Skip to main content

Half-Life: Crate Edition

By  Jason Rouse 2016
German artist Aram Bartholl describes the role of the crate in first person shooters as ’a generic, duplicatable and locationless object.’ Indeed, it is a common trait of modern gaming to lazily use such generic objects to fill space, create obstacles and provide cover from opposing forces. Half-Life: Crate edition pokes fun at the status quo and offers a light-hearted revamp of one of the genre’s most beloved examples. Almost all of the textures in the 1998 classic have been replaced with various low resolution crate textures. The result is both humorous and disorientating.
prettier-ignore-start J6aq37bbj0wfgbwdypopsa prettier-ignore-end Jason Rouse

POSTCARDS FROM MEXICO

CLIFTON

DayZ en plein air

Become a member

We support our members with: insurance, networks, space, opportunities, R&D awards, profiling, advice and mentoring.
Become a member

Join the UK’s Leading Artist Community

Be part of a caring, mutual aid network. Connect with fellow artists and access insurance, space, opportunities, and support to grow your practice.

Become a Member