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Ben Fry Talk at Auraria Campus

I got a notice today from Prof. Chris Coleman that Ben Fry, one of the creators of Processing, was giving a talk the Auraria Campus this evening. It’s the last week of classes and things are crazy, but I’m so excited by Processing and the environment around it that it was just the right thing to do. Having seen several of the projects he discussed before, it was still great to see him speak in person and give a short background on how he ended up working on Processing in the first place. He also showed some of the human genome visualization projects he developed as part of his PhD research at MIT (these projects were featured in Ang Lee’s Hulk - Photo).

He highlighted the concept of sketching and showed a beautiful visualization (by Robert Hodgin aka flight404) as well as an initial concept sketch, which was a very simple experiment. Because I’ve been feeling very stuck creatively as of late, this was an inspiring reminder to just make stuff and iterate. Processing is made for sketching, and for being one part of your current workflow, another point that Fry brought up. He doesn’t want Processing to be the both the beginning and endpoint of your work.

A couple ideas he highlighted were important enough for me to write down (and circle a couple times):

  • Consider the shape of data
  • Make visual transitions meaningful (not just the data at transition endpoints)

He’s teaching some workshops at Metro tomorrow and taught today and yesterday. I’m bummed that I couldn’t be a part of those through some kind of collaborative visiting artist arrangement between DU and Metro. Maybe next time.

You Must Just Post

In the case that the title to this post doesn’t make any sense, see here. I’ve made no such promise. I won’t be putting my face in a cake because my last post was 3 months, 24 days ago. What I will do is blog about my summer, and other projects, soon. This week is busy with the election coming up. I’m planning to vote tomorrow at my early vote location. I can’t wait! Have you voted yet?

Blogging on P4Games.org

Part of my job as a research assistant for the P4Games project is to assist with putting together a human game design curriculum. I’ve assisted Rafael in the “Play” (which translates to game design in our language) sessions by helping teachers brainstorm game ideas, observing and recording questions, answers, and discussion, and asking guiding questions during game design and playtesting.

My goal as part of this project is to encourage the creation of humane games as an exercise in learning, research, teaching, and play. You can read about the class sessions on my P4 blog and about Humane Games at this link (which is the top Google hit for “humane games” - w00t!)

Some fun to ease into the summer

My Work at FILE Brazil

Two of my video art pieces (Layers & Waiting) will be showing at FILE Sao Paulo in August! I’m still trying to figure out if I’ll be able to make it there myself, but the news is great either way.

Welcome Back

I’ve been out of the posting loop for a while, but as an effort to get back into it I’m posting some links that I’ve been holding onto for a while. Some advice: if you want to blog regularly, don’t make a toblog tag on del.icio.us and fill it up to the point that it’s totally overwhelming.

  1. Joseph Delappe (of Dead in Iraq fame) reenacted Gandhi’s 240 mile “Salt March to Dandi” in Second Life by walking on a treadmill setup at Eyebeam in New York.
  2. Wired recently reported on the US Defense Intelligence Agency’s (DIA) use of what I would call Serious Games to train incoming and current intelligence officers. One of my close childhood friends was involved in these games and works in DC. With all of the game blogs I read, I’m surprised I didn’t come across it myself, but she excitedly sent the link and interestingly called it a “toy my team developed.” These toys, according to Wired, teach agents “how to think.”
  3. I haven’t laughed this hard in a while: a Team Fortress 2 Mod that plays Celine Dion’s My Heart Will Go On (from Titanic) karaoke style. Yes, the players all attempt to sing while fragging.
  4. Not least, Retro Sabotage is a great collection (updated every week for a while, now it’s when they can) of sabotaged (remixed) versions of old-school arcade games. So far they’ve taken on Pong, Xevious, Breakout, Pacman, Tetris, and Space Invaders. Standouts are Autopsy of a Battlefield, in which the Xevious landscape is already devastated and the player simply surveys the devastation, and Compromise, in which the player’s moves affect two separate Tetris games simultaneously (this one reminded me of DeHackEd’s Mega Man X & Mega Man X2 speed run dual-playthrough, although this one was created with emulator save states).

More to come soon (i.e. I’m not going another 2.5 months without posting).

Staged Photographs in Metal Gear Solid 3

 

For those who’ve followed this blog for the past couple weeks, you know that I have a newfound appreciation of (obsession for?) work that blurs the line between videogame player and author. While most of the videos I’ve found do extra manipulation outside of the game (e.g. video effects), here’s a video that turns the available tools from Metal Gear Solid 3: Snake Eater into a space for composition. Normally, it’s a stealth action game; in this video it’s a photography sandbox. The author manipulates soldiers in the game, either by tranquilizing them or scaring them into submission. 

Many of these moments highlight the more obscure programming decisions in the game - more than one shows the guards’ total distraction by the placement of adult magazines in their midst, for example. At their best, however, these moments show the game as a compositional space and the intimate understanding of the game engine necessary to create something like this, especially when the game engine is not open for modification.

Homebrew DS Software Controls Robot

Here’s a neat video of a French team who control a little robot through some custom Nintendo DS software. I wish I knew French because I’m starting to become more and more interested in custom modifications for hardware devices that are supposed to be “closed.”

Here’s another cool hardware project in which the artist creates a scrolling TV in front of the full stage background of the first level in Super Mario Bros.

 

Mario & Quantum Physics

A crazy overlay of playthroughs of a nasty Super Mario World level hack. It is Many Super Mario Worlds. Read the explanation here.

Sound Effect –> BGM

Here are a couple experiments in using the sound effects tied to the in-game actions of videogame characters to approximate the background music of the same game. The first clip is from Super Smash Brothers Melee on the Gamecube; second is Super Mario 64 on the Nintendo 64. The second clip is more successful from a technical standpoint, but both are interesting explorations of the appropriateness of game sound.

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