Daniel Green: Portfolio of Works


Write What You Know
2016-19
Interactive narrative
Playable at https://iamdanielgreen.itch.io/write-what-you-know
Write What You Know is an interactive narrative about death, grief, and decision making. Borrowing design elements from text adventure games of the 1970s and 80s, the work attempts to mesh the visceral and banal reality of someone’s passing with the nonsensical noise that can pass through the thoughts of those standing by.
Constructed using Twine, Write What You Know was originally commissioned by Runway for Issue 31, West, July 2016.


Artworld Gaiden I: Progression/Digression
2017-19
Interactive narrative
Based upon an abandoned project to create a Tabletop Role Playing Game set within the Australian art scene, Artworld Gaiden I: Progression/Digression is an interactive narrative about the struggle to maintain a creative practice, based on direct experiences. Also constructed using Twine, this work was commissioned by Runway for Issue 34, Failure, September 2017.
Playable at https://iamdanielgreen.itch.io/artworld-gaiden-01
Dear Mae,Dear Mae, is a video game concept/one-pager, created as an assignment Goldsmiths' Introduction to Game Design short course in Summer 2023.
A hybrid between a visual novel and a typing tutor, players assume the role of Maya; a new advice columnist for an online magazine. With a narrative delivered through her assignments and correspondence, players will help Maya navigate her career whilst dealing with family pressures and their own self care.
Naviar Haiku Fest 2022 - Daniel Green Live at Cafe Oto
(Performance Documentation)
2022
00:26:01
Single channel digital video
Filmed by Lorenzo Barutta
Incorporating electronic music and spoken word elements, this performance was recorded as part of Naviar Records' Haiku Fest in December 2022.

Contact Time (installation view)
2021
Website, mixed media installation
Intervention as part of Space YZ, Campbelltown Arts Centre, 15 - 21 February 2021
Documentation by Lucy Parakhina
Viewable at http://contacttime.art
A temporary intervention held as part of a larger exhibition celebrating the Fine Arts and Electronic Arts programmes at the University of Western Sydney. Unable to physically attend the exhibition due to the pandemic, Contact Time reconstructed the former Fine Arts studio ("Z Building") using the video conferencing platform Gather.
A work about myth, memory and my subjective experience of being in art school, the work attempts to create and document an oral history of those who passed through the Z Building while it was in operation.

And Now It's Real
2020
Originally published in Decameron, edited by Macushla Robinson.
Published by Yonkers International Press
A lockdown diary, rendered in 140 character bursts.
Full textBruce Green (Samuel Bruce & Daniel Green)
We Love Katamari (Performance Test Documentation)
2012-15
00:06:53
Performance utilising a Playstation 2, retail software, Singstar microphones and custom hardware.
Using a retail Playstation 2, Samuel Bruce and I attempted to play Keita Takahashi's We Love Katamari using a custom hardware interface. Replacing the thumbsticks of a Dualshock 2 controller with Singstar microphones, Samuel and I control the Prince using only our voices - turning the completion of even the game's tutorial into a major achievement.
This video shows an early working prototype of the project, which we would later perform at several festivals between 2012 and 2015.
Medium Level Animated Violence (Single Channel Excerpt)
2006
00:05:30
Video installation
Taking inspiration from J.G. Ballard's novel Crash and Burnout 3: Takedown in equal measure, Medium Level Animated Violence took Burnout 3's famous crash sequences, removed the game's UI and dramatically slowed the footage down to reveal something both euphoric and sinister. Presented in a faux-domestic setting, audience members were encouraged to sit far too close to a CRT TV, and be seduced by the endless collisions of pixels and polygons.
Experiments In Self-Amusement: Level 2 - Life Is Waiting (Single Channel Excerpt)
2005
00:00:34
Video installation
Presented on nine individual monitors, each displaying a looping loading screen from a different video game, Life Is Waiting played with audience expectations to reflect upon the time we spend waiting to be entertained - and question whether or not we should be doing something else.
This video presents the content of all nine monitors on one channel, and displays one cycle of the loading screens.