Recognizing Constraints An Article by Jeremy Wagner css-tricks.com Super Nintendo games were the flavor of the decade when I was younger, and there’s no better example of building incredible things within comparably meager constraints. Developers on SNES titles were limited to, among other things: 16-bit color. 8 channel stereo output. Cartridges with storage capacities measured in megabits, not megabytes. Limited 3D rendering capabilities on select titles which embedded a special chip in the cartridge. Despite these constraints, game developers cranked out incredible and memorable titles that will endure beyond our lifetimes. Yet, the constraints SNES developers faced were static. You had a single platform with a single set of capabilities. If you could stay within those capabilities and maximize their potential, your game could be played—and adored—by anyone with an SNES console. PC games, on the other hand, had to be developed within a more flexible set of constraints. I remember one of my first PC games had its range of system requirements displayed on the side of the box: Have at least a 386 processor—but Pentium is preferred. Ad Lib or PC speaker supported—but Sound Blaster is best. Show up to the party with at least 4 megabytes of RAM—but more is better. constraints
Phenomenal: An Introduction An Essay from Phenomenal: California Light, Space, Surface by Robin Clark Aesthetic palate cleansingUntitled (Light Canvas)Little Blank Riding HoodNot intended to be read until you have seenA vaporous middle-world+5 More
Aesthetic palate cleansing During the 1960s and 1970s, light became the primary medium for a loosely affiliated group of artists working in Greater Los Angeles who were more intrigued by questions of perception than by the notion of crafting discrete objects. ...Often with modest means (a bolt of scrim, a sheet of glass, a bucket of resin, an open window) these artists engaged in a kind of aesthetic palate cleansing, shaking off the art-historical weight and heavy impasto of midcentury painting as it had been influentially practiced in New York and San Francisco. aestheticsmaterial
Not intended to be read until you have seen This is not a catalogue because there is no list of works. The exhibition will comprise three spaces in which three artists will have made their art. At the moment of writing we are not sure exactly what they will do—and we cannot know how what they do will appear to us. Therefore we cannot attempt to help you perceive it. So this is also not truly an introduction to the art. It is not intended to be read until you have seen the exhibition. Michael Compton perceptionseeing
A vaporous middle-world In between these two extremes is a room with three constructions by Robert Irwin. These can be read as individual works of art but their function here is primarily that of creating a climate of fastidious ambiguity. Light turns into a new kind of material; new kinds of material are fused into light; a vaporous middle-world stands midway between total black (Bell) and total white (Wheeler) light