27 October 22
Capturing the (Game) World: Ways of Looking & Ways of Playing. Virtual Cameras and Photogrammetry
The series “Capturing the (Game) World” offers insightful talks about the practice, aesthetics, and the history of In-Game Photography as well as hands-on workshops to explore photography in games and in-game photographical techniques.
Workshop
The participants of this hands-on workshop will be taken to the worlds of VRChat to explore the application of 3D tools and game engines for use in creative and artistic works.
Hop between virtual worlds and create your own in-game photos, bring the real-world into the virtual with 3D scanning, and create new landscapes and environments out of pre-made and scanned 3d objects.
The workshop is open to everyone interested in the intersection of games, photography and 3D art, no previous experience required. If possible, bring a Windows Laptop, otherwise there will also be laptops provided. The workshop will be streamed online via Twitch and on co-digital.org and you can also join “hands-on” through VRChat from home.
The workshop will be held by Debbie Ding and Lars Pinkwart. The workshop language will be English.
How to participate
You can follow the workshop online (just simply checking co-digital.org) or onsite at C/O Berlin. You can actively participate or just as a spectator – both are welcome!
If you are coming to C/O Berlin, you can join us with or without a computer. Please check the requirements for using VR chat on your own computer on the side note. Please add on the registration (via Google Forms) whether you bring your own computer.
No previous experience required!
For more information on the workshop, please visit the event page at C/O Digital. Questions? Write us an email to
This is the second workshop of the series “Capturing the (Game) World” about In-Game Photography, a collaboration of C/O Berlin, DIGAREC, and ZeM. The series “Capturing the (Game) World” started off with the workshop “Computer Games as New Places for Photographic Practice”.
An event within the ZeM’s annual focus on “Digital Realities”