PlayStation footage melts for real on Jared Hall's CRTs
The analog VJ scene treats game imagery as physical material
Jared Hall runs PlayStation-era imagery out of the digital world and back in. The clip that pique me shows the console's boot logo blooming and tearing across a CRT, and none of it is a filter. Hall, who posts as technopooch, pushes game footage through a chain of AV converters, a video mixer, and a circuit-bent glitch box, then rescans the result off the tube. Every wobble is voltage doing something it shouldn't.
The reel, in full: PlayStation footage through the analog chain. Video: Jared Hall (technopooch)
A shader imitating tape damage is a picture of decay; this rig is actual decay, happening to a live signal. It places the work in the analog lineage that runs back through the VJ scene to the first video synthesizers—with a twist Killscreen cares about: the raw material is games. PlayStation boot screens and low-poly footage get treated the way earlier video artists treated broadcast television, as a found landscape to be physically corrupted rather than emulated.
We have been circling this territory from the other direction. Two weeks ago it was Hypnogenesis, which puts a video synthesizer inside a game as its control scheme; a decade back, Ecco the Dolphin glitch art was scratching the same itch. Hall closes the loop from the far side: instead of the game absorbing the video synth, the video synth absorbs the game.
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