2021: dossier

“2021 is an ode to humanity – and a hopeful look at how AI could enhance, rather than detract from, what it means to create art with other humans.” — The Globe and Mail

Dahlia Katz

Under the glow of a flickering screen, a daughter weighs the worth of her father’s legacy. 2021 is a live performance where story, video games, and AI collide, blurring the boundaries between memory and simulation.

On stage, an audience member steps into the role of Brian, an unhoused veteran, reliving his final weeks in a New Jersey hospital. A digital world unfolds—endless hallways, bureaucratic roadblocks, fleeting human connections. Each choice shapes Brian’s story, narrated live by his daughter, collapsing the distance between past and present, the living and the dead, the real and the artificial.

As the performance shifts, reality fractures. Brian’s voice returns—not quite human, not entirely gone. 2021 confronts the ethics of digital resurrection, the weight of loss, and the question: If we could bring back the dead, even as data, should we? Can AI offer dignity in death, or does it only distort what remains?

40s trailer for 2021


TABLE OF CONTENTS

  1. What is 2021?

  2. The Story

  3. The Event

  4. Artists

  5. Documentation

  6. Audience Responses + Press

  7. Production History

  8. Community Engagement

  9. Pricing & Funding

  10. Tech Rider


1. WHAT IS 2021?

2021 is a live narrated video game designed for a participatory performance, accompanied by live music.

2021 is a collaborative storytelling event between performers, audience members, and AI.

2021 is an exploration of the significance of human data and the challenges of preserving dignity in death for those we fundamentally disagree with.


2. THE STORY

Brian was many things:
He was Canadian. He was American.
He loved socialist healthcare. He was a Republican.
He was a homeowner. He died unhoused.
He was a proud Vietnam veteran. He suffered from PTSD and feared war.
He was a technology enthusiast. He could barely use a remote control.
He was an abandoned child. He was a father who abandoned his children.

A right-wing American man is dying and his left-wing Canadian daughter tells his story. Together, they navigate what it means to die in an age when human data can be used to revive loved ones after they are gone. 2021 asks: How do we provide dignity in death to someone we fundamentally disagree with?

The performance unfolds through a video game played on stage by one audience member as a stand-in for Cole's unhoused Veteran father, Brian. In playing the game, the player reenacts Brian's final weeks in a New Jersey hospital, with Cole live narrating the journey, accompanied by a live musician. As the player encounters different obstacles and objects in the hospital, the audience—who freely offers advice to the player—becomes the player's caregiver and, by extension, a stand-in for Cole as she cared for her Trump-supporting father via mediated technology.

Upon winning the game, the story concludes with the appearance of a fully functioning 3D virtual AI Brian trained on his life’s documents. Cole and the AI version of her father improvise a conversation about the significance of his human data and whether Brain’s data is worth saving.


3. THE EVENT

2021 is an immersive, live-narrated video game experience where a single courageous audience member, known as Patient 203, navigates a virtual hospital setting with guidance from the audience. During the show, you can expect a 2021 audience to be:

  • playing/watching the game for 100-120 minutes

  • calling out to offer or request help

  • engaging in dialogue with a large language model

  • laughing (death can be funny!)

Keys to a successful 2021 experience:

  • OPEN DURATION: Once the game starts, the player will take the time it requires to complete the game.  The show cannot be interrupted after it begins and the creators of the project nor staff from the venue will not intervene. It will last approximately 90-120 minutes.

  • INTERMISSIONS: There are no intermissions throughout the show.

  • SUPPORT: Every show and audience member is different. Whenever possible, we suggest support be offered for audience members who have/had cancer and/or are/were caregivers.


4. TEAM

CO-CREATION, DATA CURATION, PERFORMANCE Cole Lewis

CO-CREATION, PROGRAMMING, PERFORMANCE Patrick Blenkarn

CO-CREATION, PROGRAMMING, MUSIC + SOUND DESIGN Sam Ferguson

3D MODELLING AND ENVIRONMENTS Eric Ing

2D ILLUSTRATION AND ANIMATION Clarissa Picolo

LIGHTING DESIGN Itai Erdal

SCENIC DESIGN Helen Yung

PROJECTION DESIGN + TECHNOLOGIST Wladimiro A. Woyno R.

CHOREOGRAPHY Heidi Strauss

TECHNICAL DIRECTION Alex Grozdanis

AI CONSULTANT David Rokeby

DISABILITY PRODUCER Anika Vervecken

DRAMATURGICAL CONSULTANT Fatma Sarah Elkashef

SHOW OPERATORS Sam Ferguson, Alex Grozdanis, Christopher-Elizabeth

EARLY PHASE COLLABORATORS Emma Cuzzocrea, Ezri Fenton, Laura Maieron, Shaan Tahir-Mehdi, and Daibei Wang


Produced by Guilty by Association

Co-Produced by National Arts Centre of Canada’s National Creation Fund and The Elbow Theatre

Developed in part through Mitu’s Artists at Home and Expansion Works

Developed with the support of Canada Council for the Arts, Tarragon Theatre, Nightswimming Theatre, Design + Technology Lab, The Chrysalis, DART at Brock University, Playwrights Workshop Montreal, Precursor Lab, and BMO Lab


Guilty by Association (GbA) shifts our process with each new project as we conspire with an ever-expanding network of collaborators from far-out disciplines to faraway places. Led by Co-Artistic Directors, Cole Lewis + Patrick Blenkarn, together we seek to expand what theatre can do, devising work from design ideas, exploring modes of storytelling, and scheming to fuse media to the stage.

Cole Lewis, Sam Ferguson, Patrick Blenkarn

Cole Lewis, Co-Creator/Writer/Performer

Cole Lewis (she/her) is a mom and mad theatre artist from St. Catharines, Ontario. She specializes in creating live performance from design ideas, exploring new modes of storytelling, and fusing technologies to the stage. Her practice includes directing, playwriting, and the design of moving image works. She is Co-Artistic Director of Guilty by Association. Twice nominated for Dora-Awards, Cole’s practice uses humour, design, and technology to explore notions of violence, expose questions of bias, and unsettle standard conceptions of ‘truth’ to explore alternative futures. She has an MFA in Directing from Yale and her thoughts on performance have been shared at LMDA, Howlround, FOLDA, Yale CCAM, and Canadian Theatre Review.

RECENT: Co-created 2021 at Tarragon Theatre’s 2024 Greenhouse Festival. Began a new play about social welfare and neoliberalism at Caravan Farm Theatre’s 2024 National Playwright Retreat. Co-researched Dramaturges of the Unreal through Nightswimming’s 2024 PureResearch. Lead Artist Mentor (2023 + 2024) for Suitcase in the Point’s Electric Innovations program. Attended 2023 LaMama Umbria with Thomas Ostermeier, Iman Aoun, Dmitry Krymov, and Keng Sen Ong. Completed the first draft of Grief Redux for Stratford Festival (seed commission). Adapted Kyo Maclear’s Virginia Wolf for Montreal’s Geordie Theatre. 


SELECT DIRECTING/CREATION: Wrote and directed 1991 which was presented by Why Not Theatre’s RISER Project through Guilty by Association. Conceived and directed these violent delights at SummerWorks. Wrote and directed Moderato Cantabile at SummerWorks. Directed the Canadian premiere of Anne Carson’s Antigonick at SummerWorks. Led the devising process and directed AGMI at ArsNova’s AntFest. Originated the direction and co-wrote Suitcase in Point’s Dora nominated Keith Richards: A One Woman Show.

SELECT INTERDISCIPLINARY: Development Workshop for Untitled Visit, an exploration in VR and MoCap, with GbA and Lauren Dubowski at Yale’s CCAM. Directed Redshift Music Society’s Still Life Continuum at Vancouver’s Orpheum Theatre. In collaboration with Niagara Artists Centre, directed Canada’s largest wearable art show, STRUTT and The Wine King Parade Float designed by graphic novelist, Seth.

Patrick Blenkarn, Co-Creator/Programmer/Performer

Patrick Blenkarn is a Canadian artist working at the intersection of performance, game design, and visual art. He is a director, writer, programmer, animator, musician, and polyglot, whose research-based practice revolves around the themes of language, labour, and democracy, with projects ranging in form from video games and card games to stage plays and books.

His work and collaborations have been featured in performance festivals, galleries, museums, and film festivals, including Festival TransAmériques (Montréal), Seoul Performing Arts Festival, NYU Skirball (New York), Under the Radar (New York), PuSh International Performing Arts Festival (Vancouver), Hebbel am Ufer (Berlin), Humboldt Forum (Berlin), Festival Internacional de Buenos Aires, the Humboldt Forum (Berlin), IF Festival (Barcelona), UMS (Ann Arbor), and many more. In 2020, he was nominated for Best Projection Design at Toronto’s Dora Awards. His video game performance projects, asses.masses (with Milton Lim) and 2021 (with Cole Lewis and Sam Ferguson) have both received investments from the National Creation Fund of the National Arts Centre of Canada.

Patrick has frequently been an artist in residence at galleries and theatres around the world, including USC Games (Los Angeles), The Arctic Circle (Svalbard), the Spitsbergen Artist Center (Svalbard), GlogauAIR (Berlin), Fonderie Darling (Montreal), Malaspina Printmakers (Vancouver), Skaftfell Center for Visual Art (Iceland), VIVO Media Arts (Vancouver), and The Theatre Centre (Toronto).

Patrick is the co-founder of STUDIO FUNFUG and the co-founder of videocan, Canada’s video archive of performance documentation. He has a degree in philosophy, theatre, and film from the University of King's College and an MFA from Simon Fraser University.

Sam Ferguson, Co-Creator/Sound Designer

Sam Ferguson is an award-winning sound designer/composer from Toronto. After moving to Vancouver to study under acclaimed electroacoustic music composer Berry Truax he returned to Toronto where he became involved with theatre. This experience led him to enroll in the Yale School of Drama where he received an MFA for sound design. Since graduating he has returned to Toronto and has been working in the industry ever since.

In addition to his theatrical work Sam has also been involved with audio postproduction on several documentaries/films, teaching microphone technique at Toronto Metropolitan University as well as the development of creative digital signal processing.

Previous credits include The Visit (Iseman Theater), Who’s Afraid of Virginia Wolf (Centaur Theatre), 1991 (The Theatre Centre), Boy’s Girls and other Mythological Creatures (FirstOntario Performing Arts Centre), Philosophers wool (documentary), Love, Oran (Super Channel/ Amazon) and Mom Jail (short, winner of the HFX 72hour film challenge).


5. DOCUMENTATION

2021 is highly variable depending on its audience and the players who become Brian, as well as the ‘mood’ of the AI in the 3rd Act. The following documentation videos try to show a range of these atmospheres. The show has played in venues as small as 60 and as large as 175, though we believe it can work at an even larger scale (250-300) as well.

January 24, 2026: PuSh International Performing Arts Festival 2026, featuring one player (above)

January 23, 2026: PuSh International Performing Arts Festival 2026, featuring four players (above)


6. AUDIENCE RESPONSES + PRESS

Audience Responses

Joanna Falck, Soulpepper theatre company

“How much I enjoyed seeing 2021. I could well relate to the hospital maze of offices and doors and difficulty finding help. I loved the mix of technology and memory - how technology recreated memories. And Cole was also a super charming performer! Making anything seem okay and exactly what was supposed to happen.”

Keshia Palm, Paprika Festival

“I really loved the work — it was engaging, and vulnerable, and curious. It is always exciting to see projects and processes that are experimenting so actively with medium and form. I'm so glad I got to see it!”

Hassan Baber Rajput, Muslim International Film Festival

“Loved your show last night. I really liked how you took the audience in on this very personal journey with vulnerability and grace. The projections, live recordings, and especially the red light were such a delightful throughline to the evolution of your work and the themes you feel drawn to tackle. The philosophical questions of how we hold experiences in tangible objects and materials versus the digital realm was also so very interesting and relevant to the modern digital lives of people. I hope it’s supported for further life!”

Adrian Dimanlig, Interludes

“2021 wonderfully showcases the spirit of experimentation — both in form and content — that lies at the heart of Under the Radar.”

SLANT MAGAZINE

“2021 is an entertainingly raw depiction of the painful task of imagining what a loved one might have experienced in their darkest moments of unobserved isolation”


7. PRODUCTION + DEVELOPMENT HISTORY

2022.8.15-2022.8.30 | Yale Center for Collaborative Arts and Media, New Haven, USA
2023.7.30-12.31 | Tarragon Theatre Greenhouse Residency, Toronto, CA
2024.1.11-20 | Tarragon Theatre Greenhouse Festival, Toronto, CA
2023.1.22-1.24 | Nightswimming Theatre Pure Research Workshops, Toronto, CA
2024.8.5-16 | Theater Mitu Artists at Home Residency, Brooklyn, USA
2024.9.1-2025.9.1 | Playwrights Workshop Montreal Residency, Montreal, CA
2025.6.1-8 | Festival of Live Digital Art Residency and Performance, Kingston, CA
2025.7.2-13 | Brock University, St. Catharine’s, CA
2025.10.11-16 | Theater im Pumpenhaus Residency, Münster, DE
2025.12.2-12 | Toronto Metropolitan University + Chrysalis Residency, Toronto, CA


8. COMMUNITY ENGAGEMENT

2021 creates an optimal environment for:

  1. Engaging people who play video games but don't come to the theatre

  2. Engaging people with varied understandings of Artificial Intelligence

  3. Engaging caregivers in a supportive environment to foster meaningful dialogue

Workshops and masterclasses are offered to enrich local audience and artist participation. Content focuses on programming, fine-tuning large language models, and/or dramaturgy for a media arts performance practice.

To foster connections with local artists and exchange ideas, Patrick, Sam, and Cole are available to join panels and dialogues hosted by the presenter. They are experienced in facilitating masterclasses, workshops, and in-depth artist talks, sharing their expertise in blending games and performance, fine-tuning AI, sound in performance, and incorporating audience participation. 

Previous Artist Talks and Workshops focusing on 2021

2023.11.2, Artist Talk, Machine as Medium Symposium, Yale CCAM, New Haven
2024.1.24, Workshop, Nightswimming Pure Research, Toronto
2024.2.1 Artist Talk, RUBIX, Toronto Metropolitan University, Toronto
2024.6.14 Artist Talk, FOLDA/Howlround, Kingston
2024.10.22 Artist Talk, Queens University, Kingston
2025.10.25 University of Toronto & BMO Lab “Who’s Afraid of AI? Conference & AI Cabaret”
2026.1.26 Artist Talk, Simon Fraser University, Vancouver


9. Pricing & Grants

2021 has a scalable fee depending on the number of performances and required travel, accommodations, and per diem costs of the (4) artists.

The current base fee for a week of performances (including load-in, tech days, any public talks or engagements, and 3-5 performances) is $20,000 CAD, excluding travel, accommodations, per diems, and technical costs associated with the presentation. Please see our tech rider below for details on what we bring and what we need for a presentation.

Towards supporting future tours of 2021, our team is committed to applying for public funding from Canada. GbA has successfully received grants from Canada Council for the Arts. In these applications, we endeavour to include travel costs plus any additional costs to support the unique nature of the project.


10. TECH RIDER