Gael Bourhis

Gael Bourhis is nominated with Kristallijn for the A MAZE. Awards 2020. Kristallijn is a short first-person ambient game experimenting around the strobe effect. Gael gave us 15 wildhearts answers. Enjoy!

Gael Bourhis

Gael Bourhis

A MAZE.: How would you describe yourself?
Gael Bourhis: Never been good at that.

A MAZE.: Are you a wild heart? If yes, what makes you think you’re a wild heart? 
Gael Bourhis: I sometimes makes more the impression of a machine than anything else.

A MAZE.: Why did you start making games or playful media works?
Gael Bourhis: I was struggling with painting and installation when I rediscovered this absolutely current medium and its possibilities. I think art should be contemporary and strive to make the world livable, by extracting beauty from it, and so it must inspect and infiltrate the most modern means.

A MAZE.: Who (or what) is your biggest inspiration? Think beyond games too - musicians, writers, filmmakers, artists, scientists, …
Gael Bourhis: Some small details, images and impressions. The musical patterns of a train on rails, deserted places, or some movement of light. The works of Bill Viola and Steve Reich, to cite any, have a great influence on me.

A MAZE.: Where can we find this in your work?
Gael Bourhis: I’m mostly trying to transcribe those impressions in a virtual context and see what happens, how those perceptions are altered and how some others emerge from rhythms and spaces.

A MAZE.: What message(s) are you sending out with your works? 
Gael Bourhis: I’m not sending any message, only trying to translate a particular state of mind or perception into a form. I think that’s what art is about.

A MAZE.: Is there a repeating pattern in all of your works the players may experience?
Gael Bourhis: Some specific ideas are haunting my works: the circular nature of time, the discontinuity of perception, consciousness states & superimposed realities, ghosts, polyrhythms, polders... Which are naturally variations of the same.

A MAZE.: What influences your work more: Past (history), present (contemporary) or future (scifi) and what are your sources?
Gael Bourhis: All at once, but present is the most important.

A MAZE.: What does responsibility towards your players mean to you as an artist?  
Gael Bourhis: The responsibility to stand to my personal vision, to let it assume form and listen to where it’s bringing me. The player brings all the rest.

Screenshot of Kristallijn

Screenshot of Kristallijn

A MAZE.: What impact is the current pandemic having on you and your work?
Gael Bourhis: Changing the aspect of passing time. A strange kind of present - unresolved. Bringing me strangely AFK, bringing me back to pen and paper.

A MAZE.: If there is something wrong in the field of games / playful media, what would you fix first?
Gael Bourhis: In all mediums today, creation often comes down to advertising a simple concept or a hollow novelty. We have to be careful not to become ad-people and rather give up this self-promotion and pay more attention to our surroundings.

A MAZE.: What are the three games someone who never played a game before should play? Why those?
Gael Bourhis: Here are some I would recommend imho :
-The Beginner’s Guide (D. Wreden) for a radical vision of what game rarely are and could be.
-The Witness (J. Blow) for the depth of its construction, and it’s impact on life.
-Inside (Playdead) for that sequence-shot and its use of framing.

A MAZE.: How do you relax and find balance?
Gael Bourhis: Mostly w/ drugs

A MAZE.: What are the main challenges for artists in your country to sustain themselves?
Gael Bourhis: To stay vertical.

A MAZE.: How do you see interactive arts in 10 years from now? In 2030! Tell us your vision.
Gael Bourhis: I’m afraid everything would in the end become advertising, yet I know that in some places some people will resist, on their prison's walls or hacking their microchip implant.

Screenshot of Kristallijn

Screenshot of Kristallijn