Mario Bar at ITU
Important breaking game research at the ITU Copenhagen– Mario-inspired cocktails! Read more about the Mario Bar night. (via Boing Boing)
February 25, 2008
IndieCade 2008 Submissions now open

Call for submissions—IndieCade: International Festivals of Independent Games @ Open Satellite, Seattle, WA, USA, July 10-13, 2008
Game artists and designers from around the world are invited to submit their work. IndieCade welcomes independent interactive media of all types, from art to commercial to academic, from ARG to abstract, from serious to shooter. Entrants will also be considered for year-round international showcase exhibitions.
Submissions Close Midnight April 11, 2008 PST. For more information and eligibility details, and to enter, visit IndieCade
February 24, 2008
SwanQuake: the user manual
An artist group called igloo has published a user manual of their SwanQuake game art installation, including new essays contextualizing the project. I haven’t had a chance to go through the posted materials yet, but the section on games creativity in art and society looks fantastic: In the second section, the User Manual broadens the scope of the discussion to include the ontology of game art, analysis of perspective in 3-D spaces, ‘uncanny’ realism and collisions between game artistry and commerce.
Thanks Valerie for the tip!
February 5, 2008
Breakout Game Mod video

Why does everyone have to mod Unreal? Here is a lovely video documenting artist game modifications of the classic game Breakout, using Processing.
I’m never sure whether to consider this type of thing a mod. Does there need to be an “official” engine involved? If we could show the code used here was the same code used in some sort of official version of the game, is it a mod then? Or, maybe it’s just a mod if we can see a family resemblance– although what then would be the difference between a highly derivative game, and a mod?
MORE DISCUSSION OF THIS POST ON gameCODE
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