This work engages with the ways video games represent (and misrepresent) the female body. The avatars in AntiBodies are pro-Anorexic yogis, cyber-Hysterics, and rubber-boned ragdolls. These young ladies are Frankenstein-like ready-mades concocted from a vast library of modular assets shared and created by the video game community. These assets can be transformed easily to fit within any video game, a treasure trove that makes video game developing cheaper, faster, and easier.
I hack presets: characters, voices, motion capture data, and scripts. I remix the digital bones, the elastic skins, and electronic musculature. In this world, body dysmorphia is an artificial intelligence deciding how the body moves, collides, and interferes with others.