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AGGREGATE · DISTRACTION COLLECTIVE___
2024_____2025
A game created by Distraction Collective, combining video game design, 3D-printed resin, computer-based systems, video projection and sound, in a variable-dimension installation.
World premiere at CPH:DOX (Link).
If an artificial intelligence had to learn to desire, what path would it take to fill the void that separates it from intimacy? Aggregate is a collective process requiring a large number of players to take turns and undergo reinforcement learning (punishment/reward) as they make their way through the wasteland of machine learning and queer desire.
At the heart of a vast bramble patch littered with power pylons and abandoned structures, the AI carves—through its arduous passage—the network of aggregated lines of desire that may, on its next run, allow it to reach the object of its longing, held captive in a blind fortress. It hurts itself, collapses, and begins again tirelessly, learning a little more with each attempt.
Pierre Moulin (Alternative controler / 3D printing)
Vincent Moulinet (Game design / Writing / 3D modeling)
Jonathan Coryn (Game design / Gameplay programming / 3D modeling)
Nino Filiu (Gameplay programming / 3D modeling / Animation)
Camille Petit (Art direction / Game art / VFX Art)
Victor Meas (Character design / 3D modeling)
Alpha Rats (UI)
Igor Dubreucq (OST / SFX / 3D modeling)
Moshe Linke (3D modeling)
Aknowledgements : Théo Casciani, Cosmografik, Jules Durand
If an artificial intelligence had to learn to desire, what path would it take to fill the void that separates it from intimacy? Aggregate is a collective process requiring a large number of players to take turns and undergo reinforcement learning (punishment/reward) as they make their way through the wasteland of machine learning and queer desire.
At the heart of a vast bramble patch littered with power pylons and abandoned structures, the AI carves—through its arduous passage—the network of aggregated lines of desire that may, on its next run, allow it to reach the object of its longing, held captive in a blind fortress. It hurts itself, collapses, and begins again tirelessly, learning a little more with each attempt.
Pierre Moulin (Alternative controler / 3D printing)
Vincent Moulinet (Game design / Writing / 3D modeling)
Jonathan Coryn (Game design / Gameplay programming / 3D modeling)
Nino Filiu (Gameplay programming / 3D modeling / Animation)
Camille Petit (Art direction / Game art / VFX Art)
Victor Meas (Character design / 3D modeling)
Alpha Rats (UI)
Igor Dubreucq (OST / SFX / 3D modeling)
Moshe Linke (3D modeling)
Aknowledgements : Théo Casciani, Cosmografik, Jules Durand