CuteXDoom II
CuteXdoom II is a game- modification and installation which is the second installment in the artists' CuteXdoom videogame series. The modification hijacks the traditionally violent Unreal Tournament 3 technology to create a luscious and surreal gaming experience. CuteXdoom II continues to explore the themes of obsession and fanatical adherence to ideologies, but is a stand-alone narrative with a new mission. In the explanatory animation that starts the game, Sally Sanrio wakes up from her paroxysm to find herself in a familiar, yet changed, environment. Upon drinking a liquid nearby, she notices that the cute environment she once sought to enter is becoming increasingly strange and distorted. She realises that she has been poisoned. Once sweet characters now appear malevolent, predatory; the landscape becomes surreal and sinister, graphic forms are elegant, and almost cruel. In this altered state of perception she realises that the cult of CuteXDoom was not what she thought it would be, and that she must fight the effects of the poison to find the antidote and escape.
HD video projection, UT game- mod, Stereo, Wallpaper, Customized joypad, prints, plexi-glass sculpture.
Created by Anita Fontaine and Mike Pelletier, sound by Luke Ilett

CuteXdoom II Installation: Gallery of Modern Art, Australia

CuteXdoom II installation: Gallery of Modern Art, Australia

Ideology wallpaper: CuteXdoom II installation

ideology wallpaper: detail

Modified game controller: Gallery of Modern Art, Australia

CuteXdoom II: ingame screenshot

CuteXdoom II: inside the temple

CuteXdoom II: ingame tv madness

screenshot: in front of a collectable

Screenshot: game ending

The Temple, print (80 x 60 cm): Limited edition of 30

CuteXdoom II print (60 x80 cm): Edition of 30

Canvas print, nest collectable: Edition of 1

Canvas print, Deer collectable: Edition of 1

The Crystal castle: perspex sculpture, Maxalot gallery

The crystal castle: detail

The crystal castle: perspex on moss, detail

gifnosis: Animated gif loops/ custom frames

custom game controller: the making of