Full Programme Online! Tickets Now On Sale!

 

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This is it friends! Our full programme has been rolled out, and we begin in earnest to start putting together all of the pieces to stage Vector 2015, which is three and a half weeks away! We’re excited to be presenting this year’s programming and sharing with you this collection of critical and engaging work.  We’re happy to say that once more this year’s festival features a variety of both free to attend, and ticketed programming, with our ticket prices set to be as fiscally accessible as we could make them, while also supporting the artists featured in the festival.  We are also still looking for some volunteers to help us out for a few events, so if you would be interested in such things, please see the volunteer section of the website. Volunteers get access to our ticketed events, our gratitude, and letters of reference should they need them.

In the meantime we hope that you will take a look at our programming schedule and consider joining us in February.

And should you be interested, you can find tickets for our events right here!

 

 

Panel Discussion and Workshop Announcements!

Well, we’re busy lining up our proverbial ducks over at Vector HQ these days, and tonight we’d like to share with you two announcements!

Our first announcement is for our panel discussion that will be held to coincide with our exhibition: To Utility and Beyond! On Friday, February 2oth from 7pm-9pm at Interaccess, Team Vector will host and moderate a panel discussions about experimentations in interface design in new media and game art. The panel will be comprised of artists whose work will be shown in the exhibtion, with a final list of participants to be announced within the coming week or so. We hope that you will join us!

Our SECOND announcement of the evening is for Vector 2015′s workshop. Each year we’ve held a circuit bending workshop/ jam called Glitch.Jam, and it’s gone so well in past years, we’ve decided to bring it back for a third round! Glitch.Jam.3 will see Team Vector walking you through the basics of circuit bending battery operated plug and play gaming consoles, in order to tease out audio/ visual glitches and errors. It will be on Thursday, Feb 19th, from 7-9pm. It’s proven to be great fun for all involved. Tickets for the workshop are $15 and the workshop is limited to 10 participants.  We hope to see you there!

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Announcing Vector 2015′s Exhibition! To Utility, and Beyond!

To Utility and Beyond. Interface Experiments in New Media and Game Art, surveys recent works by a selection of international new media artists and game makers who explore themes of interface through playful, critical, and self-reflexive experimentation.

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What makes an interface? What characterizes a successful (or a failed) attempt to interface with a game, a machine, an algorithm, or another human? What are the politics of interface design, and what its aesthetics? How are desires, hopes and fears expressed in interfaces?

Featuring works by Connor Campbell (CAN), Kieran Nolan (IRL), Juliana Riska/Dorian Reunkrilerk/Loriane Stary/Kim Boldt (FRA), Kara Stone/Nadine Lessio (CAN), Kim Hoang/Ben Swinden/Zachary Soares/Hamish Lambert (CAN) and Jochen Zeirzer (AUT) (additional artists TBA).

We hope that you will join us for the opening reception of the exhibition, which will double as the kick-off to Vector 2015!
The opening reception is scheduled for Wednesday, February 18th, from 7pm to 9pm.

We’re also pleased to say, that thanks to exhibition sponsorship from Interaccess,
that To Utility and Beyond will run from Feb 18th to March 21st, so if you can’t make it to the festival, you will still have a chance to visit the exhibition!

For more info on the exhibition, and the artworks, click here.

 

 

Killer Robots, and monstrous machines: Feb Fatale 3.

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As part of Vector 2015, we’re partnering with Toronto’s Dames Making Games to co-present their Feb Fatale 3 Game Jam and Speakers’ Social!

This is our 3rd year partnering with DMG, and we’re excited to see what mad machines DMG member make during the FF3: Killer Interface Game Jam on Feb 7th.

Then, during the festival, on Saturday, Feb, 21st, @5pm, game jam participants will be speaking about and showing off their games at interfaces at the DMG x Vector Speakers Social!

We’re excited. and maybe a little afraid!

 

 

Our First Programming Announcement for Vector 2015!

Things are moving along at Vector HQ, we’ve confirmed about 90% of this year’s festival programming, and will be rolling out announcements and continually updating the ‘Programme’ section of the website over the next few weeks! We’re excited to announce this year’s screening programme, curated by Vector co-founder, artist and screening programmer Clint Enns: 10 PRINT: “HELLO WORLD”: Early Home Computer Animation!

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This programme is a follow up to the screening Code in Motion, which Clint programmed for Vector 2014, and we’re very excited about it. The screening will take place on the final evening of the festival (Sunday, Feb, 22nd, 7pm), with a modest ticket price of $5. Tickets for this screening are on sale now!

For more information about the screening, click here!

Vector 2015 is just around the corner!

Vector 2015 is quickly approaching, and with a little less than two months to go before our third edition of the festival, we just wanted to thank you all for your submissions.  There was a lot of great work submitted this year, and we’re excited for the programme that we’re currently building. While we’re not ready to make our final programming announcements just yet, we can tell you what Vector 2015 is going to look like. We’re operating on a reduced schedule of programming compared to previous years; an exhibition, a panel discussion related to the exhibition, a workshop, an evening of performance and a film / video screening. This year there will be no con-current events, so that attendees have the opportunity to attend all of the events this year, rather than picking and choosing.

We’re very excited for what’s to come and ask that you stand by a little longer, as we will be announcing our full programme and ticket information by mid-January.

Happy New Year!

Introducing our new look for 2015.

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Each year for the festival, Team Vector chooses an artist’s work to represent the festival on all of our print and digital promotional materials. For our first run, in 2013, we featured the artwork of Kent Sheely, generated from his Cities in Flux installation. Last year in 2014, we featured images of databent 3D models by Jeff Donaldson aka notendo. And for 2015, we’ve chosen some new work by Vector alum Alex Myers. Alex has participated as an artist and panelist at both previous years of the festival, and we’re very happy to be able to show his work this way.

You may also note a shift in our promotional language. We’ve eschewed the “game + art convergence” from our moniker and have added “games.art.new media”. Why? Well, when our programme for 2015 is announced, we think that you’ll see why we’ve made the change. We are shifting our focus slightly to bring in more interdisciplinary discussions around the use of games under the larger umbrella of new media art. As time moves on, we’ll be commenting on this in a more expanded manner, but in the meantime, please see our call for submissions and let us know what you’ve been creating!

 

We’re Back! A note from Team Vector on Vector 2015!

Team Vector has seen some changes in its ranks over the past two years, and we’re immensely proud of everything this collective has achieved in its various incarnations. After a short post-festival hiatus, building on many conversations we’ve had with many of our friends and supporters, we have spent the last few months evaluating what Team Vector is, what our priorities are, and what kinds of work we want to accomplish in the near future. What has always been a collective effort will continue to be so, even though for the moment the ‘collective’ has shrunk to just two of us – Skot and Martin. But rest assured, friends, the spirit of what we’re planning for the coming year falls fully in line with Team Vector’s original mandate: to support and exhibit the work of artists experimenting in games and new media, and to foster critical dialogue between the various “art worlds”that these practices come into contact with. These foundational principles are as important to us as ever, and they are the very reasons that we’re continuing this work.

What this means, moving forward, is that you’ll see a change in the scale and scope of the 2015 Vector Festival. With only two of us running the festival this year, we’re pulling back a bit, trimming the number of exhibitions and events to a more manageable scale. It is our hope that all of you who have contributed to the festival – artists, curators, community organizations, scholars, volunteers, and visitors – will be involved again in making Vector 2015 another great success. We certainly couldn’t have come this far without you, and look forward to continuing these partnerships and collaborations! Your support means a great deal to us, and allowed us to create this unique space of critical dialogue and support for emerging creative practices.

Beyond the festival, we are developing new avenues that allow us to engage in regular dialogue with the creative communities that make the kinds of works we’re interested in, as well as to maintain a critical discourse throughout. In doing so we’re looking beyond the boundaries of Toronto to bring the principles of Vector to other communities. More information is pending, and we will share upcoming ideas and events with you as time goes on.

In closing, thank you all! Thank you all for the support, encouragement and your contributions to making what we do so rewarding. Thanks to our community partners: VideoFag, Bento Miso, Dames Making Games, Feminists in Games, OCAD U, Cine Cycle, and InterAccess for all the assistance over the past couple of years. And, of course, thanks to all of Team Vector’s former members, Katie Micak, Christine Kim, Clint Enns and Diana Poulsen. We wouldn’t be where we are without your invaluable work along the way!

It’s great to be back and planning the third installment of Vector for 2015! We have several Calls for Artworks and they are now LIVE! Please take the time to read them over and submit your work! Thank you all for your continued interest and support, we look forward to hearing from you.

Martin & Skot.
(Team Vector).

Team Vector at the Long Winter Arcade on January 10th, 2014!

 Team Vector is excited to announce it’s participation in this season’s Long Winter series at the Great Hall! Conceived by members of Toronto band Fucked Up, The Long Winter is a series of concerts that incorporate art installation, video games, food vendors and more! Now in it’s second season, we’re pleased to announce that we will be curating games for the January 10th edition of the Long Winter in the new year!

 We’re happy to curate games for this installment of the Long Winter Arcade, having shared the curatorial duties for the second season of Long Winter with Bento Miso, Drinkbox Studios, Dames Making Games,  and TO Jam; with each group curating for one of the events. For our portion of this series, we’ve decided to bring in games that focus on unique perspectives in the local multiplayer experience. We’re inviting Long Winter attendees to shoot and battle with other players throughout the night, with this assortment of games.

 Team Vector will be bringing the following games to the Long Winter Arcade:

 Tay Bai Woo: Chopsquares.

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 Blue Square’s ultimate nemesis Red Square is for reals angry. They face off once and for all in square to square combat, choppin’ each other’s bods mercilessly. They spin through the air, in an endless struggle.

CHOPSQUARES is a small two-player versus game, where each player is a square, a square with a sword on its head. Time slows the closer both squares get. If the sword touches the other square’s body they are dead.

 Alex Martin (aka Droqen): Shotguns in the Dark.

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 A 2 player versus mode game where you fight your opponent in a darkened maze, only the flash of your shotguns reveal your location.

 KO-OP Mode (Montreal): Kung Fu Volleyball.

Are you ready for battle? Montreal’s KO-OP Mode brings you a volleyball game unlike you’ve ever seen! Soar through the air and use your Kung Fu Powers to score points against your opponent in this 1 on 1 Kung Fu inspired sports game.

 Creative Technologies of Toronto (CTT): Crack-a-Quack.

 Crack-a-Quack is a mobile AR game, which pays tribute to the classic duck shooting galleries of old carnivals as well as the classic shooter Duck Hunt for the NES. Instead of a light gun and a television however, visitors to the Long Winter Arcade can download a small app, and use their own phones as the “zapper” while shooting targets on a large projected screen. This game allows for multiple users at the same time, where you can compete with other players to achieve the high score.

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 We hope that you will join us at the Long Winter Arcade at Long Winter on January 10th! For more info, you can check out the Long Winter Facebook page!

 

 

 

Announcing Vector 2014′s first screening programme!

Team Vector is pleased to announce the first screening of the 2014 edition of Vector Game + Art Convergence! Taking place on Wednesday, February 19th at Cinecycle (129 Spadina Ave), our first screening is programmed by former Team Vector member Clint Enns as he returns as one of this year’s guest curators.  Happening the day before the official launch of the festival, this special “Day Zero” screening features works that connect to the larger practice of game art, through experimentations in computational media.  We hope that you will join us for this exciting programme!  For more information on tickets for this event, please visit the tickets section of the Vector Festival website.

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The works in this program explore both the mathematical precision of computer graphics, as well as the uncontrolled, the uncontrollable and the random. Early examples of both experimental and narrative computer animated films will be shown including work by John Whitney, Sr., Norman McLaren and Evelyn Lambart, Mary Ellen Bute, John Stehura, James Whitney, Stan Vanderbeek and Kenneth Knowlton, Lillian Schwartz, Pierre Hébert and Peter Foldès. As an added bonus, innovative computer generated commercials produced by Robert Abel and Associates will be shown between each film.

 Includes the films:
Around is Around – Norman McLaren and Evelyn Lambart, 1951, 10 minutes
Abstronic Mary Ellen Bute, 1952, 7 minutes
Catalog John Whitney, Sr., 1961, 7 minutes
Cibernetik 5.3 (1960-65) – John Stehura, 1965, 8 minutes
Lapis
– James Whitney, 1966, 10 minutes
Poemfield no.2
– Stan Vanderbeek and Kenneth Knowlton, 1966, 6 minutes
The Artist and The Computer
– Lillian Schwartz, 1976, 11 minutes
Around Perception Pierre Hébert, 1968, 16 minutes
La Faim
– Peter Foldès, 1974, 11 minutes
Various Robert Abel Commercials, Various Dates, 7 minutes