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Islet

Combining figurative abstraction with magic realism, this animated short depicts a world in which whales fall out of the sky and fish turn into balloons. It is a black and white evocation of the real world, transformed by the director's special sense of whimsy. With bold lines reminiscent of the stark simplicity of Inuit art, this cautionary tale is a reminder of the interconnectedness of all things. We are all affected by the fate of the Arctic, which each year is disappearing a little farther into the ocean.

Islet

10.0 2003
Bolts & Blip: Battle of the Lunar League

In the year 2080, the Earth and the moon were at peace. Tired of the same old daily routine, the ordinary robots 'Bolts' and 'Blip' coincidentally are chosen as battle robots. They join the perennially bad 'Thunderbolts' team to fight in the Moon League. However, as the competition begins, 'Blip' realizes he has specials powers and soon becomes the hero of the planet. Just then, 'Dr. Blood' threatens to take over the Earth and 'Bolts', who was jealous of popular 'Blip', teams up with Dr. Blood. Now it is left to 'Blip' to face the challenge of saving the planet and regaining his friend 'Bolts'.

Bolts & Blip: Battle of the Lunar League

10.0 N/A
Hello Amiga

The OIAF’s contribution to Nuit Blanche Ottawa is Hello Amiga by the Toronto Animated Image Society (TAIS). TAIS commissioned six Canadian artists – Alex McLeod, Amy Lockhart, Barry Doupé, Daniel Barrow, Lorna Mills & Mark Pellegrino – to create animations by exploring Amiga computers. These machines were popularized for graphics and image generation in the 1980s and early 1990s. The artists have created captivating works that promote necessary critical discourse around animation, ponder the history of recent technologies and embrace new manipulations of old processes.

Hello Amiga

NR 2012
Machine for Living - Montigny-le-Bretonneux

Machine for Living is a project elaborated in the context of a 9 month residency at Château Ephémère (Carrière-sous-Poissy, France). The video series investigates the architecture of the new towns (Villes nouvelles) and brutalist habitation buildings in the surroundings of Paris. Cities such as Noisy-le-Grand, Montigny-le-Bretonneux, Créteil, Grigny, Cergy-Pontoise, Nanterre and Ivry-sur-Seine were at the center of this research. Created using photographs, 3D animation and video synthesizer, Machine for living combines documentation and abstraction and straddles the line between utopia and dystopia.

Machine for Living - Montigny-le-Bretonneux

NR 2018
Skin for Skin

Skin for Skin is a dark allegory of greed and spiritual reckoning set during the early days of the fur trade. In 1823, the Governor of the largest fur-trading company in the world travels across his Dominion, extracting ever-greater riches from the winter bounty of animal furs. In his brutal world of profit and loss, animals are slaughtered to the brink of extinction until the balance of power shifts, and the forces of nature exact their own terrible price. With nods to Melville and Coleridge, directors Carol Beecher & Kevin Kurytnik have created a visually stunning contemporary myth about the cost of arrogance and greed.

Skin for Skin

7.0 2017
The Legend of the Flying Canoe

The time: New Year's Eve, late 1800s. The place: Gatineau Valley, Quebec. A group of loggers, working in an isolated winter camp, yearn to celebrate New Year's Eve with their loved ones. But the river is frozen, the sky is dark, and swirling snow makes travelling treacherous. If the men want to see their families, their only choice is to make a pact with the devil to ride in a flying canoe. While pacts with the devil are the stuff of legends from another time, the cautionary tale of The Flying Canoe has a resonance for modern life. Original music and bold animation preserve the spirit of this well-known Quebec legend derived from La Chasse-galerie, first published in 1891 by Honoré Beaugrand. Hand-drawn animation scanned and coloured on computer.

The Legend of the Flying Canoe

9.0 1996
Go Dyke! Go!

Go Dyke! Go! is a humorous commentary on lesbian relationships in the context of children’s literature. Taking off from the popular children’s book Go Dog! Go! (by P.D. Eastman), this animation paints a sarcastic, pointed and comic picture of queer life in the 90s. Familiar pop imagery and everyday signifiers are a point of entry for a discussion of the patterns of serial monogamy and lesbian representation. Go Dyke! Go! plays with the genre of animation and poses a game of semiotics to deconstruct the tropes of children's books and heterosexism.

Go Dyke! Go!

NR 1998