inicio mail me! sindicaci;ón

Global Game Jam at UW-Whitewater

If you’re here for the games, here they are. For my reflections on the GGJ in general and our site in particular, read on.

If you want to know what our setup looked like, here are a couple representative pictures (there was a lot of hunching over laptops).

See and download the full gallery on posterous

A couple weekends ago, I organized the local Global Game Jam site at UW-Whitewater. This was the first year that UWW participated and I want to share some of the results and reflections of the event. Nine dedicated jammers participated on three teams. We chose team membership based on the distribution of skills; each jammer was either a writer/designer, artist, or implementer, and the teams formed naturally once we found out that we had three of each of these roles. I used “implementer” because we didn’t have any proper programmers; implementers were those who had some prior knowledge with a game creation or programming tool (Flash, Scratch, and Gamemaker).

We all lamented the absence of programmers at our site, a problem that might have been avoided by recruiting participants earlier or working together with a representative of computer science to recruit students (both of which will happen next year). Even without programmers, one participant learned Gamemaker in great depth while one of our writers became immersed in Inform7 about half-way through the jam and ended up working with another team to implement their interactive fiction game (The Child). 

All of this was great for me – I had wanted to play around with Inform7 and Gamemaker, and now have rudimentary experience with both. I’m also hopeful that this group will keep the momentum going – they’ve almost completed the process of forming a student organization dedicated to creating games. There are more competitions and jams coming up, both local (PlayExpo) and not (LudumDare, IndieCade), stay tuned!

 

Posted via email from Amusement Device

Monopoly Repackaging | Andy Mangold

Could these be any more beautiful?

Posted via web from Amusement Device

Tumblr, Posterous, and Bookmarklet Instructions

With the recent Mozilla/Metalab shakedown in mind, I’ve been thinking a lot about stealing vs. borrowing in terms of web design. Both happen, both can be good, and both are easy to define. Stealing without giving credit is a bad idea. Stealing as a starting point for further exploration gives us new ideas and built-in reference points to compare and assess. Perhaps evolution is a better word.

Case in point: the bookmarklet pages for Tumblr and Posterous. I use and like both services, but prefer Posterous for my main blog because it allows me the freedom to control autoposting to other services. It doesn’t have the visual customization options that Tumblr does, but it has been improving rapidly. I believe that Tumblr did this “look up in your bookmark bar” arrow first, but here’s Posterous stealing and modifying the idea. Tumblr’s design is more successful because it comes off of the page with the drop shadow and actually points up to the bookmark bar. Posterous’s version stays on the page (and even disappears somewhat behind the “Manage” text) and points off to the left somewhere.

See and download the full gallery on posterous

Posted via email from Amusement Device

My 20 Favorite Stacey-Powered Websites

I’m not Smashing Magazine, but as I’ve been doing freelance work with a ceramic artist wanting to revamp her website, I’ve been looking at a lot of websites created with Stacey. It’s a nice, non-database content management system that uses text files and folders to automatically generate text and image gallery content. It’s also very configurable (with css, javascript, etc.) These websites offer my favorite customizations and additions, as well as design flourishes, to the basic Stacey setup.

See and download the full gallery on posterous

In order, the list of sites is below. They have a list of sites on their own website, but many of them use a default template and thus aren’t really worth looking at for inspiration.

Posted via email from Amusement Device

The Identity Crisis of Contemporary Games Captured

Rhizome | Review of Prospectives 09

Rhizome is featuring Chris Lanier‘s review of the Prospectives.09 exhibition in Reno, which included Gaming the Network Poetic. The exhibit came down last month, but I’ll be submitting GTNP to other venues in the near future. It’s a worthy read; here’s the bit about my piece:

Joshua Fishburn’s Gaming the Network Poetic (2009) links five games in a rosary of G5s, the monitors arranged in a pentagon. The clean vector design of each of the games is very appealing; simple geometric shapes recur throughout the games, serving separate functions. In one game, you click to break a square apart into smaller squares; in another, you try to attach little hinges onto drifting triangles, so that they swing together to form squares. Five people are meant to play the games simultaneously, with the activity of one game influencing the others – I have to confess, some of the connections escaped me. Perhaps this was the one piece in the exhibition that, while it invited participation, didn’t really need it. The five G5s could rest alone in the empty gallery, talking obscurely among themselves about the subtle relations between squares, triangles, and other geometry.

 

Posted via web from Amusement Device

IRUS Art Shows in Chicago, Jan 29-Feb 4

Friends, especially those in Chicago, please check out Dialogue: Presented by IRUS art (an intercultural collaborative art work between artists in Iran and the U.S.) at Co-Prosperity Sphere in Chicago from January 29th through February 4th, with an opening reception on January 29th from 7-10 PM. This is an opportunity to see work that has so far only been shown in Denver, Colorado, as well as brand new works from new collaborating artists. Read what the Denver Post had to say about the exhibition in Denver.

For more information about Co-Prosperity Sphere, including location, check out http://coprosperity.org

For more information about Dialogue and IRUS art, check out http://irusart.org/

Posted via web from Amusement Device

8-Bit Game People in Rio

I really wish I was down in Rio for 8-Bit Game People, which includes chiptunes performances as well as an exhibit of videogames. I’m showing Survive/Progress there, which was selected as one of the best games at FILE 2009 in São Paulo. After digging around a bit on the website, I found the full list of games (pictured below). Just about every other name on that list is someone I’ve referenced as inspirations in one talk or another, so it’s exciting to end up on it.

 

Posted via web from Amusement Device

39˚ 44′ 11″ N x 104˚ 59′ 21″ W by Timothy Weaver + eMAD « Embrace!

I’m very excited to announce the opening of “39˚ 44′ 11″ N x 104˚ 59′ 21″ W“, an interactive installation included in Embrace! at the Denver Art Museum.

I am one of the collaborators on a team led by Timothy Weaver that also includes David Fodel, Brigid McAuliffe, and Nick Meyers. The show officially opened on November 14th, 2009 and our work is installed in the FuseBox Gallery on the 4th floor.

The Embrace! exhibit is all about engaging with the specific space of the Hamilton Building, designed by Daniel Liebeskind. The 39N x 104W (for short) interactive installation addresses the challenge by using ecological data (solar wind, terrestrial climate, and biological) specific to the location of the Fusebox space to “paint” the gallery with sound and images. The visitor to the space contributes to this process — a camera tracks his/her location which allows the images to move and temporarily paint the wall.

The exhibition runs through April 4th, 2010, and features the work of 17 artists from around the world. It’s the boldest exhibit yet in this building and definitely worth a visit.

Additional links:

Posted via web from Amusement Device

Gaming the Network Poetic – All Five Games In One Video

Below you’ll find a video with all five games from Gaming the Network Poetic running in the same video. Some may appear to be a little too fast — I used the “saveFrame” function in Processing to export individual frames so that I could capture in high resolution, but some games have less processing going on and thus were able to export more frames in the same amount of time, so I had to speed some of them up to fit in the same time slice. Regardless, it still gives a better idea of how the games affect each other than seeing only one at a time (which you can also see in the GTNP Vimeo Channel).

Posted via web from Amusement Device

Next entries »