Ico – speedrun – 1:45:25

by Kevin Juang (2006)
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generally speaking, i don’t like speedruns
because they skip the cut scenes
which are sometimes the best part of a game
the parts that give all the action meaning.

but in this case
its amusing to see such a mellow game
played in such a goal oriented
relentless way.

and its always nice
to watch someone play ICO.

Katamari Damacy wallpapers GET!

So, I was wondering if anyone had collected all those wonderful desktop wallpapers made by the Katamari Damacy team. The official website is gone now and I, unfortunately, lost them in the great computer switch of 2007 *ahem*
BUT
It seems one obviously cooler than thou Flickr person is posting them online again!
Get them here.

(link got via Wonderland where Alice doesn’t know what a treasure she’s found.)

Snake vs. Zombie

Would love to know more about what happened at this event. More photos, quotes… video! would be nice.

Snake vs. Zombie – 1up article

On Saturday, gamers were treated to an entire event hosted by Grasshopper Manufacture titled Snake vs Zombie Vol. 2, featuring a series of talk shows between famous game creators and musical performances from artists such as Norihiko Hibino (Metal Gear Solid Portable Ops) and Akira Yamaoka (Silent Hill). Metal Gear Solid director Hideo Kojima, Lumines producer Tetsuya Mizuguchi, Shadow of the Colossus director Fumito Ueda, and Resident Evil 4 director Shinji Mikami took part in the presentations.

mmmmmmmmm

Presentation in Brussels

We will be talking about our work at TANI in Brussels on Monday, April 16, as part of the x-med-k 3D/Animation/Gaming series of workshops (organized by Foam, Okno and Nadine). We start at 8 PM.

from their website:

“.x-med-k. is a series of workshops and seminars dealing with the many faces of ‘experimental media arts’. Since 2004, three Brussels based art and technology organisations (nadine, okno and FoAM) have joined forces to design and implement this heterogeneous series, for artists and designers interested in experimental use of digital media, new materials and technologies.

.x-med-k. is about sharing the understanding of the diversity and multiplicity of tools and media that can be used creatively, as well as teaching the basics of ‘making-your-own’ techno-artistic materials and instruments. We cover collaborative issues in the production of art, specifically computer implemented and media related art. We discuss wider economic, environmental, social and political implications of our works. We forge new projects, perform and socialise together, gathering a critical mass of people around topics close to our hearts.”

More information here.

“In recent years, Auriea Harvey and Michaël Samyn have shifted their attention away from internet art and web design with Entropy8Zuper! to real time 3D technologies with Tale of Tales. They run a social screensaver/virtual performance stage called The Endless Forest, a multiplayer game in which everyone plays a deer. And they are currently developing The Path, a short horror game inspired by Little Red Ridinghood, featuring Drama Princess technology, an alternative to artificial intelligence.

Auriea and Michaël will present some recent work and talk about their design philosophy, as expressed in the Realtime Art Manifesto. Expect romantic delusions in virtual spaces, sensual user interfaces, non-linear narratives without plots, nostalgia for salon painting, religious pondering and fairy tales told around a digital campfire.”

Massssive!

There is a great feature about concept design house Massive Black, conceptart.org and their Insomania workshop over on CGTalk. What they do for the community of visual artists is wonderful so, check it out here!

Exhibition: Gameworld at Laboral Centro de Arte, Spain

The Endless Forest has been selected as part in the inagural exhibition of Laboral Centro de Arte in Gijon, Spain. The show runs from 30 March 2007 – 30 June 2007. It is curated by Carl Goodman from the Museum of the Moving Image and Daphne Dragona who was a curator for the Mediaterra Festival, that we so enjoyed last summer!

From the Laboral website about Gameworld:

Gameworld explores video games as an art form and presents contemporary art related to video games. Via these dual lines of investigation, the exhibition explores video and computer games as entertainment, art form, agent of innovation, and cultural force.

Johnathan Blow posted a list of participating games over on his Braid blog. I wish cultural institutions would do a better job of documenting the intersections they have with games in specific and new media art in general. I can imagine that most of you cannot make it to Gijon to see the show, so it would be nice to have more of an overview of such an important cultural event online. After all, these places spend quite alot of money just to put the show together, may as well document it, right?

Even we are unable to make it to the opening. We hope there will be a moment for an ABIOGENESIS performance specifically for the show. But we plan to be live online tonight during the opening, making mischief in The Endless Forest gameworld… Maybe we’ll see you there!

2 of our projects profiled in “Web Cinema” by Luca Barbeni

Web Cinema: L’immagine Cibernetica by Luca Barbeni From a series of emails in 2005 to a book 2007. In Web Cinema: L’immagine Cibernetica we are interviewed by Luca Barbeni about our design philosophy and the lessons learned from two of our projects: the vintage online performance Wirefire and our current multiplayer game The Endless Forest (which grew out of our experiences with Wirefire, in case you didn’t know.)

Also featured are the always engaging web video projects of Peter Horvath and Peter Greenaway’s Tulsa Luper Journey. Unfortunately, this book is only available in Italian language right now.

some links:
Buy from Hoepli.it
Review by Noema

GDC07: A few things come to mind yet

I’ve put this off for days, guess I’ll never be a real “blogger”, timely updates and all that :p
A few things I remember about GDC before they fade forever…

I’ve been dying to get a Cintiq for years but unfortunately for me the price is out of my range. At the Corel booth they actually had one. I tried it out, but alas found that it would be pretty annoying to use. My hand always seemed to be in my way as i tried to draw or pick things from the menus. Probably one could get used to it. But the person they had demoing the new version of Painter at their booth eschewed the Cintiq for one hell of a large Intuos tablet. He told me his weapons of choice are the hugest wacom in the world and his MacBook Pro (Althea ;)). I approve! And have adjusted my desires accordingly. About then it hit me… I just met Andrew “Andriod” Jones!… and I went slightly fangirl on him (sorry about that -_-) but the guy is a legend on the conceptart.org boards for his 1000 portrait project. It took a good look at him and then at the fantastic things he was drawing on the big LCD screen for me to recognize.

We spent various evenings dining with the lovely Cameo Wood and she introduced us to Adrian Hon who is lead game designer at Mind Candy who run an Alternate Reality Game (ARG for short) called Perplex City. They both proved to be excellent dinner companions. We also met up with Alex Mouton who has helped us out with graphics programming on 8 a few years back but is now working at Doublefine. It’s always a pleasure meeting people face to face for the first time that you’ve known only virtually. But these are fascinating folks that I would love to have around on a daily basis. I hope we all meet up again someday!
Over burritos at the Cancun taqueria together we witnessed a gang war shooting (o.0) San Francisco has got problems.

gdc07_20070308_0054.jpg As for the conference itself. hmm… I missed the Phil Harrison keynote and the awards ceremony but I did make it to the Miyamoto keynote. It was like getting a lecture from your old uncle. I really appreciated hearing his point of view on things but lets face it… getting speeches through a translator would make anyone sound like your old uncle.

gdc07_20070309_0088.jpg I loved our booth. We weren’t there enough… standing around the booth somehow didn’t seem like the best use of our time. So sorry if you came by and we weren’t there. Whoever left the SKOTOS comic book, Please contact us because we’d like to know who you are! thank you.

I saw flOw in its big fat hi-def format PS3 verison and found it, in atmosphere and motion, impressive in the extreme. Kris Force (who is working with us on The Path) came to me similarly breathelss about the sound design in that game.
Little Big Planet – hey, I like it ! Good on them.
Both of these games are made by small teams, look like quality products and they offer open gameplay experiences. I really think that The Endless Forest (no goals other than the ones you make, no game rules as such) is looking less and less like an oddity! The more games like this the better!

And speaking of quality… Aquaria, winner of the Independent Games Festival looks fairly spectacular. I only got to play it for a minute or two but I thought it was very charming. Derek Yu did a fantastic job on the graphics for this one.

But this whole meme Sony (and others) had going about user created content, “a Youtube for games, an iTunes store for games, a myspace for games.” uuugh.

gdc07_ms-2 gdc2007_Page88_darkside I like to draw during speeches, it kind of started years ago as I realized I was good at remembering faces but not names. So now I draw the two together, and it seems Michael doodles like a madman =) I put up our notes in the Gallery section of the site here because there are (still) too many thoughts about the sessions for us to translate them into prose. Much will filter into our practice in the months to come, I’m sure. Particularly memorable was the micropayments round-table hosted by Daniel James of Three Rings makers of Puzzle Pirates. What a guy, he came in costume… I like to imagine he always dresses like that though. rock on!
You wouldn’t believe how sucessful something like Habbo Hotel is financially! And even games with much less of a reputation are incredibly sucessful. These developers running sucessful online micropayment games gave up some numbers and strategies in this discussion. Can’t thank them enough. It was fascinating, inspiring, gave us more than a few ideas… Mwuahahahahahaaaa!

Random people I went up to, spoke with, and gave a card include: Hiroshi Minagawa of Square Enix: after I walked in late to the FFXII postmortem talk (>.<). I told him, through a translator, how much I was awestruck and inspired by his work and tried to convince him to download The Endless Forest, I hope he understood, I hope he did, but yeah. The 1up show presenters Kathleen and Luke… told Luke that I deeply disagreed with his opinions on flOw. Hey, I shook Justin Hall’s hand and heard all about his Passively Multiplayer Online Game, I look forward to further developments there.

gdc2007_Page88darkside.jpg I couldn’t help being slightly disappointed by Suda51’s talk “Punks not dead”. He has an idea of punk that I do not agree with. Seems he’s got down the form but not the content. In my opinion punk is not about pleasing your corporate masters and getting to put in more blood. Punk is about daring to be (very) different from the status quo… now if he would make a game with no guns and no rules maybe i’d have more respect. 😉 I _am looking forward to the remake of The Silver Case on Nintendo DS though.

Lastly…
I swore to myself I’d make it to Cliffy B.’s Gears of War postmortem (I am morbidly fascinated by his game design philosophies.) But it was at 9am… it …didn’t work out. And by the time I got there the hall was full to capacity and couldn’t get in anyway. Guess I will have to pick that one up on GDCRadio.

From the “8” archives…

Taking you back to 2003. Dug up this video on the file server the other day of an effect we wanted to develop for our fairy tale adventure game “8.” The wicked fairy is masquerading as an obsidian thorn plant; growing everywhere destroying the palace. When the little girl sees the beautiful flowers she’s curious and gets closer. As she walks away the flowers turn into more thorn branches and reach out for her (never quite catching her though.)


I always loved the idea, and it was a fun effect to play around with in the prototype <[;-) I hope we can make it for real someday.