Exhibition: Tale of Tales and Entropy8Zuper! at Museo Tamayo, Mexico City

e8z-tot-performance

Michael and I, in a previous incarnation, were known as Entropy8Zuper!. Together we made many, many works of interactive art, mostly online. We will be in Mexico City on August 8th giving a performance of some of this older work, in the format of a cinematic “walkthrough” of our largest net artwork, the five chapter saga known as The Godlove Museum. After that, in all its darkness, we will be giving an ABIOGENESIS performance in The Endless Forest for the assembled live audience. So the evening will contain a little bit of heaven and a little bit of hell… and that, in many ways, sums up what we’ve been making for the last 8 years of our lives. Can’t wait to be there in Mexico!

here’s the info:
inmerso [ foro lounge ]
El Cyberlounge del Museo Tamayo arte Contemporáneo
exhibition runs from August 8 to November 11, 2007

http://www.museotamayo.org/inmerso/E8Z/index.htm

8 showing at the E3 IndieCade

We are pleased to announce that our first game “8”, that is the demo of our unfinished game (the one shown in the 3rd part of this video, to be exact) is currently playable as part of the IndieCade: Indie Games Showcase taking place during the E3 expo now through July 13th.

We are really hoping to go back to this game and make it once and for all. I can’t help but think that it would make a perfect Wii game! So, heres to wishful thinking, and sleeping beauties.

They also wrote a feature on us: you can read that here.

Joy of DS

So, I have been exploring the wonderful world of Nintendo DS homebrew software. I recently received an M3Simply card for my DS. Put simply, without going into all the vagueries of making your DS homebrew ready, what this is, is a DS card that looks like all other DS game cards but with a little slot to put a MiniSD card into. Hook the MiniSD card up to a computer with a USB card reader and you can load files on there which are made to play on the DS.

And there is a thriving community of developers out there making games and other fun things. Drunken Coders and Dev-Scene are but two of the indispensable gateways where one can keep up to date with various DS projects in the works and more importantly find all the info and tools you need to make programs for the DS.

a scene from Cave Story DS I do love World of Sand (which was first a popular java based browser game) and I’m pleased to see that Cave Story is getting a DS port too. (The project is at an interesting beta moment right now, you can run through the levels without getting hurt. It’s high quality pixel art, nice to get a chance to enjoy it.) There are some very good original game projects out there too. But I am more interested in the “other fun things to do with a DS” category. The DS is all about coming up with genre defying applications, no surprise then that people have taken advantage of the touch screen to make it a multipurpose device!

So, here is a short list of hand made, home grown, DS apps that I’ve found worthwhile thus far.

[kml_flashembed movie=”http://www.youtube.com/v/VnT3obt1XTA” height=”240″ width=”300″ /]

DSOrganize gives your DS PDA functions like an address book, to do lists, notepad, audio recording, mp3 playing, a very low tech web browser, IRC chat, and more. It’s the kind of thing you wish Nintendo had just built in. The functionality is all there so my only gripe is that the GUI could use a bit of polish. Not so much the look of it, because it is skinnable so one can easily change the look of it, it’s more in the choices made in which buttons to push and when to use the stylus. Menus hiding behind “more” buttons make the ergonomics of the applications suffer. Still, I find it to be the most useful application built for the NDS so far.

ColorsDSColors! DS is by far my favorite project in progress. I actually can’t praise it enough. It is a very simple, elegantly designed, paint program made by Jens Andersson. He is a true believer in the principle of less is more, usually I wouldn’t be so into that, but the other paint apps I’ve tried for the DS usually go a bit too far into trying to emulate Photoshop. Colors! lets you just get on with it and paint. Pressure sensitivity controls opacity, the shoulder buttons bring up the color palette and brush size, start button brings up options and calibration. Other than the rather special animated playback of your paint strokes that’s about all there is to it. And since you’re painting on a very small screen, this is a very good thing. You’re not going to paint the Mona Lisa on the DS but it’s very good for hanging out in the park and drawing flowers, or making a quick portrait of someone on the train, or a thumbnail of an idea you want to expand upon later when you get to your computer. At this point it will be nice to have the wifi functionality which he’s promised for a future release.

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ConstellationsDS available in an Alpha version right now. It’s a star chart! :) I find that to be a really great thing to make for the DS. I hope development continues.

ComicBookDS serves the purpose of letting you read a sequence of image based files, most commonly one would use it to read comic books i guess, but any image sequence will work. Using the provided conversion utility you take a zip, rar or cbr/cbz archive of images and convert and compress them to be used with ComicBookDS. Actually, 4colorrebellion has done a great write up of this software, it’s where I originally read of it. Ergonomics of reading lots of text on the DS screen aside, it’s got a well functioning if not especially pretty GUI plus a plethora of options which I find more than adequate for reading and showing things on screen. It’s also a very polished and active project.

Last but not least there’s the fascinating DSMidiWifi and NDSVisuals projects. Neither of which I’ve been able to try yet but both of which show ingenious ways to use the DS as a controller for other host applications. NDSVisuals is an initiative to get the DS working in tandem with realtime 3d programming environment vvvv. DSMidiWifi works with a server application that runs on your computer and a client application on your DS card.

[kml_flashembed movie=”http://www.youtube.com/v/AYDF313Ae7A” height=”240″ width=”300″ /]

There have been several interfaces made, since it’s midi mostly these are music based. But I found the other day that someone has an initiative (ah, here it is, Chris McCormick’s KnobsNSlidersDS.) to make it work with Max/Msp and Pd. This opens things up to just too many creative uses to name. And just imagine, controlling the lights in your house through your DS! yep, you could do that. (There is also a Wii Remote external for Max/Msp but that’s beyond the scope of this article, though I’m very eager to try it out.)

So, I find this whole homebrew world is worth getting into. I think we will see a ton of great software coming from this scene. Both games and not games. As new peripherals are made for the DS developers are taking advantage. For example, the DSMotion card has enabled yet another form of DS interaction in games like SensitiveDS. And you can bet with the upcoming DS Camera peripheral devs will be inspired to do what larger developers can’t or won’t do. Let’s just wait, and see.

Exhibition: The Limits of Nature

The Endless Forest will be a part of exhibition Els límits de la natura (The Limits of Nature) at Centre d’Art la Panera in Lleida, Spain from 5 July to 30 September 2007.
The site is in Catalan and Spanish but if you cannot understand the language, I give you, from an email conversation, the exhibition theme, according to the organizors:

With this exhibition we would like to show four works related with nature. The relation is different in every work. Our intention is to show people the importance to take care of the environment and how from digital arts some programmers like you developed alternative video games which could help us to be more aware of the problems of our world. I like your work because you can keep in touch with other people in a natural and magic space. You can experience nice and wonderful experiencies playing it.

yes, then. :)

Other included works:
Jason Rohrer, Cultivation, 2006
Game about community of gardeners growing food for themselves in a shared space.

Playerthree, Stop Disasters
A disaster simulation game. You have to plan and construct a safer environment to help the population. You have to battle against tsunamis, earthquaques, floods and fires.

Molleindustria, The McDonald’s Videogame, 2006
Extreme exploitation of natural resources in order to feed a lot of cows. And also you can realize the suffering of the cows in the farms.

Chaos in The Forest!

ForestViewer-2007-06-21-19-59-41-49

This screenshot pretty much tells it all. There were a record number of deer in attendance for The Endless Forest ABIOGENESIS: Summer Solstice! It was almost more than our server, or we ourselves, could handle but it was a great time and we hope it was good for you too. :) Thanks to all who logged in, for the patience and participation. Till next time in Phase 3, you bet! 😉

see more images in the Gallery.

And our favorite Endless Forest videographer, Anduin, video captured the experience perfectly!

[kml_flashembed movie=”http://www.youtube.com/v/PrDUPk8ztmk” height=”300″ width=”375″ /]

ABIOGENESIS: Summer Solstice


Dear deer,

Tomorrow is the longest day of the year. To celebrate this occasion,
the Twin Gods will leave their trusty base on Twin Gods Hill and
swoop through the endless forest that we all know and love, leaving
a trail of fauna and flowers in possible and impossible
configurations. Let there be day and let there be night!



Please join us for the last Abiogenesis of Phase Two: tomorrow, June
21st at 6 pm GMT/UTC.

Download The Endless Forest.
San Francisco: 11:00
Houston: 13:00
Indianapolis: 14:00
New York: 14:00
Casablanca: 18:00
London: 19:00
Amsterdam: 20:00
Prague: 20:00
Addis Ababa: 21:00
Athens: 21:00
Moscow: 22:00
Baghdad: 22:00
New Delhi: 23:30
Singapore: Friday 02:00
Tokyo: Friday 03:00
Find the time in other locations here.

Blender3D returns to Realtime!

Blender3D and CrystalSpace are sponsoring Apricot: the Open Game project. Building on the experiences they had with Project Orange which yielded the Open Movie, Elephant’s Dream. They hope to make a full “industry qualtiy” game using Blender’s game engine and give the results, source code, assets and all, away to the community for purposes of education and inspiration. This is good news given that the software grew by leaps and bounds and copious bugfixes during the Project Orange phase!

Some of their goals:

* Targets
— Validation: create full functional game prototype, industry quality
— CS engine: HDR lighting, game logic modules
— Blender: animation prototyping, pipeline improvements (option: using Verse?)
— Realize in Open Source, deliver in Open Content (CC?)
— Education. (Training/workshops, presentations, documentation, DVD)

* Core Team
— five to seven people (they get fee + travel + housing)
— 2 CS developers, 1 Blender developer
— 1 content related developer (AI, logic, …)
— 2 artists / game designers
— plenty of online support from CS/Blender developer and artist communities
— external support for music, voices, audio edit

Their schedule of 6-8 months looks a bit optimistic in my view, unless what they plan to make is another car racing game… (*shiver* :p)

We made several projects with the Blender game engine back in the day. Both of these projects are from around 2000. (Back then they used to work online too, via the now defunct Blender3d browser plug-in.)
My favorite was Guernica which used the game engine to parse data on a network packets or parsed text from a webpage to generate a distopian world.

Then there’s also The Kiss which is a 3d scan of Michael and I… yes, kissing. But we used the Blender game engine to create a way to explore the space inside the model.

We love the idea of Blender with the integrated game engine and it’s seriously about time it was updated to work as well as the rest of the wonderful (and free) Blender3d package. There isn’t anything else like it out there, where you can model, texture, animate, and build an interactive realtime standalone application in one place. Sadly the game engine has become the, forgotten step-child of the rendering and movie-making portions of the software. And more sadly, there probably won’t be anything else made with such a unified schema. The idea of not having to export/import and code in separate apps seems so futuristic!

Let’s wish them luck on the modernization of the Blender Game Engine! Better yet, cotribute or contribute!

First images from The Path

Click on the picture for a few screenshots.

These are screenshots of the first phase of the iterative design process we use for development. Basically what we did is create the environment in which most of the game will take place, a first version of the most essential characters, and the interaction systems we had designed beforehand and some that we came up with during development. As you may know from reading this blog or playing our games, we are not very interested in typical game-style interactivity. This is why we don’t simply execute and fine-tune an existing interaction design.

The demo we have now made is more a testbed for possibilities than a prototype for a game. It is used for figuring out which interactions work and which don’t. Which elements enhance the narrative and which don’t. Etcetera. As such it is a tool for internal use more than a public demo.

We have tried to achieve a certain level of polish that may be inappropriate for a pure prototype. We did this on the one hand because aesthetics are very important in the games that we make. But also because it helps us to critically evaluate our work before we move on. We’ve had bad experiences in the past with blocked-out worlds feeling really great and then being disappointed by the fleshed-out version. When the prototype is too symbolic and contains too much placeholder assets, our minds tend to make up too much for things that aren’t there.

Eye candy.

Magnetosphere is a plug-in visualizer for iTunes. It’s pretty wonderful actually. i would even call it mesmerizing. You can get it for free at barbarian software

On flight404, Robert Hogin’s blog, he talks about the mechanics, inspirations and shows some more wicked imagery.

He tells me that this is what a mode in verison 2.0 of the plug-in will look like.
Well, we all hope so :)