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Workshop: Performance and Technology

Tuesday 10 and Wednesday 11 September, 10am-5pm

 

Sorry but this workshop is now fully booked

 

This two-day workshop is designed for theatre makers, artists, makers, technologists and games designers interested in fusing theatre and performance with collaborative gaming and new technologies.

Artist Katie Day and artist-coder John Sear join us to lead a practical, hands on workshop, drawing on learning from the process of making A Moment of Madness, a new immersive and playful theatre experience which sees audiences thrust into the heart of a political spy thriller.

Participants will:

  • Explore the elements of immersive, playful performance – including locations, performers, game mechanics, communications, technology and objects.
  • Create a new ‘scratch’ of a mini immersive, playful performance, working in small teams
  • Share ideas, practice and be supported to develop a critical voice.

This will suit artists and makers at any stage in their career with an interest in interactive forms of performance, new technologies, and participatory and/or immersive audience experiences.

How to Book

Spaces are limited and priority will be given to sole traders, who are registered as self employed; businesses and STEAMhouse members.

To secure a place please send an expression of interest introducing yourself and outlining why you would like to take part to ruth.claxton@bcu.ac.uk 


Our Workshop Leaders

Katie Day is Artistic Director of The Other Way Works. She develops original concepts for new projects and productions, and leads multidisciplinary teams in the practical realisation of these. Her particular area of interest is the emerging frontier where theatre meets new technologies. She is always on a quest to provide magical and bespoke experiences for ever more sophisticated audiences.

She is a 2018/19 BOM Fellow, a resident of the Pervasive Media Studio, and was the winner of the Hello Culture Award in 2014.

 

John Sear is a veteran game designer of 20+ years working in the game industry who now develops unique and magical experiences for public spaces.  Originally starting out building games for console platforms, moving through mobile spaces he now develops games for cinemas, car-parks and other outdoor & indoor spaces.  This had led him to work much closer with the GLAM (galleries, libraries archives & museums) sector.  In addition to the bespoke high-end experiences for larger venues he also works with much smaller cultural institutes training them in the skills needed to develop their own interactives.

Why come to this event?

To develop new skills

To generate ideas

To find collaborators

Spaces

Remaining

Who should come along?

Technologists

Artists

Games Designers

Performers