The Timeline project consists of producing hundreds of thousands of hand-drawn figures that will be used as material for a case study documenting an evolution of the image. The figure is used as mental template which can be viewed as a cylinder that is divided into distinct sections that allow for a wide variation of moves. This neurological mapping will span a lifetime.
In a 2007 interview with Brian Sherwin (Myartspace) I stated that in regards to my earliest experiences, video games had been a stronger influence than art school, at least on a sub level and I believe this is true for most artists of that time period of the late 70’s to late 80’s.
This early influence has become the cornerstone of my aesthetic process.
The format begins with a 5ftx5ft square image area (white paper or canvas) which simulates a standard arcade screen of that era.
2 inch black pen/ink figures are then hand drawn in sequence onto the surface from top to bottom, left to right.(During production, even the movement of the pen simulates the ups/downs lefts/rights of the vintage joystick.) Figures are produced daily and conditions surrounding the production are documented, such as date, time and location.
The idea of starts and stops, moving through levels and keeping score as well as trying to advance towards a higher score is a key factor in the overall scheme of figure production. The finished sheet will then be framed in a 6ftx6ft white shadowbox simulating the arcade game encasement. The number of the completed piece will be on the outer, upper left side of the frame (In black).
The arcade analogy is not simply a case of adding a theatrical element to the process rather it is a direct cultural influence which is embedded in my approach towards work as is the time I spent in a factory setting during my early years.
When positioned in front of the machine (be it in an arcade hall, factory, computer monitor or canvas) the mind moves at light speed through space and time while the body remains locked into position. The subject is placed within the paradox of suspended motion and the primal tension that ensues is steeped in loss aversion. The merging of technology and the primitive was an essential component of the early Arcade experience and it is this hybrid approach that moves through the Timeline project.
There is a core drive in the mind of the player/artist when engaging in the game and this is the act of racing against time and the preservation of ones immortality. This act is symbolic yet the implications are very real.
This awareness of ones mortality is underscored in the Time Line: The time line is an actual (RED) line that runs vertically through the front surface of the frame. This line serves as a mortality marker. The line is inserted in intervals of .5cm at the completion of each canvas (The square canvas can be viewed as a clock, each side is a quarter.) On doing the math, it is assumed that in all probability the line will not complete one full rotation before the artist’s death.
Projected score stats:
*Daily production (minimum): 3 hrs. = 250 figs.
Weekly 1,750
Monthly aprx. 7,000
Yearly 91,000 = 29 canvases.
Decade 910,000 = 290 canvases
Projected remaining
Life-span (30 yrs.) 71 yrs. Old 2,730,000 = 874.9 canvases
(Aprx. 3,120 figures per canvas)
Timeline allowance: 1,120 canvases
* This is based on a 3hr.minimum production time daily schedule, a standard 9hr. day would triple the numbers to 8,190,000 (2,624 canvases) in 30 years.
WEB (winter 2009)