All posts tagged Journalism

  • The Weekend Australian Review story: ‘The Hardest Hit: Bliss N Eso and Johann Ofner’, May 2017

    A feature story for The Weekend Australian Review, published in the May 13 issue. Excerpt below.

    The Hardest Hit

    Since a tragic incident during the filming of a music video, hip-hop trio Bliss N Eso has changed its outlook on life and music

    'The Hardest Hit: Bliss N Eso and Johann Ofner' story in The Weekend Australian Review by Andrew McMillen, May 2017

    On Monday, January 22, a 28-year-old man named Johann Ofner left his home on the Gold Coast to go to work in Brisbane. Muscled, tattooed and quick to laugh, Ofner was thrilled by the role he had landed as a stuntman in a music video for an upcoming single by Sydney-based hip-hop trio Bliss n Eso. He called his friend and business partner as soon as he was picked for the part, and learned that his hulking presence was required for a scene ­involving a poker game that is disrupted by armed robbers.

    Ofner’s life was large and full, with key scenes, achievements and affirmations posted to his Instagram profile, where he had 19,000 followers. Many people knew him as Yogi, a nickname that had stuck with him since high school. An actor, athlete, stuntman and co-owner of a fitness training and lifestyle clothing business named AMPM, Ofner had recently recorded an appearance on the Nine Network television program Australian Ninja Warrior. It had not yet been broadcast, but he quietly hoped it might serve as the key to unlocking another level of his flourishing career in front of the camera. Ofner’s seven-year-old daughter, Kyarna, was an extrovert keen to follow in his athletic footsteps, as her own Instagram profile — set up by her dad — showed.

    The music video appearance was for a song titled ‘Friend Like You’, the second single from Bliss n Eso’s sixth album Off the Grid, which this week went to No 1 on the ARIA charts. Built on a message about being able to rely on the support of your loved ones during tough times, and a powerful vocal hook by American soul singer Lee Fields — “Is there anybody out there feeling like I do?” — its optimistic motif was in ­harmony with the trio’s overarching lyrical themes. Such positivity has long since struck a chord with Australian audiences: Bliss n Eso’s previous two albums both debuted atop the ARIA album charts in 2010 and 2013, and both achieved platinum certification of more than 70,000 sales. The group’s last major national tour was seen by more than 55,000 fans across the country.

    After a week-long production, the video’s final scenes were being filmed downstairs in a Brisbane city bar called Brooklyn Standard. From the closed set, Ofner posted media on his Instagram of the weapons that were being used in the poker robbery scene. “Our Asian gangster props today!” he wrote alongside a video of the firearms in their packing case.

    During the afternoon, however, troubling reports emerged. Later, detective inspector Tom Armitt addressed media gathered near the bar and announced that a man had died as a result of wounds to his chest. Soon his identity would be confirmed as a 28-year-old stuntman who lived on the Gold Coast. Johann Ofner would not be coming home from work.

    To read the full story, visit The Australian.

  • IGN Australia story: ‘This Vertigo-Inducing VR Game Will Scare The Crap Out Of You’, May 2017

    A feature story for IGN Australia that was published on May 28. Excerpt below.

    This Vertigo-Inducing VR Game Will Scare The Crap Out Of You

    Meet the Australian couple behind ‘Richie’s Plank Experience’, a hit indie VR title unlike any other.

    IGN Australia story: 'This Vertigo-Inducing VR Game Will Scare The Crap Out Of You' by Andrew McMillen, May 2017. Photo by Scott Patterson

    I hear a bright tone – ding! – and then the elevator doors open to reveal a vast cityscape stretching out before my eyes. Protruding in front of me is a wooden board, about three metres long and thirty centimetres wide – just thick enough to accommodate both of my feet, side-by-side. The task here is straightforward: just like the maritime method of execution, I’m meant to walk the plank.

    First, I must step up onto the board. I tentatively put my left foot forward, seeking the raised edge. I shift my weight and bring my right foot up to the timber. What’s most surprising is the immediate physical response that I encounter: my heart beats noticeably faster beneath my ribcage, and I begin sweating. My brain has suddenly thrown my balance into question, because never before in my regular life have I found it so hard to put one foot in front of the other.

    Heights have been problematic for me in the past: when I moved into a seventh-floor apartment in 2015, it took weeks for me to be able to stand by the edge of the balcony without gripping the railing or leaning backwards, away from the void. I had supposed this was an inherent self-preservation instinct retained from my ancient ancestors, who were smart enough to stay away from high places in favour of keeping contact with the earth. In the parlance of software development, I rationalised that this inbuilt aversion to heights was a feature, not a bug.

    A helicopter passes overhead, not far from where I’m standing. Out on the plank, eighty storeys in the air, I’m holding the two wireless controllers up above my waist, like ski poles. This is mostly for balance, I suppose, but also because my mind has been gripped by a set of emotions that I’ve yet to encounter in any other form of visual entertainment. It’s a cocktail of fear, exhilaration and anxiety, and it’s because my eyes and ears are taking in sensations which I know intellectually to be false. This is virtual reality, after all, and I’m playing a game named Richie’s Plank Experience. Yet out here, on the plank, real and fake are all but indistinguishable. All my brain is concerned with is survival.

    I only manage to shuffle about halfway across the length of the plank before giving in to the fear. My heart pounds, my skin prickles with sweat, and I’m completely out of my comfort zone. Before I put on the headset and headphones, I was just another guy standing in a building near the Brisbane River, watching a bunch of strangers attempt to walk a board that sits just a few centimetres off the ground, held aloft at one end by a hardcover copy of Steve Jobs, and a few stacked kitchen sponges at the other. Yet even after having watched these interactions and reactions play out on the faces of strangers, I was completely unprepared for the sensory overload that comes wrapped in the immersion. It’s simply too real.

    With careful consideration, I remove my right foot from the timber and reach out into space. For a moment, this act sends my mind reeling once again, and I give a clumsy shimmy from my hip before moving my left foot off the edge, too. For about four seconds, I fall toward the hard bitumen and slow-moving inner-city traffic. I turn my head to take in the last sights I’ll ever see. When I hit the ground, everything turns white.

    To read the full story, visit IGN Australia. Above photo credit: Scott Patterson.

  • The New York Times story: ‘How Australia Bungled Its $36 Billion High-Speed Internet Rollout’, May 2017

    My first story for The New York Times was published on May 11. Excerpt below.

    How Australia Bungled Its $36 Billion High-Speed Internet Rollout

    Its businesses and consumers burdened with some of developed world’s slowest speeds, the country is a cautionary tale about big-money ambitions.

    The New York Times story by Andrew McMillen: 'How Australia Bungled Its $36 Billion High-Speed Internet Rollout', May 2017

    BRISBANE, Australia — Fed up with Australian internet speeds that trail those in most of the developed world, Morgan Jaffit turned to a more reliable method of data transfer: the postal system.

    Hundreds of thousands of people from around the world have downloaded Hand of Fate, an action video game made by his studio in Brisbane, Defiant Development. But when Defiant worked with an audio designer in Melbourne, more than 1,000 miles away, Mr. Jaffit knew it would be quicker to send a hard drive by road than to upload the files, which could take several days.

    “It’s really the big file sizes that kill us,” said Mr. Jaffit, the company’s co-founder and creative director. “When we release an update and there’s a small bug, that can kill us by three or four days.”

    Australia, a wealthy nation with a widely envied quality of life, lags in one essential area of modern life: its internet speed. Eight years after the country began an unprecedented broadband modernization effort that will cost at least 49 billion Australian dollars, or $36 billion, its average internet speed lags that of the United States, most of Western Europe, Japan and South Korea. In the most recent ranking of internet speeds by Akamai, a networking company, Australia came in at an embarrassing No. 51, trailing developing economies like Thailand and Kenya.

    For many here, slow broadband connections are a source of frustration and an inspiration for gallows humor. One parody video ponders what would happen if an American with a passion for Instagram and streaming “Scandal” were to switch places with an Australian resigned to taking bathroom breaks as her shows buffer.

    But the problem goes beyond sluggish Netflix streams and slurred Skype calls. Businesses complain that slow speeds hobble their effectiveness and add to their costs. More broadly, Australia risks being left behind at a time when countries like China and India are looking to nurture their own start-up cultures to match the success of Silicon Valley and keep their economies on the cutting edge.

    “Poor broadband speeds will hold back Australia and its competitive advantage,” said John O’Mahony, an economist at Deloitte Access Economics. A 2015 report by Deloitte valued the nation’s digital economy at $58 billion and estimated that it could be worth 50 percent more by 2020. “The speed of that growth is at risk if we don’t have the broadband to support it,” he said.

    The story of Australia’s costly internet bungle illustrates the hazards of mingling telecommunication infrastructure with the impatience of modern politics. The internet modernization plan has been hobbled by cost overruns, partisan maneuvering and a major technical compromise that put 19th-century technology between the country’s 21st-century digital backbone and many of its homes and businesses.

    For the full story, visit The New York Times. Above photo credit: Jason Reed for Reuters.

  • Griffith Review essay: ‘Worlds Beyond: Teachable moments in virtual reality’, May 2017

    An essay for edition 56 of quarterly print publication Griffith Review, which is titled Millennials Strike Back. Excerpt below.

    'Worlds Beyond: Teachable moments in virtual reality' essay in Griffith Review by Andrew McMillen, May 2017Worlds Beyond

    Teachable moments in virtual reality

    The blue whale is only a metre or two away from me, and its huge right eyeball is level with mine. I have never seen the largest creature on Earth from this angle, at this depth, in these dimensions. Its body mass fills my vision, and I have to turn my head 180-degrees to take it all in. I’m standing on the bow of a sunken ship, and I have watched, enthralled, as this dweller of the deep sea approached from the dark-blue distance on my left. The surrounding schools of fish and graceful manta rays take little notice of the giant: for them, its presence deserves the equivalent of a submerged shrug; it’s something they see every day. But for myself, standing here on the ship, rooted in place in wonder, it is an extraordinary encounter.

    As it hovers before me, the beast blinks and emits a few curious groans before tiring of this underwater interloper. Just another human being. Boring. When it swims to my right in search something more interesting to look at, its tail-flukes almost lash me on the way past. In sum, I’ve spent only a minute in its company, but I feel as though quite a few things have changed. This is a fork in the road: my life can now be categorised as ‘Before Whale’ and ‘After Whale’. But perhaps the most astounding part of this experience is that it is running entirely on computer code. Even though every aspect of this scene feels real, it is not.

    After I watch the whale disappearing into the dark-blue distance, I turn around to see white text projected on the back of the sunken ship. It is a list of credits for the team of people who worked on this convincing simulation. It’s named ‘Whale Encounter’, and it’s part of a virtual-reality game called theBlu. In reality, you see, I’m standing in a tiled living room in New Farm, in inner-city Brisbane, wearing a headset that is attached to a powerful computer by a thick, black cord. The view from the balcony outside is filled by the Story Bridge. Beneath the steel structure runs the Brisbane River, where there are no blue whales, as far as I’m aware.

    Next, I use one of the wireless controllers in my hands to point and select ‘Turtle Encounter’. This is just as impressive as the previous immersion – and several minutes longer, too. In startlingly clear water, with the sun shining through the surface above me, I stand at the edge of a coral reef. A loggerhead turtle cuts a lazy circle above me, just out of reach. On my right, I’m approached by hundreds of football-sized bright orange jellyfish. Before long, these small creatures are accompanied by several enormous, man-sized giants whose tentacles trail behind them like windblown dreadlocks. Using the controllers, I can prod the jellyfish to affect their trajectory. It is simply gorgeous, and like the whale, it inspires a sense of awe unlike anything I’ve experienced while playing a traditional video game.

    When it comes to eliciting emotions, it appears that virtual reality is streets ahead of everything that’s come before. Moreover, it strikes me that this sort of experience could foster new understanding for children who struggle to process information that’s delivered verbally, or presented on a printed page. Any child can strap on a headset, fire up theBlu and take something away from the experience of feeling as though they are immersed underwater, inside a potentially dangerous and hard-to-reach part of the planet, while still engaging their minds in a way that a textbook, or even the most fervent educator, might fail to achieve.

    To read the full essay, visit Griffith Review‘s website and purchase edition 56, Millennials Strike Back. The image on the book’s cover above is credited to illustrator Laura Callaghan.

  • The Walkley Magazine story: ‘Weekly Email Dispatches From A Freelancer’s Lonely Desk’, April 2017

    A story for issue 88 of The Walkley Magazine, the quarterly publication for Australian media professionals. Excerpt below.

    Weekly Email Dispatches From A Freelancer’s Lonely Desk

    Newsletter as lifeline.

    The Walkley Magazine story by Andrew McMillen: 'Weekly Email Dispatches From A Freelancer’s Lonely Desk', April 2017. Illustration by Tom Jellett

    The email subject line in edition #139 was “Clown doctors, giant pigs and public shaming”, while #99 was titled “Gay twins, shot elephants and friendly magpies”. The intention is always to pique the reader’s interest, so that if they see Dispatches among a few dozen emails in their inbox, mine is the one they’ll want to open first, because they are curious about these three unique phrases—taken from the recommendations contained within—and want to know more.

    Every week, you see, I spend an hour or two compiling an email newsletter that is sent to people around the world. Some of them are my friends and family; others I have never met before, and have no idea how they came across my work. Since starting with zero subscribers in March 2014, I have now delivered more than 140 editions. The newsletter is called Dispatches, after the Michael Herr book of the same name. It is a space where I recommend excellent feature articles and books I have read and enjoyed, as well as podcasts, music, and my own recently published writing.

    Its format has remained unchanged in the three years since I started. There are three sections: Words, Sounds and Reads. I choose a relevant image to announce each section, because I know that an email newsletter consisting only of text can be a little overwhelming.

    Since the beginning, I have sent the newsletter on Thursday mornings. This was a deliberate choice: as Friday tends to be the busiest day for office workers scrambling to meet deadlines before clocking off for the weekend, I figured that seeing a long, considered email from me a couple of mornings before the workweek ends might offer a welcome reprieve. Setting an expectation around a weekly publication schedule might help to give others some structure in their work lives, too. (Perhaps I am projecting.)

    For the first couple of years, I would compile the recommendations on Wednesday, and then wait until waking the following morning to manually press “send” using a free online service called TinyLetter. Now, I publish it just after midnight, in the wee hours of Thursday morning—which suits me better as a night owl, anyway. It’s the last thing I do before going to bed, and it pleases me to know that, by the time I’m back at the desk the following morning, more than a hundred people will have already opened the latest edition.

    To read the full story, visit The Walkley Magazine on Medium. Above illustration credit: Tom Jellett.

  • The Weekend Australian Magazine story: ‘Dying Wish: In-home palliative care nursing’, February 2017

    A feature story for The Weekend Australian Magazine, published in the February 11 2017 issue. Excerpt below.

    Dying Wish

    Few terminally ill Australians get to spend their final days at home. When it happens, it can be the greatest gift of love.

    The Weekend Australian Magazine story: 'Dying Wish: In-home Palliative Care Nursing' by Andrew McMillen, February 2017. Photo by Justine Walpole

    It begins with the lighting of a candle, the bright tone of a ­ringing bell, and a card plucked from a deck of Buddhist prayer cards then read aloud: “Now may every living thing, young or old, weak or strong, ­living near or far, known or unknown, living or departed, or yet unborn – may every living thing be full of bliss.”

    On this Monday morning in a northern suburb of Brisbane, six clinical nurses and support staff are gathered around a table inside a building known as Karuna House. Its walls are painted pale blue, its ceilings are high, and pinned to a corkboard are dozens of booklets gathered from funerals and memorial services. These are some of the organisation’s recently deceased clients, for the nature of Karuna’s work is to offer support to ­people who are terminally ill, providing in-home palliative care services to about 50 families at a time. ­Written in red on a whiteboard is the number four – the tally of clients who died the previous week in mid-November; the same as the week before.

    In a corner of the room beside an open ­window sits Camille Doyle, 40, who listens intently while making handwritten notes on a printed page that shows her clients’ names, addresses and current assessment: “stable”, “unstable”, “deteriorating”, or “terminal”. This fourth stage is followed by bereavement, which involves caring for those left behind. Today Camille will visit four homes; by now, she knows these people ­intimately and the routes to their houses so well that she doesn’t need a map.

    On a bushy block in Samford Valley, 25km north-west of Brisbane CBD, sits a large timber house owned by a married couple of 49 years. When Camille knocks on the door at 11.30am, she is greeted by Sandra Huelsmann, a 73-year-old grandmother who wears pearl earrings and a ­silver heart necklace. “Hello, Millie,” says Sandra, smiling. They hug, and Sandra welcomes the nurse into a home she has visited regularly for the past six months, an unusually long relationship for Karuna. The longer duration reflects the complex nature of this particular palliative situation.

    On an adjustable bed in a room towards the front of the house is Tony Huelsmann, a retired dancer, choreographer and dance instructor whose skills were once in high demand at schools throughout Melbourne and Brisbane. Sandra was one of his dance students. He was 30 when they met, seven years older than her, and it was love at first sight.

    Born in Germany, Tony has spent much of his life in Australia. Now 80, he is dying from complications associated with several internal and ­external cancers, including a rash of angry red squamous cell carcinomas that have colonised the skin of his swollen upper thighs. These painful sores require daily dressings, performed by a personal care worker, while Karuna’s rotating ­roster of nurses help with symptom management, bed-baths, toileting and bedding changes, as well as emotional support for both husband and wife.

    Since May, Tony’s world-spanning life has been confined more or less to these four walls while Sandra cares for his every need. At night, she snatches sleep where possible. It is their wish for Tony to die at home and they are both determined to see this wish fulfilled.

    To read the full story, visit The Australian. Above photo credit: Justine Walpole.

  • The Saturday Paper story: ‘Schlock Therapy: The Clown Doctors of Lady Cilento’, February 2017

    A feature story for The Saturday Paper, published in the February 11 2017 issue. Excerpt below.

    Schlock Therapy

    In hospitals throughout Australia a dedicated troupe of clown doctors dispenses therapeutic comic relief.

    The Saturday Paper story by Andrew McMillen: 'Schlock Therapy: The Clown Doctors of Lady Cilento', February 2017. Photo by Jodie Richter

    In a quiet and unassuming corner of Lady Cilento Children’s Hospital in South Brisbane, a transformation is taking place. Inside a nondescript room are two women who seek to make people laugh so that they might forget their surroundings, if only for a few moments.

    Standing before a mirror in a small room, Jenny Wynter applies eyeliner to complement the bright red circles painted onto her cheeks, before picking up a watermelon-adorned ukulele to tweak its tuning. Louise Brehmer secures a series of rainbow-coloured hair ties into her pigtailed locks, dons a purple bucket hat, and fills the pockets of her white lab coat with an array of props. The final touch? Bright red noses, naturally, for a clown can feel only naked without one.

    Affixed to the lockers that occupy the back wall are photographs of six clown doctors, who work in pairs to prowl the bright-green building while spreading mirth. For a few hours at a time, these women dress up to stand out. They seek to become the lowest-status person in every room they enter; they aim for nothing more than to become the butt of their own jokes. When the red noses are on, they’re professional goofs. They act as outrageously as possible to make everyone around them feel better about themselves. “There’s not many jobs where walking down a corridor elicits a smile,” says Brehmer of their eye-catching costumes. “We’re here for the entire hospital, to bring an element of lightness to a serious place.”

    Brehmer has been doing this work for 16 years, and considers it a valuable addition to her career as a freelance actor. “I’m still learning,” she says. “Some days, I have no idea what to do in a situation.” Wynter is a comparative newbie: her background is in stand-up comedy, and she has been a qualified clown doctor since June 2016, having completed her “clownternship” after making 50 appearances in the role. “It’s so much about reading the room, and being willing to change at any point,” she says. “You’ve got to show up with an open heart.”

    On leaving the change room, they switch from friendly colleagues to partners in comedic crime. In the hallway outside, near an immunisation centre, they embrace and address each other by their stage names for the first time today. “Hello, Wobble!” says Wynter, who is now known as Doctor Angelina Jolly.

    As soon as they round the corner, they join the general population of the public hospital’s bustling second floor, and the improvised routine begins in earnest. Within the first five minutes of finding an audience, Doctor Jolly blows bubbles and distributes squares of toilet paper to some bemused boys, Doctor Wobble uses her stethoscope to check the heart rate of a visitor’s stuffed panda, and the pair of them launch into an enthusiastic rendition of “Twinkle, Twinkle, Little Star”, accompanied by Doctor Jolly’s ukulele. “A lot of the day is just spent cracking each other up,” says Wobble, while they ride an elevator up to the sixth floor.

    To read the full story, visit The Saturday Paper. Above photo credit: Jodie Richter.

  • Backchannel story: ‘The Troll Taunter: Emily Temple-Wood’, February 2017

    A feature story for Backchannel. Excerpt below.

    The Troll Taunter

    A young Wikipedia editor withstood a decade of online abuse. Now she’s fighting back — on Wikipedia itself.

    Backchannel story: 'The Troll Taunter: Emily Temple-Wood' by Andrew McMillen, February 2017. Illustration by Laurent Hrybyk

    The “fuck you” project crystallized one Friday night last year. As Emily Temple-Wood video-chatted with friends, an email pinged in her inbox:

    “There are alternate realities where I raped you and got away with it,” it read. “In those realities it’s legal for me to rape you as long as I want and as hard as I want. I am dead serious.”

    The note came from someone with a history of harassing the 22-year-old medical student. This man hates women, Temple-Wood thought to herself. Then she had another thought. What do misogynists hate more than successful women?

    Nothing.

    She’d been receiving vicious emails for a decade. Sometimes she sought solace by commiserating with friends, or by stomping off to do something else, or occasionally—after the cruelest messages—by lying on her bed and crying. Temple-Wood became a frequent target of abuse merely because she is the rare female Wikipedia editor who has been active on the site for years. She manages to let much of the harassment slide off her. But many women eventually find the bullying to be too much, and leave the site.

    Across the internet, trolls disproportionately target women and members of other underrepresented groups. On Twitter, Reddit, YouTube, Wikipedia, and other open platforms, victims of harassment are forced to make a difficult choice—go silent and preserve their mental health, or try to ignore the abuse and continue expressing themselves openly online. As the wounds deepen, that latter choice becomes harder and harder to justify.

    When people get forced off the web, their voices disappear from the internet’s public squares. The ideas and memes that dominate skew even further toward a white male perspective. The web becomes less interesting, less representative, less valuable. We all lose.

    But on that Friday night, Temple-Wood had an idea. For every harassing email, death threat, or request for nude photos that she received, she resolved to create a Wikipedia biography on a notable woman scientist who was previously unknown to the free online encyclopedia. She thought of it as a giant “fuck you” to the anonymous idiots seeking to silence her.

    To read the full story, visit Backchannel. Above illustration by Laurent Hrybyk.

  • The Weekend Australian Review story: ‘Dazzling Dress-Up: Icelandic artist Shoplifter’, November 2016

    A feature story for The Weekend Australian Review, published in the November 26 issue. Excerpt below.

    Dazzling Dress-Up

    The 10th anniversary exhibition at Brisbane’s GOMA is enveloped in a remarkably bright installation by Shoplifter

    The Weekend Australian Review story: 'Dazzling Dress-Up: Icelandic artist Shoplifter at GOMA Brisbane' by Andrew McMillen, November 2016. Photo by Glenn Hunt
    Affixed to the glass above the entrance to Brisbane’s Gallery of Modern Art is a large decal depicting a curious meeting of blue and orange. At first glance, the nature of the bright substance in the image is unclear: is it smoke, paint, fairy floss, or something even weirder? Positioned in the centre of this combination are some words –”GOMA Turns 10″ –and on walking through the doors, another great bloom of colour reveals itself, positioned high up on the right wall, as if a psychedelic shagpile carpet has been transposed to the vertical plane.

    It’s only upon journeying further into the building –past the fences that surround a towering, under-construction slippery slide –and turning right into the Long Gallery, however, that the mystery substance suddenly makes sense: it’s hair, and there’s a bloody lot of it. Stepping closer to take it all in, the first comparison to spring to mind is that a sizeable chunk of the Great Barrier Reef’s most spectacular section of coral has somehow been transplanted here. Two white walls are connected by a furry overpass that tickles the top of your head as you walk beneath it, and in between the neutral surfaces is an ocean of bright purples, pinks, blues, greens and yellows.

    Named Nervescape V, this immense installation has clearly been designed as interactive art, as the urge to touch the extraordinary arrangement of synthetic hair will be practically irresistible for any attendee, no matter their age. Its prominent position in the downstairs gallery reflects its role as a key attraction of Sugar Spin: You, Me, Art and Everything, an exhibition curated by GOMA’s manager of international art Geraldine Barlow. Next month the gallery celebrates its 10th anniversary, and Barlow has been digging through storerooms to rediscover some of GOMA’s greatest hits since its opening: hence the enclosed, multistorey slide, otherwise known as Left/Right Slide by Belgian artist Carsten Holler, which first appeared in 2010.

    In a decade of showcasing conversation-starters and eye-poppers while becoming the nation’s most-visited art complex –together, the Queensland Art Gallery and GOMA attracted 1.8 million visitors in 2010 –the gallery has never seen anything quite like this. Casting her eyes across the phenomenal field of colour that envelops the space and extends high up the wall, Barlow compares it with “giving the building a bit of a hairdo”, and it’s hard to disagree. There’s nothing subtle about this piece, and that too is by design.

    Nervescape is like a model for the whole exhibit,” she says of Sugar Spin. “There’s a vast collection here: I’ve plucked out popular favourites, but it’s important for me to use those in a storytelling mode that’s not entirely didactic, but which sets up a rich ground that sparks off peoples’ own natural sympathies, interests and curiosities.”

    Barlow is also hopeful that the sights and sensations encountered in these spaces will stick in the minds of visitors long after they have left. “Queensland has its theme parks, and people look to them for a certain kind of pleasure and joy of taking them out of their daily realities,” she says. At GOMA, “we need to do that differently, but still understand that people want a sense of delight and wonder, and a place that gives them an energy back — it doesn’t just require them to read a long, serious text [beside an artwork] to know what’s going on.”

    It is early November when Review visits GOMA for a preview of Nervescape V, whose installation was completed the day before with the aid of two scissor lifts and a dedicated team of assistants. The visual artist behind the work is Hrafnhildur Arnardottir, though given how tongue-twistingly alien her Icelandic birth name appears to the average English speaker, she is happy to be addressed by the nickname Shoplifter — or Shoppy for short, which perfectly suits the Australian preference for proper noun truncation.

    To read the full story, visit The Australian. Above photo credit: Glenn Hunt.

  • The Saturday Paper story: ‘The Other Worlds Game: League of Legends and eSports’, October 2016

    A feature story for The Saturday Paper, published in the October 29 2016 issue. Excerpt below.

    The Other Worlds Game

    With hundreds of millions of players, online gaming now has professional ‘eSport’ competitions watched by huge global crowds.

    The Saturday Paper story by Andrew McMillen: 'The Other Worlds Game: League of Legends and eSports', October 2016. Photo by Dylan Esguerra

    Ten young men sit on a stage behind computer monitors deftly manoeuvring mouses and frantically stabbing at keyboards. These two teams of five are the best in Australia at a game called League of Legends, and it is their full-time job to stare at screens while attempting to outsmart their opposition. On a pedestal between them sits the winner’s prize: the Oceanic Pro League (OPL) cup, a gleaming silver trophy lit at all times by an overhead spotlight. Facing the stage is a raucous crowd of 2000 fans who have each paid $26 to sit on a hard plastic seat at the South Bank Piazza, in Brisbane’s inner city, and cheer on their favourite team.

    Hundreds have dressed in custom-made costumes based on their favourite game characters. Two commentators provide a running dialogue of the action, which is displayed on three enormous screens above the players and their machines. Wearing headphones to block external sound, the players communicate with each other via headsets. A battery of green and blue LED lights flashes overhead, while at the front edge of the stage live webcams capture the gamers’ facial expressions above their gaming nicknames: among them Swip3rR, Tally, k1ng and Raes.

    There are also tens of thousands of fans watching the OPL grand final at home on Fox Sports, at several cinemas around the country, and streaming the footage online around the world. Welcome to eSports, short for “electronic sports”. Such competitions have been enormously popular overseas for years, particularly in South Korea, where strategy games such as StarCraft and Defense of the Ancients – or DoTA in the online world’s abbreviated fashion – are watched and played by millions. The OPL 2016 grand final is Brisbane’s best-attended live eSports event to date, and one of the biggest yet held in Australia.

    League of Legends is the world’s most popular online game – the most recent figures this year show that 100 million players log on to its servers each month. LoL is a multiplayer online battle game, where each player controls a “champion” with its own strengths, weaknesses and special moves.

    Leading the Legacy eSports club is Tim “Carbon” Wendel, a 24-year-old health sciences graduate whose boyish features offset a lanky athlete’s body. “It’s kind of a mix between basketball and chess,” he explains. “It’s five-a-side, every person has an individual role, in the same way you’ll only have one centre or point guard, and you’re always moving. It’s obviously a lot less physical, and very strategic like chess, but the difference there is that it’s in real time.”

    Beside him sits Aaron “ChuChuZ” Bland, Legacy’s second-longest-serving member, a 19-year-old in a black hoodie and dark-rimmed glasses. The five members of this minor-premiership-winning team live in a share house in Sydney’s western suburbs with their coach, An “Minkywhale” Trinh. They spend about six hours a day training together by playing friendly matches with other teams. There are also regular video reviews of their performances, and individual practice is expected on top of that. Heading into events such as this, the players will spend up to 12 hours a day in front of a screen.

    To read the full story, visit The Saturday Paper. Above photo credit: Dylan Esguerra.