PIKSEL24 is coming with an array of artistic and and tech-driven workshops both online and in person.
Across two days, participants can join the OHANDA.ONE team’s lab to collaboratively envision the design of a sustainable, open-source research vessel—covering cabin layouts, workspaces, and labs with an emphasis on transparency and community-driven governance. Jordan Magnunson, will teach how to create subversive videopoem games that prioritize reflection over reaction and symbolism over spectacle. Meanwhile, Søren Peter Mørch introduces live coding with Punctual, a GLSL shader-based functional language, bringing visuals to life in real-time performance coding. Finally, Sonus Verbosa by Anastasia Melandinou dives into audio-reactive typography design with p5.js, merging sound and visuals.
For those attending PIKSEL24 remotely, there is an online session on November 22nd with James Alec Hardy’s Building Environments in the Metaverse workshop introducing tools for creating immersive, VR-compatible spaces on free platforms like voxels.com.
Please send an email to piksel24(at)piksel(dot)no to book your seat in any of the workshops, writing the title of the workshop in the subject. Thank you!
The link for the online workshops will be send to the participants some days before the workshops will be hosted.
All the workshops will be on NOV 22nd except OHANDA.ONE that last 2 days: Nov 22-23.
(Please get the final schedule updates through our website: piksel.no OR in our social media channels)
IN PERSON
NOV 22nd & 23rd @ Alt Går Bra Lokale
- OHANDA.ONE – Juergen Neumann (DK), Tuomo Tammenpää (FI), Julian Priest (DE) @ Alt Gar Bra Lokale
NOV 22nd @ Studio 207 / Piksel
- How to Make a “Videogame Poem”: Creating Subversive Games with Open Source Tools, Jordan Magnuson (US)
- Live coded visuals in Punctual, Søren Peter Mørch (DK)
- Sonus Verbosa, Anastasia Melandinou (GR)
ONLINE
NOV 22nd @ BBB Room I – link (TBA)
- Building Environments in the Metaverse – James Alec Hardy (UK)
OHANDA.ONE – Juergen Neumann (DK), Tuomo Tammenpää (FI), Julian Priest (DE)
@Altgarbra Lokale
November 22nd and 23rd
IRL (In Real Life)
PIKSEL24 embraces the workshop OHANDA.ONE, a 2 days LAB in Bergen.
The Ohanda One workshop centers on envisioning a zero-emission ocean vessel and research platform that promotes sustainable oceanic exploration while fostering collaboration and innovation. Planned as a hub for open science, software, and hardware, Ohanda One will operate with no passengers, as everyone on board participates actively in research and daily life. The vessel aims to support up to 150 individuals, each contributing to the project’s goals of sustainable energy, reduced carbon emissions, and environmental research.
The workshop delves into specific themes critical to realizing this vision. Topics include developing self-sustaining systems for life on board, advancing green technology for efficient energy use, and designing both the physical space and social structure on the ship to promote collaboration. A key part of the workshop is planning the vessel’s design, including the layout of cabins, workspaces, and labs, to maximize both function and comfort.
Participants also explore open-source tools for project transparency, governance, and funding strategies, essential to the project’s communal ethos and long-term sustainability.
By the end of the workshop, participants aim to map out the steps toward building the Ohanda One, considering technical, social, and environmental factors that will shape this innovative and collaborative maritime platform
The OHANDA.ONE team: Juergen Neumann, a Berlin-based artist, activist, IT consultant, and entrepreneur; Julian Priest, an interdisciplinary artist from Germany; and Tuomo Tammenpää, a designer, entrepreneur, and artist.
Sonus Verbosa, Anastasia Melandinou (GR)
@Studio207 / Piksel Library
November 22nd – 12:00- 14:00 h
IRL (In Real Life)
The workshop studies a meta-linguistic environment where typography, words, letters, the shapes that convey a meaning gets enriched by sound giving them new multi sensory meanings.
In the workshop the users will get the basic guides how to create audio reactive typography in p5js and on the next step each one will be encouraged to make its own modification creating its own sound reactive font.
Anastasia Melandinou is a graphic and motion designer from Greece with an artistic direction in creating motion narratives and typographic explorations with new technologies. She had been awarded twice with the Greek design award (EBGE) in the section of experimental design, has created her own tools with coding to push the design limits further and is always in to combine typography with another technologies that will create a visual engagement.
How to Make a “Videogame Poem”: Creating Subversive Games with Open Source Tools, Jordan Magnuson (US)
@Studio207 / Piksel Library
November 22nd – 16:00- 19:00 h
IRL (In Real Life)
Can videogames be a form of poetry? It’s a provocative question that challenges the traditional boundaries between art forms. While poetry is often seen as a medium for introspection and cultural critique, videogames are typically associated with industrialism, consumerism, and resource consumption—more often about conquering worlds than contemplating them. However, these assumptions can be subverted.
In this hands-on workshop, Jordan Magnuson will guide participants through the process of creating “game poems”—small, personal, and subversive videogames that prioritize reflection over reaction and symbolism over spectacle. Using accessible open-source tools such as Twine and Bitsy, attendees will learn how to craft interactive experiences that challenge traditional game design and contribute to a more sustainable and inclusive digital culture.
Participants will leave the workshop with a completed “game poem” of their own, along with the skills and knowledge to continue exploring this unique form of creative expression. No prior game development experience is required, making this workshop suitable for artists, writers, and anyone interested in experimenting with digital storytelling and short-form game design.
NOTE: Attendees should bring their own laptop with them to this workshop. (A tablet or smartphone can work in a pinch, but not ideal.) Headphones are useful but optional.
Jordan Magnuson is an experimental game designer and new media artist who seeks to challenge and push out expectations around videogames. Jordan’s serious games, art games, “notgames,” and “game poems” have been featured by Wired, PC Gamer, Le Monde, and others, shown at festivals and exhibitions around the world, and nominated for a variety of awards including the New Media Writing Prize and the IndieCade Grand Jury Award. Jordan is currently Senior Lecturer in Games and Media Art at the University of Southampton, and 2024-25 Fulbright Fellow in Digital Culture at the University of Bergen.
https://www.jordanmagnuson.com
Live coded visuals in Punctual, Søren Peter Mørch (DK)
@Studio207 / Piksel
November 22nd – 16:00- 19:00 h
IRL (In Real Life)
Learn how to make live visuals using coding. This workshop will be an introduction to Punctual, a functional language based on GLSL shaders. It is more compact that GLSL making it faster to type during a live performance. Punctual runs in the browser, so there is no need for installing anything. Punctual is also part of Estuary so it can be used alongside other live coding languages for collaborative and networked performances.
The workshop will be hosted by Søren Peter Mørch aka darch, a visualist and live coder from Copenhagen. In 2019 he discovered live coding and co-funded Live Coders Collective Copenhagen. Ever since he have been teaching himself and others how to make visuals with code by hosting workshops and algoraves.
Links to my portfolio and socials:
darch.dk (older cv)
instagram.com/darchdk
facebook.com/darchdk
facebook.com/s0renpeter
norrebro.space/@sorenpeter
Building Environments in the Metaverse – James Alec Hardy (UK)
@BBB Room I – LINK / Piksel
November 22nd – 12:00- 14:00 h
Online
An introductory workshop on creating immersive environments online (for free).
Focusing on the available online metaverse tools which are currently free, or have a freemium model, to utilise the virtual space and create an interconnected metaverse across different worlds and platforms.
Starting with the free spaces which can be built in the game world www.voxels.com
Simple block building and drag’n’drop editing tools to create a VR compatible space which can be connected together with reciprocating links.
Needed:
Internet connection
Metamask browser extension (to create free login to voxels)
PC or Mac with mouse and keyboard
Using site building tools at www.voxels.com
(Alternatively Spatial.io as an alternative TBD)
James Alec Hardy is a pioneering multimedia artist, using analog video technology and digital mediums since 2002 to craft immersive, dynamic installations. His unique aesthetic draws from three decades of screen-based culture, rooted in the D.I.Y. punk ethos and an enduring fascination with analog-to-digital transitions. Central to his work is a studio packed with legacy broadcast equipment salvaged from decommissioned studios, allowing him to produce electronic feedback video and modular sound pieces.
Hardy blends traditional and digital techniques, integrating 3D environments, VR production, and blockchain-supported technology to connect virtual spaces with tangible artworks. His work spans live performance and sculpture, fostering an interactive engagement with audiences worldwide. Over the past two decades, Hardy’s art has been featured in numerous international exhibitions, including biennales in Pakistan, Belgium, and Malta. Notably, in 2019, his work appeared daily as an ident for ITV and was showcased at the Saatchi Gallery in an exhibition on rave culture’s history. Hardy’s impact is further evidenced by his performances at prestigious venues like Tate Modern and Tate Britain, as well as exhibitions at international art fairs.
https://kristinhjellegjerde.com/artists/111-james-alec-hardy/overview