Hyper Reality
Hyper Reality is an experimental 15-minute match of Capture the Flag; inspired by a mix of the (traditional? nostalgic?) analog society, limitations of the game Quake III Arena, VHS video and today's modern 'hyper-society' driven by 'hyper-consumption'. Hyper Reality loudly tackles our wish to 'watch everything for the sake of watching something'.
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Jordy VeenstraDirector
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MK2Music
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Patrick PatrikiosMusic
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HMageQ3MME
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CaNaBiSQ3MME
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entQ3MME
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auriQ3MME
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Project Type:Experimental, Short
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Genres:Machinima, Video-Game Art
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Runtime:16 minutes 15 seconds
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Completion Date:November 13, 2020
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Production Budget:0 EUR
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Country of Origin:Netherlands
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Country of Filming:Netherlands
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Language:English
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Shooting Format:TARGA Files
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Aspect Ratio:4:3
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Film Color:Color
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First-time Filmmaker:No
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Student Project:No
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PRESS STARTNottingham
United Kingdom
July 31, 2021
Official Selection
Jordy Veenstra (1993) is an experimental filmmaker, machinimator and post-production professional. Starting with Photography, binge watching 'Back To The Future' and creating home video's at an early age, Veenstra moved on to machinima in early 2007 after discovering videogames such as 'The Sims 2', 'Garry's Mod' and 'Quake III Arena' and understanding their potential for expressive cinematic storytelling. His first so-called weekend-projects served primarily as personal assignments to improve his creative insight. Many of these, alongside tutorials, gameplays, reviews and short skits were uploaded to a YouTube channel called 'maximummovies' (2006-2010), which in its prime reached thousands of subscribers and viewers.
To date, Veenstra's work has been featured in film festivals, game art exhibitions and machinima festivals in numerous countries, such as the Netherlands, Italy, the United Kingdom and Russia. Besides his fulltime dedication to art, Veenstra works as a Video-Editor, Motion Graphics Designer and Animator in a Creative Agency and is a part-time entrepreneur. In the little spare time he has left he is currently working on his first book, which focuses on his own framework for the cinematic enhancement of machinima films, called 'the practice of distortion'.
Hyper Reality is an experimental expression of creativity and a underlying object of discourse at the same time. The film holds four additional layers of intangible meaning on top of its aesthetic aspects. With Hyper Reality, I aim to show that the perception and interpretation of Quake III Arena enthusiasts/professionals of gameplay and presentation are intertwined; heavy bot-induced gameplay will be less dreaded due to a higher level of visual presentation; standard bot-gameplay without artistic and aesthetic enhancements will receive higher levels of negative attention; viewers pay more attention to the concept of hyper consumption rather than the synchronicity of the film.