is a new
record label founded by artist / musicians nil00 and Yank Scally,
bringing together their shared interests of electronic
music, glitch aesthetics and digital spiritualism.
Their debut exhibition SOULWEIGHT
takes as a starting point the concept of weighing a human soul upon
death to judge how well a person has lived, a motif which is common to
multiple ancient religions.
Visitors are invited to place different objects on a large weighing
dish - objects carried on your person (phone, keys etc) or one of the
'mystical items' displayed in the gallery: the C-Shell, Bound Heart,
Love-axe and Wing-machine. Each item will trigger unique variations in
music and visual projections which fill the gallery space.
Utilising imagery based on user interfaces, control panels and video
game health indicators, SOULWEIGHT will invite users to consider
questions of their own soul's weight, while looking towards 'an
alternate reality where technology is used in service of good,
supporting the collective journey of the human spirit towards
both have well established solo practices - what made you decide to
team up as DREAMCHORD?
nil00: Dreamchord started when Yank wanted to start a record label and
I wanted to release music. My first EP, 00 - which he exec produced -
is the first official DREAMCHORD release. We have been working together
for ages making music and videos, and the last few art things I did he
ended up doing the technical side - we made an RPG pixel game and a
mystic SMS bot. So really it’s just carrying on what we’ve been doing
under a different name. Yank had this idea to do a weighted jukebox so
we decided to do a musical exhibition built around that idea.
How does a
DREAMCHORD project differ from a Yank Scally or nil00 solo project?
Dreamchord: It’s more based on shared ideas than our individual
expressions, and that shows in the art. It’s also more aimed at getting
other people involved in something interactive, rather than just
sharing a personal world.
Why are video game aesthetics important to your work?
YS: My first artistic influences were video games. The music
and visuals I encountered in the Playstation 1 era when I was a child
shaped my taste a lot.
nil00: I think for me it was just growing up very online, and
playing games as a kid too. I like painting and making stuff with my
hands too but I think we’re just nerds who like messing around with
stuff on computers.
What’s the best exhibition you’ve ever seen?
Dreamchord: Evian Christ live set in a shipping container at
Constellations. It probably broke world records for the most strobes
and smoke machines in the tiniest space ever.
|What kind of experiences do you want to create for audiences?
YS: A fun time, like a really relaxing, zen firework display.
nil00: Fun is number one and also maybe a chance to think about the meaning of life and your feelings and stuff for a bit.
What would be your dream opportunity?
YS: a warehouse with wall to wall computers blinking away at my will.
doing like a huge musical exhibition with big money where everything
reacts to your presence and it feels like a cross between a
planetarium, an escape room and a choose your own adventure novel.
work, and your wider practices generally, alludes to an interesting
relationship with organised religion or spirituality - in that you seem
interested in the rituals and customs and their potential, but not the
actual religious teachings...
nil00: I’m always interested in different ways people have tried to
figure out a way to live and find valuable ideas everywhere. I’m
interested in the teachings too but I’m more drawn to mystics who have
taken their own path. It’s really just an obsession with the meaning of
life and wanting to spend time with that mystery
and find the best way to love it while I’m here.
YS: When I think about creating an artistic universe it has a very
divine thought process - like what would a tree look like in this
universe? Or its leaves? Or a car? I like to start at the very
beginning and that has a sort of mystical and genesis-like feeling in
itself. It’s very similar to developing video games which is a big
interest of mine.
share a lot of stylistic qualities with each other’s and also with
Podge who is a frequent DREAMCHORD collaborator. Is this something you
arrived at together or separately? What was your work like before you
landed on this sound / aesthetic combo?
nil00: it’s a hard one to answer when it comes to Yank because he
taught me how to produce and everything and I pretty much learned
watching him over his shoulder passively for a couple of years so I
know I absorbed a lot of that, and then he was very involved with
producing my EP - but then again I don’t think any of that would have happened if we hadn’t shared tastes to begin with.
And then I was very involved with the visual side of Yank Scally stuff
so it all kind of developed simultaneously and I think all of that
explains why our art is similar. Podge just happened to be one of the
few artists nearby who seemed to be coming from a similar perspective,
and that’s how we got to know each other. Now we’re working around each
other all the time so we’re sharing skills and ideas all the time, you
naturally end up absorbing things from each other and growing together.