Posts Tagged ‘ art

GDC: Gaming gets framed for Into The Pixel exhibit 12 March 2010 at 3:30 am by asydayjobs

Click to Super Mario-size

We like a pretty picture just as much as the next Tom, Dick or Monet, but the art featured in the Into The Pixel exhibit – which opened to the public last night at GDC – is some of our favorite. You can experience the aesthetic splendor second-hand by checking out the gallery posted below. See if you can identify the games each painting is based on! (Spoiler alert: You’ll never, ever guess some of them. Not in a billion, trillion years.)

JoystiqGDC: Gaming gets framed for Into The Pixel exhibit originally appeared on Joystiq on Fri, 12 Mar 2010 04:30:00 EST. Please see our terms for use of feeds.

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+ Clear your day for these new MGS: Peace Walker screens By BoydayscodA 22 January 2010 at 4:00 am and have No Comments

Click image to sneak into our gallery

We hope you didn’t have anything planned for the next hour or so, because we’ve got quite the mission and you’re the only person who can get the job done. See, Konami deployed a bounty of new screens (63 in all) for Metal Gear Solid: Peace Walker and we can’t possibly get through them all.

There are some multiplayer screens, art of various characters and equipment shots, and even a few screens of Peace Walker’s progressive recruitment system we’ve dubbed “the smart balloon.” As if we weren’t frightened enough by stranger danger, now we have to know that the military has had auto-piloting balloons that can whisk us off to “re-education” centers at will since the ’70s. It’s just a video game, right, guys? Right?

JoystiqClear your day for these new MGS: Peace Walker screens originally appeared on Joystiq on Fri, 22 Jan 2010 05:00:00 EST. Please see our terms for use of feeds.

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+ Three-Day Symposium will Examine the Art of Games [Art] By DiefsAres 13 January 2010 at 9:30 pm and have No Comments

“The Art History of Games,” a three day public symposium devoted to investigating games as an art form, will be held in Atlanta in early February, followed by the monthlong display of three commissioned art games.

Participants at the Feb. 4-Feb. 6 symposium will include John Romero, a designer of the original Doom and a co-founder of Gazillion Entertainment; Jesper Juul, a video game researcher and the author of “A Casual Revolution,” and Frank Lantz, the designer of Drop7 and Parking Wars.

“The Art History of Games seeks to more clearly articulate the importance of games as a form of art,” says the symposium’s listing. “Not until the 20th century did games and the play experiences they provide start to be perceived as an art form.”

The commissioned pieces were created by Jason Rohrer; Nathalie Pozzi and Eric Zimmerman; and the studio Tale of Tales. They will be on display from Feb 4 to March 2.

The symposium will be held in the High Museum of Art’s Rich Auditorium on the campus of the Woodruff Arts Center, 1280 Peachtree St. NE, which is midtown Atlanta. The commissioned games will be displayed at Kai Lin Art, 800 Peachtree St NE. The symposium is a joint program of Georgia Tech’s Ivan Allen College of Liberal Arts and the Savannah College of Art and Design.

Registration
is $60 for the general public, with discounts for Georgia Tech and SCAD students and academics. For more info, see the Art History of Games site.


+ The Bayeux Tapestry, World 1-1 [Art] By dakeleftaceld 29 December 2009 at 2:30 am and have No Comments

It may not have the lasting historical significance of “1066 and all that”, but that doesn’t stop Elsa’s tapestry of Mario’s iconic 1-1 level from being just as impressive as anything the Normans could come up with.

Currently a work in progress, the tapestry will come in at an incredible 620×40cm (or 250×15 inches) when completed, which is amazing not only for its scale as a work of art, but also as a means of visualising game worlds in literal terms.

Super mario projektet [Elsa's Broderier, thanks Vebjørn!]


+ Lull Your Baby To Sleep With BioShock, Colossi [Bubbies] By Jifferkise 11 December 2009 at 9:20 pm and have No Comments

You remember that Left 4 Dead mobile from a few months back? Andrea made that. Andrea also made these newer models, one for BioShock, the other for Shadow of the Colossus.

So you’ve got a choice! Either indoctrinate your baby from an early age that its entire existence has been to serve as a puppet for its maniacal master, or…teach it that killing helpless, innocent monsters just to save some dead broad is an OK thing to do.

SaltyandSweet’s Shop Announcement [Etsy]


+ Treat Yourself to an Invad-icure [Screengrab] By XacyclovirS 10 December 2009 at 9:00 pm and have No Comments

Space Invaders nails paintjob, one of 365 being done over 365 days at The Daily Nail. Thanks to reader stochasticp.


+ Of Course, Pac-Man Rings [Art] By CoastCoktiete 02 December 2009 at 4:30 am and have No Comments

The potential was always there. It just took one Rachel Pfeffer to take a step back, examine the nature of fingers and Pac-Man, and realise the bleeding obvious.

Once for sale on Rachel’s Etsy site, for $106, this set of Pac-Man rings is of course already sold out by people who can shop faster than you can even think about reading this. But hey, if she gets the hits/interest, who knows, one day, there may be more of them.

Pacman Ring Series- Sterling Silver and Black Onyx
[Etsy, via Boing Boing]


+ The Many Looks Of Lara Croft [Art] By Errieharleyminsdavic 17 November 2009 at 7:20 pm and have No Comments

Once again, we have an amazing collection of artwork from The Design Inspiration to share with all of you. This time, the subject is Lara Croft, Tomb Raider.

Now, I dig Tomb Raider. But after Zero Punctuation’s brutal review of Underworld, I’m started to feel mighty uncomfortable about all the animals Ms. Croft knocks off on her way to steal valuable stuff from dead people. In all seriousness, I actually apologized to the virtual panthers I shot up during my own review of Underworld. Because I’m a huge softie. And a cat owner. And maybe a little crazy after 10 straight hours of gameplay on deadline.

Enjoy the artwork, from the over-sexed to the over-manga’d. This image comes from Joe Jusko.

40 Various Styles Artworks of Lara Croft [The Design Inspiration]


+ Pac-Man, in Cans, Before Cans Were Cool [Screengrab] By OFJames 14 November 2009 at 6:30 pm and have No Comments

Tuna-can Pac-Man, as seen at Walyou, via Hawty McBloggy. Original photo from March 2008.


+ The Importance of Asking ‘Why’ [Weekend Reader] By keranyncmam 14 November 2009 at 1:00 pm and have No Comments

In film or literature, the creation of acclaimed work is sometimes attached to a personal event, or reaction. “That doesn’t show up often in game development bios,” says one dev. Finding that “why” might save games from a “cultural ghetto.”

As reported by Gamasutra’s Chris Remo, Chris Hecker (formerly of Maxis, now an independent developer) addressed the International Game Developers Association’s Leadership Forum in San Francisco this past week. In the following excerpt, Remo digests Hecker’s remarks and their main point – that games remain fixated on narrow experiences, revenue, and the easy appeal of proven forms of presentation – especially the “power fantasy,” with its attendant explosions and special effects.

“If we continue on our current path, we’ll end up in the pop cultural ghetto where [comic books] are,” Hecker said. “An alternative path is where film, books, and music ended up.” Such media certainly have their low-brow offerings, but on the whole are “relatively bulletproof” as accepted forms of art, worth scholarship and refined criticism.

But even on four tests of popular culture acceptance – revenue, units sold, cultural impact and diversity of content – games succeed at only one, Hecker argues. Revenue. “We f—k it up on the other three,” showing that the medium is still an infant next to its supposed peers.

Here, in the words of Hecker as reported by Remo, is the bigger picture of how games, before aspiring to the old-money legitimacy of the fine arts, can first avoid a cultural ghetto.

IGDA Forum: Asking ‘Why’ Will Keep Games Out Of The Ghetto, Says Hecker [Gamasutra, Nov. 13, 2009.]

Like literature, music, film, and other forms, games offer their own intrinsic element to add to culture. For games, it’s interactivity. That uniqueness is necessary for a form to carve out its own cultural space, and it’s what will allow games to occupy such a space if the gaming community doesn’t wall it off.

But that means designers must strive to convey some kind of “why,” and when they do, it will ideally be conveyed through interactivity, not just cutscenes. Linear “theme park ride” games, as Hecker calls them — recently, Batman: Arkham Asylum, Call of Duty: Modern Warfare 2, et al. — can be great fun, and we have become quite skilled at making them, but they also represent something of a creative red herring: “The part that speaks to the human condition is in the cutscenes, not in the interactivity.”

Furthermore, while gamers are highly resistant to decreases in graphical fidelity, they seem on the whole unbothered by regressions in interactivity, hence the flourishing of the theme park ride approach. And since, for technical reasons, it’s safer and cheaper to decrease interactivity as you increase realism, the latter may well continue to suffer.

The booming market of casual and social games, Hecker points out, has a different problem. “It’s great to have a game to play while you’re waiting for a bus,” he said, “but they’re not trying to say anything at all.”

That leaves the broad category of “systems games,” which are more intrinsically predicated on interactivity and player-driven choice. They contain the best candidates for creating unique, meaningful works in games, Hecker believes, but at the present moment, “these games aren’t really saying anything either, because we don’t know how to say things through interactivity, how an authorial voice works through a system.”

There’s no easy way out of this arguably slippery slope except for the dedication and intent of the people making the games. “I believe this is the big question for the next ten years of game design,” Hecker said. “We have so many opportunities.”

Mechanics and systems can be continually evolved, but designers would do well to keep the following questions in mind, he said: “What are you trying to say, and why?” and “And are you trying to say it with interactivity?”

“If you can answer those,” Hecker concluded, “you’re on the right track.”

- Chris Remo

Weekend Reader is Kotaku’s look at the critical thinking in, and of video games. It appears Saturdays at noon. Please take the time to read the full article cited before getting involved in the debate here.



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