Design: December 2007 Archive Page
December 29, 2007
Blade Runner's Influence on Videogames from 1UP.com
1up:
Ten years ago, Westwood released its point-and-click adventure game adaptation of Blade Runner. Blade Runner was, if nothing else, a towering achievement in terms of evoking the original film's memorable aesthetic. The game's mo-cap sprites moved against dim, smoky noir backdrops; every exterior shot felt exhilaratingly accurate, while interior locations were ominous and claustrophobic. In 1997, Louis Castle -- then the executive vice president of Westwood Studios -- told PC Gamer, "This is not a game about the movie; it is a game about the movie's environment. It's about the tension and emotion of the movie."A good overview, though it's not nearly as detailed or rigorous as if this topic were the subject of an academic study. Still, I'd rather see the glass as half full -- I'm glad to see such a weighty topic being considered by a mainstream gamer publication. It's yet another sign of the critical sophistication of gamers who want to read about more than walkthroughs and cheat codes.
Categories:
Aesthetics
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Cyberculture
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Design
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Games
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Media
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SciFi
December 28, 2007
Maze War (1973), Spacewar! (1962) and Tennis for Two (1958)
Video games didn't start with Pac-Man (1980), Space Invaders (1978), or Pong (1972).
Continue reading Maze War (1973), Spacewar! (1962) and Tennis for Two (1958).
Categories:
Aesthetics
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Cyberculture
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Design
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Games
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History
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Technology
December 24, 2007
Reindeer in the Snow II -- Blender3D
Update: Here's the file if you'd like to use it.
Reindeer.blend
Categories:
Amusing
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Art
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Current_Events
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Design
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Modding
December 24, 2007
Reindeer in the Snow -- Blender3D
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I've been using Blender3D for about two years now. Here's a little Christmas animation I whipped up.
That's supposed to be sparkly glowy things coming from his shiny nose, but it looks more like a puff of breath. I'm pleased with the head motions. I've got the eyes rigged up so they can blink and track an object, and I've got the two front legs rigged. I'll probably try to rig the other legs and do a simple walking animation, but I'm through for the day.
December 20, 2007
Dear friends of Scratch,
I just got this e-mail. Scratch is an amazing tool designed to teach programming to kids. My nine-year-old loves it. I'm planning to use Scratch in my "New Media Projects" class next fall.
Because of your interest in Scratch, we thought you would like to
know about the Scratch@MIT conference that we are hosting next summer.
The conference will provide an opportunity for educators,
researchers, developers, and other members of the worldwide Scratch
community to gather together to share experiences and discuss future
possibilities for Scratch.
The conference will take place on the MIT campus on July 24-26, 2008.
Everyone is invited to submit proposals for presentations, panel
discussions, and workshops (deadline: February 15, 2008).
For more information, see http://scratch.mit.edu/conference
Best wishes for a Happy New Year -- and we hope to see you at MIT
next July!
Categories:
Academia
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Cyberculture
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Design
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Education
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Modding
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Social_Software
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Technology
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Usability
December 18, 2007
Playing to Learn
Advice from GameCareerGuide.com resembles what I tell my English literature majors about why they are expected to study and benefit from literary works that they might not choose to read for their own pleasure. (The same goes for students in my Video Game Culture and Theory course.)
Before you begin down this path there is something you should know: playing games in order to study them is not what most people would consider "fun." This doesn't mean it isn't fun at all; it just means you have to think a different way. You have to find joy in discovering mechanics and watching their emergent properties unfold.
You have to be willing to endure a certain amount of tedium in order to glean clues about the inner workings of a game. Most of all, you have to be able to enjoy playing bad games as well as good.
Like the rest of game design "playing to learn" falls somewhere between a science and an art and contains all the joys of those two fields (though not many we traditionally associate with playing video games). If you can enjoy the eureka moments that happen when you finally discover how something is done, and the cascading flights of fancy that cause you to see the ramifications of a design that far exceed what's actually in the game, then this field is for you.
Categories:
Business
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Cyberculture
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Design
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Games
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Humanities
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Technology
December 18, 2007
Tech trio seeks market for new game
Anna L. Mallory (Roanoke Times):
The game, a takeoff on programs popular before the Internet and Nintendo, blends social-networking and choose-your-own adventure tools. It allows players to not only play games but also create and share their own adventures in user-submitted fictional lands.Mallory also includes some quotes from former Infocom Imp Steve Meretzky on the heyday of text-adventures and the surprising rise of MySpace.
Categories:
Business
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Cyberculture
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Design
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Games
,
Technology
