Sunday, January 31, 2010
Saturday, January 30, 2010
If you are like me thus need to see something done to get it I can suggest some websites. 24 hours playing with sketchup and I still couldnt get it LOL. Youtube saved my life...why did I didn't think of that at first. I have come across some tutorials.
google sketchup tutorials. http://www.youtube.com/watch?v=gsfH_cyXa1o
On this site some videos are free (most are not) but they are good if you are interested in 3ds Max or Maya.
Thursday, January 28, 2010
Speaking about the Cities of the future here is an idea I came across and developed. As you know I have my own project, but a true artist has such a pound in their heart they must let it flow out:)
These are just crude thumbnails of a story board, but I felt inspired to share it with you. Quite literally a sky rise:)
Check out the history of inflatable space stations:
In this version, which I developed, there is a 3-d garden that grows in zero G. Quite possible; see the studies done with the vomit comet.
For long term space voyages and sustainability this is a really good logical approach. Please excuse the thumbnails since I haven’t drawn in a long time.
The modules on the shaft of the vessel are a combination of atmospheric inflation ballasts, Bio-enrichment growth, recycled sustainment, and hardened quarters for the crew to survive radiation impact from the sun. The outer lightly outlined shell is a film similar to Mylar; easily deployable and provides great volume to the ship, or city :)
Wednesday, January 27, 2010
I want to create a simple game. It can be extended to be something difficult, yet I want my project be simple :-) Here is description of my game. The code name is "FAB".
The structure is simple. You, as a player of a game, are able to control a character on the screen in a 3D space by moving your hands. I'm gonna use a motion capture stage and/or Wii remote control. I want to create something that can be considered as a "fly-as-a-bird simulator".
The 3D environment can be anything from Grand Canyon to Moscow city.
The rules will be simple. You have to fly from one place to another. Depending on the difficulty of the level, there will be obstacle like trees, buildings, and may be planes.
"What can you or cannot do"... That will be great if you can fly and do whatever you want. There will be no weapons, so you cannot kill anybody, but you should be able to land and fly again.
I hope that nobody has created something like this. So it's a kind of unique game. But, it is a simulator...
A character on the screen may be anything. It can be visually a bird, or a human, or a superman.
After the first version, new elements can be added to the game, so it might become an action or strategy.. But for the first version, I want to have a simple simulator of flying.
That's it for now.
Here are the links for "Powers of Ten":
To see the film with out registration see:
I made a collage for this class as well to get inspire. And as I mention before, I want to create a futuristic city, but I didn't know how to Incorporate it in a video game. And yes I can create the atmosphere and all of those amazing things, but how do I make it interactive? How do I make it into a game? no idea, I don't know much about video games so I don't know what make a good game good. However, as I was making these collage with an image of one of Zaha Hadid's proposal for Dubai, I realize that was creating an "escherisc" atmosphere. So for my game I was thinking an making a futuristic building into a labyrinth (the building itself being the labyrinth), were the player have to find its way out in order to move to a different level.
The levels will be based on the complexity of the building.
By the way for those of you who don't know who Zaha Hadid is, she is an amazing urban architect with a very distict style. Rosenthal Center, Vitra Fire Station, and Land Formation-one are some of her work.
Monday, January 25, 2010
Sunday, January 24, 2010
I was also thinking about a drag and drop game about the proper sequencing of an action. But not sure...I'll think more about it!
Friday, January 22, 2010
Hi guys I found this website, Autodesk, where you can download 3d softwares such as 3ds Max and more for free. Of course it is only for student. I think it gives you like a 6 month license.
Thursday, January 21, 2010
Brenda Laurel on games for girls | Video on TED.com
Something I have been thinking about a lot. Does this still hold up?
MAME stands for Multi Arcade Emulator Machine. It is fairly lightweight and ROMS of most leading arcade games are available online. The emulator can be found at
Wednesday, January 20, 2010
Having the idea of a futuristic city/environment, the word entropy came to mind. So I went online to find more information about it, and I found one of the definitions very interesting to conceptualize. According to Wikipedia, entropy is the “measure of a system's tendency towards spontaneous change”. Out of that I kept speculating on “spontaneous change”, and the word liquid popped out. I became very interested in making the game’s environment in a constant physical and speed change, according to the player’s interaction with objects. In my mind it works perfectly fine, but I don’t how can I graphically do it or what technology to use. Any suggestions/commends/ideas/ will be gladly appreciated.
Here is some of Salvador Dali's painting that inspired me:
SO now we know the technology is there, how do we as designers/artists/hackers use it to our advantage? This is clearly going to have a huge impact on the game industry as well as almost all fields of media. I checked out the company that supplied the Japanese team with their holographic display and they are already rolling out kiosks that are going to project holographic advertising and dispense coupons. Minority Report here we come. This also raises a question of ethics since eye scanning technology is available and now holograms, should advertisers be allowed to scan our biometrics (or make use of available biometrics) to create ads that specifically target an individual?
As an aside ARTURO WE NEED HOLOGRAPHIC PROJECTOR AT DIGITAL WORLDS!!!
In a large scale, nationally representative survey, according to a study by the Kaiser Family Foundation, with 24/7 media access via phones, game devices and other entertainment media, kids, ages 8 to 18 devote (like in religious devotion!) an average of 7 hours 38 minutes per day engaged with this media. If you consider the fact that most kids multitask, the actually manage to pack 10 hours and 45 minutes, according to the study.
This is a very comprehensive study involving thousands of kids,. You can see the full text and charts HERE.
I investigated this after reading a front page article in today's New York Times called Children Awake? Then They're Probably Online.
Just as a side note, another study on the same subject, this time by an article in PC Dome Magazine, Hungary and the Budapest University of Technology of Economics, lists the following:
‘I like replaying
computer games because …’. Nine groups of possible reasons were given:
● It is interesting, thrilling, entertaining and relaxing (223).
● It offers new things to explore; one can find new details (117).
● There are more ways to complete the game; it varies in each replay (104).
● One can reach a higher score, get a better routine and achieve better performance (66).
Professional games and players’ motivations 123
● Does not like replaying games (53).
● One can try new strategies—active experimentation (38).
● It strongly depends on the game; only the very best games can be played over and over again (30).
This short paper about Perceptions of Player in Game Design, from the University of Tampere in Finland offers some insights in the relationship between designer and player. It could be useful to read it as you begin designing your game:-)
Tuesday, January 19, 2010
Saturday, January 16, 2010
I don't really play video games. I had a regular Nintendo as a kid and liked playing Duckhunt. Later on I had a brief period where I enjoyed Dr.Mario. The closest I get is playing Bejeweled occasionally.
But even I couldn't ignore it when status updates started popping up on my facebook newsfeed. I would assume that the person next to me was studying on their laptop and then be proven very wrong. It seemed like everyone I knew was playing it. People are compulsively checking their facebook accounts. I'm talking about Farmville, a virtual farm game that is played as an application on facebook.
In Farmville the objective is to raise crops and livestock. Zynga, the company that made Farmville is also responsible for Mafia Wars, Cafe World, and Fishville. These games are also played as applications on facebook. The company makes money through ad sales as well as direct payments from players -- you can use real money to purchase in-game credits.
What is interesting to me is how many people I know play it as well as the social aspect of it. Being more popular in Farmville helps your gameplay. Your facebook friends have the option of becoming your neighbor and helping you out. This element of the social web is what I suspect is the key to its popularity.
Thursday, January 14, 2010
- Can Kidney beans
- Can sausages - Can Sardines - Can Tuna - Saltine crackers
- non-perishable Milk - Fruit juices in non-perishable containers - Nonperishable Foods.
- Oral rehydration serum - Gauzes - Cotton - Analgesic (acetaminophen, ibuprophen) - - Elastic Bandages - Antitetanic Toxoide - Human antitetanic Ganmaglobulina - Antibiotic (amoxicifilina, in suspension and/or tablets) - Antiseptic (type yodopovidona, or type soap of clorhexidina) - sanitary Towels
Please send no clothing
You can send your contributions to the following addresses:
- Bonó, c. Josefa Brea N. 65, Mejoramiento Social, Santo Domingo.
Tel.: 809-682-4448. firstname.lastname@example.org
Here is a small report that the show "Attack of the Show" did on him a long while back:
You can also find his youtube account here, as well as his wii project website here.
First Arturo, Nice video on circuit bending. I have seen circuit bending before but the cool part of the video was seeing kids do it, not a digital artist or someone with money. You could also tell the kids were really getting a kick out of it while simultaneously discovering something.
I would like to quickly say something on interactivity and art and its relation to game design. One might say a key feature of digital art is "interactivity"(not always true). The critique of this "interactivity" is that spectators will often figure out the trigger and than attempt to "game" the work, therefore undermining the value of the work (unless of course this is the intended outcome of the artist ;).
This also holds true of games and game design. If players discover an exploit within the game system, and i'm not just talking computer games, they will abuse this loophole (it's human nature) unfortunately this poor design that has lead to the discovery of the exploit undermines the experience of the game, creating a boring and broken environment.
Sunday, January 10, 2010
This next video show an early prototype from which this particular circuit evolved. You can see the kids are having a whale of a time while learning by playing.
These are children from the Drishya community, that come from India's urban slums. It is a very empowering environment that gives destitute children a real chance to succeed in life and to help others as well.
I think that my projects will be something with the Organic Motion stage. Mainly because it is easy yet interesting for me now. I'm thinking about controlling the sound/music from the Organic Motion stage.
During the last class, we were told that Games and everything in the game should have a story.. While that might be try, I personally like games that do not have a long story. For example, I really like http://en.wikipedia.org/wiki/Supaplex (has anybody seen or played it?). I think that games without long stories behind everything are also playable and enjoyable.
Saturday, January 9, 2010
Friday, January 8, 2010
Video Games loom over other forms of entertainment in a significant way, they are much less bound by the fourth wall – the distance between the actors and the audience. Though most video games have grandiose themes - where players typically command gargantuan armies and civilizations, create cities, wield cutting edge weaponry, perform cool stunts beyond the Matrix, or rock the bejesus out of thousands of screaming fans – their success largely depends on how much can they engage and immerse the player. Video game designers employ many techniques to this end – from improving the realism of animation effects, to using atmospheric sounds, to incorporating engaging, emotional storylines with top notch voice acting (like David Hayter’s gravelly Solid Snake in the Metal Gear series).
The Wii commercialized a revolutionary idea of engaging the audience, letting them control the
character on screen through physical gestures instead of mashing buttons on a controller. However, players still depended on a “Wii-mote” to communicate with the console, and hence the range of motions was limited to simplistic arm gestures. Microsoft’s Project Natal is a bold new step forward in immersing the player physically into the game world.
The technology behind the Natal relies on a simple monochrome camera to capture a player’s motions. Though not as advanced as the motion-capture cameras used by films, it claims to reflect most player actions within 10 milliseconds and to recognize any object introduced before the camera within 160 ms. A 3d projector captures the player’s body motion, without any needs for sensors or physical attachments, The motion is compared to a database of human physiology to determine the movement and translate that onto the screen action. IGN has posted an interesting video presentation from the Consumer Electronics Show which can be seen here.
The implications of the technology are immense. It could be an engaging, fun solution to couch potatos’ weight woes and bring fitness into the living room. It could be employed to operate computers and other devices via gestures. It is a step forward in technology’s transition towards gesture and voice driven operations, reminiscent of Pranav Mistry’s exciting TED talk. Gaming is in for exciting times ahead.
Wednesday, January 6, 2010
Eric Zimmerman says in Narrative, Interactivity, Play and Games that
"A game is a voluntary interactive activity,
in which one or more players follow rules
that constrain their behavior, enacting an
artificial conflict that ends in a
Can you deconstruct this definition and see if everything holds up to scrutiny? Can you volunteer another definition, an even shorter one around which we can see the difference between games and other kinds of play?
We can also ask questions like, do games need to involve humans? can two computers, or robots play a game? or is awareness of self necessary? Let's find out!