Click and hold to change image.
The above pictures were taken from the first 30 hits for "Digital Art" in google images. None of them bear any relationship to anything we are going to do in this class. The animation itself, however, was created with Processing, which has everything to do with this class. Ah ... the irony.
syllabus
My email is joester5@mac.com I won't be checking the Stanford email, so use this one.
The first part of this class looks at games and art. Here's some examples.
I made this. you play this. we are enemies. a subversive, but actually pretty simple game. Loads of fun to look at.
Here's a artwork that greatly transforms an original game, yet is a surprisingly simple intervention. tekken torture tournament by Eddo Stern.
Another simple but effective game intervention called "Prepared Playstation" (which is a reference to ....?). by Radical Software Group (image on the right)
which lead us naturally to 4 Minutes and 33 Seconds of Uniqueness (for more fun you can lurk here and watch the game live)
Here's a link to an abstract to the study about how dying in games is pleasurable.
This week's reading is the first 13 pages of Homo Ludens. Here's a big fat download of the whole first chapter.
Our first lesson in Processing, Drawing primitive shapes!
Our Second lesson in Processing, The array and the "for" loop.
Assignment for this week. Using the code in the first two lessons, make the trippiest tackiest screensaver art possible. (Better to indulge the beast than ignore it.)
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Using images and text
collision detection
keyboard input
making stuff rotate
Some serious WTF interface design with the Ardiuno - (notice the horrible audio).
Here's the page for retrieving data from a web site. Interestingly it doesn't seem to work online - some sort of security thingy. I'll have more on this later.
Our in-class pong code to date.
2. It's never too early to begin working on the "story". Every Game has a story, even if there is no narrative.
3. Character design and animation is worth more than the sum of its parts. example ico
4. Dying is the funnest part of the game. NOT FOR THE FAINT OF HEART
5. Diagram your game on paper, even if it seems obvious how it will work. You will get new ideas once it's put to paper and everyone on your team will be on the same page.
6. You should be playtesting as often as possible. Don't settle on the first idea without trying the alternatives.
6a. Keep your eyes open - sometimes playtesting will show mistakes that are actually features. Example - Rocket Jump in the Original Quake.
7. It's okay to challenge your audience and break all the rules above.
Dowethics
Which leads to this other thing
Michael Bell-Smith
Mike's digital Pog page.
Spirit Surfers
Omer Fast, The Casting
More art