DOCUMENTARY
Documentary: "Vakondok 2" a new documentary on the Hungarian demoscene
Link: Vakondok Submitted by Matteo Bittanti (via Goto80)
Matteo Bittanti is the co-author of GameScenes, art in the Age of Videogames with Domenico Quaranta. This website, which explores game-based artistic production, distributions, and discussion, was introduced in 2005.
DOCUMENTARY
Link: Vakondok Submitted by Matteo Bittanti (via Goto80)
GAME ART
"I don't have an Atari 2600 anymore. I'm pretty sure my parents threw it out when we got a Super Nintendo. All the sampled footage in Persistent Artifacts comes from a Jakks Pacific Classic Atari 10-in-one joystick : ten games packed into a single
ART GAME
Jacob Taekker,Today I Died, installation, 2011 On the surface, Today I Died looks like your typical shoot'em up. Armed with a light gun, the visitor/player is expected to kill the avatar that materializes on the screen. However, there's a catch. Actually, two. One: the
DANCE
Jennie and Dan Veint's "Super Kakkoi Fighting Kitten Friends", 2011 (Photos courtesy of aerygrrrl) (video from moirabot) ""OK - get ready - (we know we are late) - but this is one of those cases where exceptions should be made - after all, the dream that inspired this
COLLAGE
GameScenes is conducting a series of interviews with artists, critics, curators, and gallery owners operating in the field of Game Art, as part of an ongoing investigation of the social history of this fascinating artworld. Our goal is to illustrate the genesis and evolution of a phenomenon that changed the
ART GAME
"Award winning game designer, Craft & Punishment Artist, and outspoken critic, Jonathan Blow speaking at San Jose State Game Development Club. Blow's time bending, mind melting indi puzzle platformer, Braid, won the "Game Design" award at the Independent Games Festival in 2006. Recorded by John
GAME ART
GameScenes is conducting a series of interviews with artists, critics, curators, and gallery owners operating in the field of Game Art, as part of an ongoing investigation of the social history of this fascinating artworld. Our goal is to illustrate the genesis and evolution of a phenomenon that changed the
GAME ART
Alexander Hahn, A Young Person's Guide to Walking Outside the City, computer animation, 1983 "(2:25', 1983), computer animation written with own and found code in Texas Instruments Extended Basic. The flying fish and the canon are randomly generated. When the animation is run real time
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Kent Sheely, FOV: Virtual Photography in Half-Life 2, digital photographs, 2008 "Half-Life 2 depicts a dystopian future where aliens have enslaved humanity and melded their technology with ours. I wanted to remove the trappings of the game world from my images and deliberately “photograph” subjects that might
GAME ART
Alexander Hahn, Simulating Device For Missile Defense, installation, 1984 (installation view) "... SIMULATING DEVICE FOR MISSILE DEFENCE incorporates two pulse functions in a steel blue styrofoam armature, one being random, referring to actual thought, and one standard five pulse rate sequence resembling routine task fulfillment. The routine pulse circuit is
GAME ART
Kent Sheely, Skybox, installation, 2010 "Appropriating elements from video game architecture, Skybox was a simulated skylight in the ceiling of a small room. As the weather changed outside the building, software connected to the internet registered the change and attempted to emulate the external conditions within the confines of
ART GAME
After "The Artist Is Present" - a videogame about the recent Marina Abramovic's performance at the Museum of Modern Art in New York - Pippin Barr has created a new interactive experience that brings Zorba to a whole new level. In the game, the player can emulate Anthony