Episode 5 of #PRNTSCRN: Not Your Average Playtest, Part II


Hello there! I have been the worst at posting my work and projects. I am starting to come up with a schedule for myself to be a bit more consistent. Better late than never! I can’t believe I’m nearing the end of my first season as a podcast host. The brilliant team over at Art Practical have given me an awesome home to create PRNT SCRN and I’ve learned so much this past year. Special thanks to Leila Weefur (EIC for Audio/Visual), Marissa Deitz (Editor), Vivian Sming (EIC for online publication), Michele Carlson (Executive Director), Fiona Ball (Managing Editor), and Mia Nakano (Communications Manager) for being such a wonderful team of people to work with.


Virtual reality is not a new phenomenon. From dioramas to panoramas, the allure of being enveloped in a place or tableau outside of one’s reality has mass appeal considering the popularity of virtual reality technologies such as the Oculus Rift and the HTC Vive. Through 360 filmmaking and photography, the creation of space within the virtual realm has become commonplace. From journalism to entertainment purposes, while virtual worlds enable a new way of seeing fantastical worlds, artists and designers must consider format and aesthetics. In the second part of a two-part series, “Not Your Average Playtest,” I look at how artist Veronica Graham translates her drawings and paintings into digital architectures within the virtual world. She also touches upon how she must reconcile physical and digital perception to create immersive experiences.

Give episode 5 a good listen and let me know what you think! I’m all ears. 😉

You can also access all of this season’s episodes here!


Veronica Graham is an Oakland based visual artist primarily working in print and digital mediums. Inspired by today’s rapidly changing environment, she sees her art practice as a form of world building. Each work is the creation of place or artifact, calling attention to how fiction is weaved into our reality. In 2012 she founded Most Ancient, a design studio focused on small press and digital production. Her books have been collected by SFMoMA, MoMA, The New York Public Library, The Library of Congress, Stanford University, Yale University, and other public and private collections. Graham has received grants from Kala Art Institute and Women’s Studio Workshop. She is now designing virtual worlds and her first VR project called  “The Muybridge Mausoleum” was completed in 2017 for the HTC Vive and Oculus Rift platforms. In addition to her own practice, Graham is an active member on SFMoMA’s Games Advisory Board and an arts educator who has taught at San Francisco Art Institute, Southern Exposure, and Creativity Explored.

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