, their presence and the sound of the wind whistling its way in off the sea further enhancing the sense that this is somewhere well north of the Topic of Cancer.

At the time of our visit, there was no enforced landing point for the region, so for this article I’ve arbitrarily selected a point in the south-east corner of the region, as it seems a logical place to start explorations. A narrow ribbon of shale beach curls around a low-lying promontory here, the home to a copse of tall firs and an old chapel. The latter appears to have been converted to a place for general meditation or reflection, rather than being a place a worship, the altar replaced by a warming fireplace. For those with a taste for adventure, a raft lies among the reeds of the shallows close by. This again offers a place of rest and shelter, although the manner in which its makeshift sail is catching the wind suggests it is eager to break free of whatever ropes or chains are holding it in place…

Florence Bay; Inara Pey, September 2018, on FlickrFlorence Bay

The little promontory curls around to connect to the bulk of the landscape, climbing as it does so. Here rocky paths can be found, one running west, the other north, each leading to the private residences. It is also here that things get a little confusing with exploring.

Beyond the western house is a little café and, sitting behind it on a second headland, a shed housing – rather incongruously, given the overall rugged setting – a car undergoing repair.  However, while the café would appear to be a public space, the only way to reach it is by walking directly in front of or around one of the two private residences, potentially impinging your presence, even in passing, on the property. It thus becomes a little confusing as to whether the café is a public space or not.

Florence Bay; Inara Pey, September 2018, on FlickrFlorence Bay

Similarly, beyond the headland with the garage, the land falls away to another low-lying finger of rock and shale beach, complete with a set of piers reaching out into the deep cut of the western bay. Chairs sit on the piers, and a rowing boat with sitting poses is moored alongside, together with a fishing boat, all of which suggests this is also a public space; but again, to reach it requires a degree of trespass through the garden of the private house.

This pier looks both eastwards and back inland to where the second of the two houses sits high above the frigid water atop a shoulder of rock, and north to were a narrow cleft splits the land, spanned by a wooden bridge. This can be reached by following the path from the my offering arrival point westwards and up over the low hump of a hill, before turning right and away from the first house and its gardens.

Florence Bay; Inara Pey, September 2018, on FlickrFlorence Bay

This route passes over another grey beach of shale curing within the large bay before rising to the western headland, offering a view down to a small, and previously hidden cottage sitting right on the coast, and access to a path running up to the bridge and the small knuckle of rock beyond – the home of firs trees and a bear with her cub.

There are odd little issues that might be found when travelling across the region: the rocks used to mark the paths can be seen hovering over the landscape in places, while there were a few points where we either bounced off of flora that wasn’t phantom or fell through rocks that unexpectedly were. But when taken in total, there is no denying the atmosphere exuded by Florence Bay, accentuated nicely by the region’s soundscape, and the fact that it lends itself as a perfect location for photography.

Florence Bay; Inara Pey, September 2018, on FlickrFlorence Bay

 

 

A further trip to The Galleries in Second Life

The Galleries Museum

The Galleries, curated by Ernie Farstrider is an extensive gallery complex ideal for those wishing to explore many of the rich facets of art in Second Life. As I last wrote about the complex nearly a year ago, I thought it about time I talked a little more about it, this time taking a look at the Ground level facilities of The Galleries Museum.

Modelled on New York’s Solomon R. Guggenheim Museum, designed by the legendary Frank Lloyd Wright, the building is very much a gallery space, despite the “museum” in the title, and at the time of my visit had just opened a new exhibition of art by Violetta Carolina, who returns to the gallery for the first time in five years.

The Galleries Museum

The exhibit features Violetta’s 2D the 3D art, the former presented as a series of bold paintings, rich in colour, leaning towards an abstract look, but each piece individually striking in tone and look. With a distinctly modern cast to them, the sculptures offer both contrast and compliment to the 2D pieces,  making this an unusual (in the positive sense of the word) and imaginative exhibit.

Beyond it, in the great atrium section of the building, are exhibition spaces given over to multiple artists,  all of which can be toured by climbing the familiar ramp up from the lowest level (or, if you prefer, but taking one of the elevator teleport to the uppermost level and then winding your way back down).

The Galleries Museum: Violetta Carolina

The atrium provides space for at least eight artists on the ramp itself, with additional space on the lowest level, and the range of large on display mixes images captured in-world and creations from the  physical world uploaded for display in Second Life. I’m not going to offer a cast list of artists exhibiting their work at the time of my visit, simply because I’m not sure how quickly displays change, and all too often such lists can look more like the reading a cast list. However, I did enjoy seeing images by Graham Collinson, and Kayly Iali during my visit, as I’ve always enjoyed their work.

Located outside the front of the building is a teleporter that will carry visitors up to the sky complex of galleries, where a further exploration of art can be enjoyed  – see my review from October 2017, but please keep in mind the artists on exhibition may well have changed.

The Galleries Museum: Graham Collinson

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Georgiana, home of The Galleries, is rated Moderate.