How about I propose that they are one-in-the-same and that the only difference is what society has restrictively imposed on yet another thing?
I have been advocating that games are just as much art as a Picasso painting for as long as I could make a decent argument. The greatest purpose, in my opinion, of art is to enact an emotion within the viewer. Weather that emotion be rage, tears, joy, or an epiphany is irrelevant so long as it was brought on by the work. Games enact all of the same emotions but threw a different mean. Games allow the viewer to become a participant of the work, another voice within its creation and perception. Some of the most beautiful, enjoyable, profound and influencing games I have ever played would have been easily allowed in a gallery if they were a series of images. But instead of being mear records of what the artist envisioned, they invited you to journey through their world and moved you in ways that traditional art could only dream of.
Every artist has a distinct style; a specific flare to their work that makes it obvious who created it without even needing a name tag and the same is true for both the creator and the consumer when the art rises to games. Every studio has a style; every game has a feel to it that can only be created by its creators and no one else. Every artist also creates what he loves and creates according to what he wants to see. The same holds true for the designers of games, who are just as passionate for their game as any artist could ever be for their painting.
But the most special quirk of games comes from its change of rolls for the viewer. If you give a hundred artists a camera and tell them to photograph the same still life, they will all come back with similar but different takes on the same thing. This very nature of humanity holds true for the player, now given the opportunity to be the photographer of the still life. Rather than merely the viewer of what another person has created, they are invited to give it their own sprite and style.
Sunday, September 30, 2012
Sunday, September 23, 2012
Sol LeWitt's Wall Drawings
Quite unlike the historical games of the many other artists we covered and researched, Sol LeWitt had a completely different strategy and style that will last far beyond their incarnation. Also unlike most artists Sol LeWitt is best known for the art he has granted everyone the ability to create. His series of Wall Drawings were originally painted by him however recorded in full text as a set of instructions on how to paint one. As such new paintings of his are still being produced despite his death in 2007. These paintings are done by Museums to as low as anyone who can follow a set of instructions.
The following video is of the Art Institute Installations of Sol LeWitt’s wall drawing #1111 painted in 2010.
This is one of Sol LeWitt’s Scribbles which are produce in the same manner as his Wall Drawings, via instructions.
The following video is of the Art Institute Installations of Sol LeWitt’s wall drawing #1111 painted in 2010.
This is one of Sol LeWitt’s Scribbles which are produce in the same manner as his Wall Drawings, via instructions.
Participatory Art Games
FPS Oakland
Description: Players are
paired up in to teams threw a random selection system, this case, matching QR
codes that have been randomized. Everyone is then scattered throught the campus
and are given a start signal to begin their photo capture match.
Objective: To be the last
man standing and or with the most points.
Rules:
- All Scoring is done through the Game Master
- In order to gain points, you must send a photo of an opponent to the game master.
- The game can be played as individuals or in teams.
- Points are awarded as follows
- 1 opponent = 1 point for you, minus 1 for the opponent
- 2 opponents = 3 points for you
- 3+ opponents = the number of opponents plus 2 points
- When you are captured 1 point is subtracted from your points
- The captured subject must be identifiable.
- When the game master receives an identifiable photo, they will send out a text to the photo taker and the captured subject with their updated scores.
- Once you run out of points, you are out of the game.
- If in teams these are the alterations
- Points are per team
- Capturing multiple people form the same team stacks the points
- 2 opponents on the same team = 3 points for you, and minus 2 for them
- 3+ opponents on the same team = 5+ points for you, and minus 3+ points for them
- Once a team is out of points, that team is out of the game
- Teams are determined randomly via shuffled cards or some anonymous method
- End Game Scenarios
- Last man Standing
- If there are no opponents left in the game, the one remaining player is the winner
- Announced by the Game Master
- Time limit
- If time limit is reached, the person with the most points is the winner
- Announced by the game master
- Time limit is determined by the following
- 10minuts for any team group less than 5
- Add 5 minutes per 5 players over 5
- FBI
- If the FBI or any government official questions what you are doing, inform the Game Master and run. The Game Master will then inform every one of the situation as he runs for a hiding spot.
Color Match this
Description: participant
must color match as close as possible to the image they receive.
Objective: to find a color that
closely matches the received color. Once the color has been matched, it is sent
along to the next participant.
Rules: once you have
"matched" your color (which can be any color within in the image),
you send it along to the next individual on the list. Once the game has completed,
all images are placed in order to observe its change with each relay.
Sunday, September 9, 2012
A Favorite Peace?
I would like to say that it was a difficult thing to determine what my favorite work was because I have created a decent collection of work I loved. However sadly I’m coming from a situation in which I’m trying to decide which peace I’m the least disappointed in. As many have told me, the creator is normally the most critical of product, however I seem to suffer from perfectionism as no matter how happy I may be with an ease at completion, I’m disgusted by it a week later. But at least on the bright side of things, I'm quite attuned to my shortcomings, and as such, improve by leaps and bounds. (and know a lot of ways on how to improve the following)
For now, I present “The Video That NO BODY wants to watch”
(yes that’s the name of the project LINK)
Title 1: The Video that NO BODY wants to watch
Title 2: Multy Video
Title 3: Video II Final
Date: Produced in April, 2012
Date: composited on, April 24, 2012
Medium: 12 Apple 24” 16x10 IPS displays in a complete 360 degrees circle, video played and synced across all displays
Physical Dimensions: 11 Apple 24” 16x10 displays, 1 projector (unknown size)
Media Dimensions: 12 16x9 1080p video feeds in panoramic 360 degree field. (effective 23040x1080 resolution)
Tools: Photoshop, Flash, After Effects, Premier Pro, MultiScreener Server & Client, Cannon Rebel T2i, 20lb printer paper, #2 mechanical pencil, flatbed scanner.
Retelling the story of Prometheus, the viewer is guided through a complete 360degree field of animation. Imagery of the many gifts and places Prometheus visited along his path to granting fire to mortals are displayed. Narration of the story is provided and synced with the movement of feet in order to help give the connect that it is Prometheus the viewer is watching as they are guided through the story and the room.
For now, I present “The Video That NO BODY wants to watch”
(yes that’s the name of the project LINK)
Title 1: The Video that NO BODY wants to watch
Title 2: Multy Video
Title 3: Video II Final
Date: Produced in April, 2012
Date: composited on, April 24, 2012
Medium: 12 Apple 24” 16x10 IPS displays in a complete 360 degrees circle, video played and synced across all displays
Physical Dimensions: 11 Apple 24” 16x10 displays, 1 projector (unknown size)
Media Dimensions: 12 16x9 1080p video feeds in panoramic 360 degree field. (effective 23040x1080 resolution)
Tools: Photoshop, Flash, After Effects, Premier Pro, MultiScreener Server & Client, Cannon Rebel T2i, 20lb printer paper, #2 mechanical pencil, flatbed scanner.
Retelling the story of Prometheus, the viewer is guided through a complete 360degree field of animation. Imagery of the many gifts and places Prometheus visited along his path to granting fire to mortals are displayed. Narration of the story is provided and synced with the movement of feet in order to help give the connect that it is Prometheus the viewer is watching as they are guided through the story and the room.
Subscribe to:
Posts (Atom)