Digital, Internet art

2019

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For the optimum experience please use headphones and full screen the video game: f11 or command+shift+F.

Escape is an existential horror interactive experience disguised as a video game.  After the end of the world the absurdly rich have built an underground bunker to survive.  The bunker follows rich aesthetics through its more absurd iterations, the room designs start with exclusive spaces and transition to utilitarian spaces as the audience explores deeper into the bunker.  When the lights are off two narrators, Alex and Samantha, guide and inform the audience through the rooms.  As the audience explores 35 rooms, the narrative unfolds revealing the reason why the bunker exists, and the unfortunate ideologies of the people who built it.

Escape deals with the urge to run from large and terrifying ecological problems, but the impossibility of doing so.  It confronts the escapism built into video games and mass media that is used to distract from reality by replacing it with reality simulation and replaces it with the idea of ecological responsibility as a part of existence.  The game forces you to make decisions and question what is presented to you.  It is also a critique on the effect of ecological impact within a system of socioeconomic disparity.  Many of the appropriated images call attention to the aesthetics as a product of colonialism and socioeconomic disparity.  The sound design reinforces the ideas built by the visuals to create a full immersive experience.