Tamar Clarke-Brown

November 2023

"I'm driven to understand people and to be able to feel comfortable speaking not only with them, and not for them, but speaking in concert."

—Tamar Clarke-Brown

Applebaum speaks with Curator Tamar Clarke-Brown on the occasion of Gabriel Massan and collaborator’s Third World: The Bottom Dimension at the Serpentine Galleries.

Tamar Clarke-Brown is a curator within Arts Technologies at Serpentine, London, where she works with artists questioning and prototyping new shapes for future development, reformation, and transformation in society. Her work involves commissioning new artworks, events, and R&D projects engaged with experimental worldbuilding and exploring the untapped civic potential of technologies, with a special focus on platforming alternative mythologies, overlooked imaginaries, diasporic and queer practices. A Dazed 100 (2022) awardee, across her multidisciplinary practice, Tamar has worked with institutions including Autograph ABP, NTS Radio, ICA, South London Gallery, Tate, Yale School of Art, Somerset House, Kadist (Paris), Bard and more. Tamar has written for publications and institutions including CURA, i-D, Baltic Triennial, Bergen Kunsthall and 21AM (Cultural Centre Philippines).

Third World: The Bottom Dimension, Video game reveal trailer, Gabriel Massan & Collaborators, 2023

Saul Appelbaum: Art, curating, and arts technologies—how did your interest in these develop, and where has that led you?

Tamar Clarke-Brown: I've always been interested in language, communication, literature, storytelling, the different ways that stories are told…the different ways that people express their experience and, thereby, connect. My first degree was in English literature and language. I was one of those kids that was always reading. But I'd read 15 books at a time. Always very quantum minded. I was really curious about the world, and I liked that when I read multiple books at the same time it was like they were trying to jump across to each other.

Perhaps my linguistic and quantum interest comes from the fact that London is very multicultural. I'm third generation, with Jamaican heritage, and grammar school was a particular experience of being taken out of my immediate context and sent to another place. So I was always surrounded by different kinds of people. Shaped by awareness of the linguistic differences, of my own language changing, myself changing, transformation of the way that I speak and exist in different environments.

I eventually found myself debating between literature and art. I realized I didn't have to choose, because my interest in art had so much to do with the fact that I understand art as a language. The most exciting thing, for me, is that every artist develops their own language. Developing a relationship with an artist's work, to say nothing of communication and collaboration, is about finding ways to learn each other's languages, ways to translate and teach and hold dialogue between them.

Serpentine is a very interdisciplinary space, which for me was incredibly important because I don't see any differentiation between art, visual art, music, cooking, culinary art, choreography, etc. All of these expressions are language. It's the form that someone has decided to take to explore their ideas. 

Increasingly, because of structures like the Internet, these different forms and the different ways of referencing come together. I grew up in the era of MySpace and of all of these platforms where people were able to explore themselves or diarize and archive their lives in a very visual, auditory, and tactile way.

But I actually used to be a nature baby. I used to hate technology, completely hate it. Hated having phones. Hated people contacting me. So it's ironic that I've ended up as an arts technologies curator. That's another reason why a voice like mine is interesting and crucial in this space.

Increasingly now we are seeing a disintegration of the distinction between the organic and the technological. Technology is built with materials that come from the earth. Cables are embedded in the sea. In all of this, there's not an a priori separation between ecology and the Internet or technology. It's exciting that people are thereby able to use these technological structures to attend to conversations about ecology and the environment. People are seeing themselves more as part of the environment. The Internet has helped us to understand our connectedness not only to each other but to the world around us.

I realize now that it wasn't, strictly speaking, technology that I hated—it was a certain kind of visual aesthetic and an array of topics that didn't relate to my stories, my world, and people that I was invested in. But as the Internet and connected artistic communities have grown, different people are getting access to develop things. We are learning how we can affect change through these architectures we've built, and deconstructing and reconstructing these architectures to affect civic change.

SA: You've selected an image background related to our preparatory dialogue. What's on the screen?

TCB: That was a text work I wrote for Liz Johnson Artur's exhibition at South London Gallery. It's called Soft Hold to Float. It's about black metaphysics. Liz has this incredible practice she calls the Black Balloon Archive. I did an interview with her before I wrote the piece. She is very generous in terms of how she wants you to work. She's quite interested in others. Immediately, when she was offered a solo show, she decentralized it, and said, I'm going to make a space for all these incredible and inspiring people that I've met through my photographic practice over the years, all these amazing artists that I've met in South London. She wanted to give the space to them, so the gallery became a performance space for all of these artists over the course of the summer. A space for people to meet people, to grow, to connect, to offer each other opportunities.

The poem for me was a spatialization exercise, expressing how I felt about the Black and POC artist creative community coming together. There had been a big shift in opportunities, confidence, visibility, growth, stability—all of these things that were very difficult. A moment of me not being the only one. Everyone, I think, felt like there was this quantum thing with people coming together. So I was talking about that moment, that movement, through the metaphors of particles coming together and the static on balloons: attracting each other. That really was a web moment. It was the beginning of a materialization of what had begun on and through the web, social media, Internet technologies.

Narrative Fieldwork, Micro-film stills with Clarke-Brown’s text work for Liz Johnson Artur’s Soft Hold to Float, Saul Appelbaum, 2023

SA: Similar to Artur, Gabriel Massan wanted to build a collaborative or collective process with other artists for Third World: The Bottom Dimension. I'm curious about how you used a decentralized private network to develop the collaboration, game, and exhibit.

TCB: There's something about informality. As an institution, a lot of things need to be set and nothing goes undone in that sense. But at the same time, the quickest way to develop relationships with people is to establish a safe space. Establish informality for people to be able to send a gift, stickers, communicate however they feel comfortable…because everything is going to be formalized eventually!

It's like the phrase 'attitudes into form.' It's about what it means to have a space where people can unfurl, and then to form that into something and create structures from the mess itself.

I found out about Discord through the Art Technologies team. We'd been investigating games, and artists using games, for a while, but also alternative social spaces. It is a really nice space and quite a good organizational tool. It was actually an incredible space for conversation, visualizing, and having a social zone where we could simply chat. We really needed that: to have a cozy space.

I did a studio visit with the incredible Brazilian artist Vitória Cribb the other day. We were talking about how she feels about Internet spaces and digital technologies. She said that, despite any hesitation about them, it's important that they're there. Her practice focuses on surveillance…intimate surveillance, and she creates these characters called vigilantes who have eyes all over them. She still uses the word cozy. I thought it was an apt term to describe Discord and these kinds of spaces.

In our Discord for Third World we had a couple of channels. As the project grew and we needed different lines of organization, we could create new channels. You can bring the different people that you want into those spaces. We had channels for music, the Unreal Engine development team, animation, and play testers. We'd send the play testers early releases to get their feedback about technical, aesthetic, and frustrating things in terms of usability or playability, and Discord was our forum for receiving and working through their feedback.

I started off producing and curating the project, but as it grew Róisín McVeigh, who's incredible, came on as the producer. Gabriel Massan is a Brazilian artist based in Berlin. We had all of the developers, three based in Brazil and one based in the Arab Emirates. We had an animator who's based in Berlin. We had all the artists who were predominantly based in Brazil, one in Amsterdam. We needed a space that felt like it was ongoing but private and just for us, where we could convene everyone and share new ideas remotely. I could post a picture and say, Hey, look how it's developing, and someone would comment. Someone would say look at what happened in São Paulo today. It became not only a hub for the project: over the production period there was a huge shift in the government, so it became a space for a lot of political and social conversation.

It's been amazing. It became a space where we felt safe to share, make mistakes, and be very honest if something needed to change. Crucially, it became a space where everyone felt ownership over it. Also, everyone was able to see the development of other members of the team. People developing their own practices were doing so in the context of collaboration and sociality.

SA: There's this trending phrase in computation, 'digital twin.' What are your thoughts about the Discord process as a kind of digital twin of dialogue in the art world, where art world structures are replicated on digital platforms and in networks?

TCB: I need a bit more. When I think of digital twins, I think of, for example, making a digital twin of a gallery by reconstructing the gallery as a digital version.

SA: In my architecture graduate program, people would use technical and/or trending terms from computer technologies as tropes or analogies in the service of more abstract theory, theoretical architectures, and/or history writing. A kind of perverse biomimicry.

By 'digital twin,' I do mean, exactly, a digital replication of a structure, in this case a structure of communications and language, but with the added wrinkle that, in Discord, what may happen in a production conversation in an office blends with a more informal, private way of talking like in an office common area or at a bar or a party.

I'm also remembering Zoom happy hours and family holidays like Passover in the height of the pandemic. It wasn't a great replica, but it helped soften the blow of isolation. In the case of bringing together professional and social conversations into the same online space, what's lost is supplemented with the limitless potential of being able to bring in anyone around the world through remote project development.

TCB: My urge is to take it towards infrastructures and how gallery structures are changing to echo the sociality of the world, which is the thing itself. The ideal is when people can come to a space and express themselves, where the artist may also express whatever deconstruction of the white cube.

This is something that Art Technologies has explored through structures like Future Art Ecosystems, which is a publication series that began with the person that started the Arts Tech department, Ben Viickers. Every year it's a set of provocations looking at how artists work with technologies, the structures that they're building, the ways that they're working, the multi-collaborative sense in which you have to build, the fact that you are not always a sole developer and that you have to build teams.

So what do all of these new structures or expansive structures mean for the way that art develops? How can those structures also feed back into art infrastructures as a whole? How can that inform the way that we decentralize things, the way that we reconstitute an institution to make it more accessible, more available, more reflective of the people that want to engage with it? That's a huge part of our mission. And that is why we do things like launching a Twitch Channel in 2021.

SA: Amazing, how's that going?

TCB: It's super fun. This project marks the tenth anniversary of Art Technologies. One part of it was to share a lot of the back end conversations that don't always surface, bringing it together from conception, from R&D, which is what the department is founded on.

We like to ask artists what their wildest dreams are, but also figure out how we can build a team around that to make it happen. Gabriel's game began as an R&D project for six months, and it was going to be the second edition of the Artist Worlds project which was looking at virtual environments, simulated environments and how those spaces can share and support more voices than the one artist exhibition model.

For us, this project has been a huge learning experience in terms of workflows. What does it mean to build a game and take those learnings and apply them to the institution? It's part of a longer project where we try to see how prototyping and building things can also feed back into the wider cultural industry, proving by example other ways we could do things.

A lot of that as well is being taken on by people like Victoria Ivanova, who's our R&D strategic lead, and the Arts Tech Curator Eva Jäger, for developing strong partnerships with other institutions, and figuring out how we can better support each other, and build the needed infrastructures. How can everyone have a voice and have it be more informal, but the informality leads into formal structures that support everyone?

SA: I look forward to witnessing more of this positive feedback loop, through future games that are built on these changed institutional structures, and so create even more critical structures to work from.

TCB: It's a utopic line of thinking that's very intoxicating, but, at the same time, we have to be attuned to the implications of an increasing lack of separation between our lives online and off. My niece, who's 16, does digital detoxes. There's a consciousness that you can go offline, but how realistic actually is this proposition? There's not the same line around anything as there used to be.

So we have to be very conscious and ears to the ground in terms of what kind of engagement people are expecting and excited about. We have to attend to how they're engaging. We were working with an incredible artist named Danielle Brathwaite-Shirley, for example, who really loved it when people would troll her posts. As an institution we had to navigate that because someone might say something incredibly transphobic, and Danielle's a black trans artist. Our instinct might be to pull that down, but for Danielle, she loved seeing all the comments, and actually it was a really important part of the practice.

Not to say that there do not need to be protections around things at all, but in that case we see a very different relationship to feedback, or to open structures that we're trying to embrace and experiment with.

Sharing the way that we build things is also a means to empower people to play with things themselves, whether or not we're making an actual open source game like Hive Minds. An open source open space is part of the volatility of the world that we are now in. It's exciting that we can play with that and see how the feedback can make things better.

Third World: The Bottom Dimension, Exhibition Guide, 2023

SA: Gabriel was the lead artist for Third World, and you have Castiel Vitorino Brasileiro and Novíssimo Edgar who both develop different levels to the game, and the composer, musician, and sound designer LYZZA who brings the levels together. In the exhibition layout, traditional art objects related to game development surround a space for gathering, gaming, and playing, like a living room. I'm curious about your role as the curator. With this kind of interdisciplinary project I imagine you played several roles, perhaps aligned with these divisions of labor in game development…or film.

TCB: There's a huge team that's gone into making this game a possibility, and everyone's voice and contribution and the way they've shaped it is critical. I worked in the beginning as a developer and producer. In terms of the process, we began quite intimately with just me and Gabriel. We then had an intensive six month R&D process in which time the team's main role was to write the base law, the base narrative of the world, and develop the Game Design Document (GDD). 

At the beginning, my role was primarily listening, thinking, talking, and proposing—and bringing in different voices. That helped Gabriel to think about who the primary audience is. We're presenting at a Western institution and the game is called Third World. We had a lot of conversations around stratification and colonialism. A lot of the reason I came into art technologies was from wanting to have more of a focus on platforming untold stories and myths, and looking at black diaspora especially.

The project is about world building. World building differently. Gabriel grew up looking at a lot of mappa mundi, and they're a Libra so very invested in justice. In the beginning of the R&D we brought in voices like Saidiya Hartman, who has this incredible practice called 'critical fabulation,' looking at the way that history has omitted certain voices, and how creative storytelling can revive certain voices or bring certain voices to the fore. We also brought in people through the suggestions of Kay Watson, who's the head of Arts Technologies, whose specialization is in decolonial storytelling through narrative design in games.

This was a period where we were able to develop the closeness that doesn't always happen on projects like this, but is incredibly critical. If we're bringing in Castiel Vitorino Brasileiro's practice, what does that mean? How do we bring her story into the game? We set up workshopping sessions where she and Gabriel could talk together, and recording sessions where they could be together and work out what stories they wanted to tell, what approach they wanted to take to the base world that Gabriel had developed. 

I'm driven to understand people and to be able to feel comfortable speaking not only with them, and not for them, but speaking in concert.

SA: I'm thinking of continuity design and continuity editing in film. A role in writing, production, and editing committed to consistency in the space and time of the film. Did you find yourself taking on a role like this, coming from your deep affinity for language?

TCB: I want to stress that, within Arts Tech, we work very, very closely with our producers. I don't want to underplay the role of our producer. It was like we're a family for the two years making the project. We had so many meetings every single day. A lot about the triangulation between producer, curator, and artist. The producer's role is to decide when to bring things in, to make sure everything stays on track, and to make sure that there is, yes, continuity between things. A lot of my role was the go between for the producer and artist, to make sure things tie together, and are delivered.

I was able to use the power that I have to say, This is an artist's game. A lot of things came in through play testing, for example, where people wanted things to work a different way or to bend more towards what might be traditionally expected. My role is to support and say, The artist wants this to be more disorientating, not follow the script of how it might be expected to be played. To put power behind that and say, We're going to trust the artist. This is an artist-led project. Even if it skews the things that we might expect productionwise, it's important that we allow for experimentation, and trust their voice. A lot of my role is in cultivating, understanding, believing in a vision, and being able to communicate that vision to the wider team.

The first moments, beginning that dialogue and ongoing conversation with an artist, are so that you can be in their mind in a sense, understand the direction of travel that they're trying to go. That is a large part of my work.

SA: What about the script writing process?

TCB: I did a lot of editing. All the scripts were written in Portuguese to begin with. We had a translator named Adriana Francisco who's incredible and works a lot with art and Brazilian artists. The game has a lot of narrative in it. It has a lot of dialogue and interactive text moments. Often there'd be a lot of back and forth asking, Does this make sense? Is it too poetic? Will people understand because it's a game? We had a lot of conversation about what the comprehension point needed to be for the artists. They're very abstract and they wanted it to be as poetic as they wanted it to be. Then we have to struggle with the game because you have to make the player want to continue to progress in the experience. We would have writing sessions constantly at every part of the process.

Third World: The Bottom Dimension, Photo by Hugo Glendinning

SA: It sounds like you're thinking in terms of the art world not as a synecdoche of the rest of the world, a part of the world that can somehow stand for the whole, but rather the art world as something alongside of and almost separate from the world, but simultaneously modeling and impacting a more open system of real world relationships.

TCB: Precisely. One big thing is, how does telling your story empower change for yourself or others? On one side, it is about storytelling, but on the other side it is us experimenting with tokens and Web3 economics. We didn't put a financial element into the exhibition aspect of what we did with Web3 tokens. But it's likely that we will continue this kind of development with Gabriel, because they're very interested in Web3, in decentralization and what it can do to create security or safety for people that they care about and for themselves.

When workshopping around the token aspects of the project, I asked Gabriel, How did you get into Web3 space? Why NFTs or tokens? They said quite frankly that they were really tired of having to repeat the same cycles of precarity in order to get to the next step. There was a lot of forgetting and obsolescence of work, of prior conversations, of structures that had been built, which had then fallen and needed to be rebuilt. They felt like they and their friends and collaborators were enacting the same levels of precarity within creative industries! Telling certain stories creates a reference point. A marker in a system. A reference that people can look at, and say, I don't have to do step one, because someone's already done it. I can see it and I can reference it.

That's very exciting not in terms of acceleration. But not having to continually repeat a brick that's been put in a foundation. Not having to keep rebuilding a foundation. To be able to say, We've done this, now let's tell different stories, let's build new stories, let's build new worlds together because we are now able to see a gamut of experience. This is exciting.

Even better, these particular kinds of stories lend themselves to being told in a multidisciplinary way, whereby they can be told, seen, and experienced in ways that many people can access. A large part of the arts interest in building games is to reach different audiences, and meet people where they're at, as well as accepting and ultimately celebrating the fact that not everyone is going to be affected by a painting, sculpture, or music.

The impetus for a large part of the game was that Gabriel wanted people to go through an experience of transformation as a character, as an agent. So, what is it to start with the idea of agency, the idea of understanding your own agency in changing how the next chapter goes, changing how the story continues.

The game has two big levels, that are like episodes. We think about it as another time, another place, but all within the same metanarrative of the continuation of colonialism and capitalism, looking at how these structured a world, an experience. Castiel, Edgar, and LYZZA reflecting on these moments of encounter, and on how their practice offers different ways out, or ways of looking at the problem.

It's almost like an episodic TV network within a video game. How you can plug into these stories in the same way you can plug into a platform and have a window into different people's worlds. Each level is completely different. The first level is exploratory and there are a lot of questions. It's about establishing this connection with the environment, and with other voices that try to show you different possibilities, and build memory within you. The second level is a lot more action based. It's inspired by Novíssimo Edgar's experience growing up in favelas in São Paulo, and the violence, pollution, and gentrification have come into structuring their atmosphere, the atmosphere that they have to survive in. So they've taken very different approaches to the game, and we're really excited to carry on building it with different artists from different places around Brazil, and see how this can become…not an encyclopedia, but a portal to understanding the difficulties of progress and real challenges that people are facing.

SA: And on top of all that, you have the players of the game bringing their own narrative space along with them, retaining an awareness and being that simultaneously with traversing different narrative levels in the game. It's a meeting of worlds.

I was also thinking about the double meaning of this word, 'player.' In theater and film one has players or actors and an audience. In a video game the audience members are the players or actors. And 'actor' also connotes agency.

TCB: I remember a really good conversation with Gabriel when we were trying to decide the form for the exhibition. They were talking a lot about wanting it to be fun. Fun in becoming a character in the game, and people feeling that embodiment, because when you're able to choose a character in a video game, you're investing in that body. You are playing the character, but, as you point out, you're also yourself playing that character. So what is the navigation between those points? How does that identification or embodiment of a form allow you to give yourself some license to change as well?

In terms of the episodic structure and bringing in different stories, that coexist and interrelate just like the multiple books I would read together as a child, Hans Ulrich Obrist, our Artistic Director, talks a lot about archaeological and island thinking, inspired by Édouard Glissant who's a Martiniquen philosopher. What is it to build a world on the recognition of the multiplicity of things, rather than siloing or prioritizing a singular discourse, which is just not the reality?

Gabriel talks a lot about the idea of the plenum, and the fact that there can never be a full council in a jurisdictional sense. But it's really this idea that a single perspective doesn't exist. The world is completely different depending on where you're standing. You're all playing the same game, which is life, but you're all playing it totally differently depending on where you've landed. So for us, this kaleidoscopic reality of the world, the fact that we live in a mirage, that we live in a constant oscillation between multiple viewpoints, that is the reality. And I think anything can only be built on that perspective, which is terrifying.


Third World: The Bottom Dimension
Serpentine Galleries, Arts Technologies
June 23—November 26, 2023

Interview Editor: Adam Katz

Lead Artist, Creative Director, 3D Sculptor, Concept: Gabriel Massan
Featured Artists: Castiel Vitorino Brasileiro, Novíssimo Edgar, LYZZA
Sound Design: LYZZA
Unreal Development: Alexandre Pina, Marchino Manga and Ralph McCoy
Capture Mode Development and Unreal Consultant: Iraj Montasham
Animation, Cinematography and Film VFX: Carlos Minozzi
Additional Cinematography: Alexandre Pina
Graphic and I Design: Masako Hirano
Writing and Narrative Design Support: Sweet Baby Inc
Translator: Adriana Francisco
Translation Support: Manuela Cochat
Mastering Engineer: Rainy Miller
QA Testing: Keiran Cooper
Curator: Tamar Clarke-Brown
Producer: Róisín McVeigh