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Videogames | Animation & Design |
Dumpy: Going Elephants!
We developed Dumpy: Going Elephants for the IndieCade Oculus Rift game jam. www.DumpyGame.com. Here's a great Let's Play and some kids playing it. |
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Pedandeck: Let's Troll These Bobolos
Pedandeck got into IndieCade at E3 in 2013! Available Now! Get your own deck, ya bobolo! |
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Statement of Research |
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Draw the Flow - a game prototype Game difficulty is controlled by the player who steers a man through space by tilting the iphone. Before flight begins, the player draws out the flow line (level of difficulty over time) they wish to play. After they die or win they may redraw it to make it easier or harder in places. The intent is to explore the concept of flow: How does making difficulty so visible and fungible change the nature of play? |
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Riverleap - an iPhone game Published by videogameo, a small game studio specializing in experimental mobile games. Fast-action, graphically lush, 3D platformer that showed off the graphic potential and speed of the iPhone 3GS when it was released in 2009. You burst as a mutant minnow from an irradiated egg into a treacherous river. Bob, weave, and leap incredible heights over bears, hilly boys, gar, and harpies of a Mutant South. The procedurally generated world is different each game offering hours of pleasure! Near-instant load times make quick, exciting game sessions. Built with Unity3D. |
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Avant-garde Videogames: Playing with Technoculture Videogame tinkerers, players, and activists of the 21st century are continuing, yet redefining, the avant-garde art and literary movements of the 20th century. Videogames are diverging as a social, cultural, and digital medium. They are used as political instruments, artistic experiments, social catalysts, and personal means of expression. A diverse field of games and technocultural play, such as alternate reality games, griefer attacks, arcade sculptures, and so on, can be compared and contrasted to the avant-garde, such as contemporary tactical media, net art, video art, Fluxus, the Situationists, the work of Pollock or Brecht, Dada, or the Russian Formalists. For example, historical avant-garde painters played with perspectival space (and its traditions), rather than only within those grid-like spaces. This is similar in some ways to how game artists play with flow (and player expectations of it), rather than advancing flow as the popular and academic ideal. Videogames are not only an advanced product of technoculture, but are the space in which technoculture conventionalizes play. This makes them a fascinating site to unwork and rethink the protocols and rituals that rule technoculture. It is the audacity of imagining certain videogames as avant-garde (from the perspective of mainstream consumers and art academics alike) that makes them a good candidate for this critical experiment. |
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Mashboard
Games |
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Kotodama:
The Power of Words FAQs, GDC 2005, website, gallery
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PeaceMaker (co-creator of original game concept) While at Carnegie Mellon University, together with Asi Burak, Ross Popoff, and Shanna Tellerman, we fleshed out the original concept for the internationally‐acclaimed government simulation game on the Israeli‐Palestinian conflict. |
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Intellectual Property Theft Simulator A videogame parody about the legal confusion surrounding the creation of remix works. The player can create a remix work by adding sound loops and place dancing imagery on top of Michael Jackson’s Thriller video. Continuous feedback indicates what laws are being broken and the degree of the violation (trademark, copyright, or right of publicity). The aim is to stimulate interest regarding the chilling effects artists face when creating composite works due to ambiguous copyright laws. Play online (load takes a minute) |
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7D Asteroids - a prototype A 3D adaptation of Atari's classic Asteroids game. Gamespace is recursive like the original game (exiting through the top means entering up from the bottom). There is a central cube of space, which is repeated six times, extending from each of its own faces: up, down, right, left, back, and forward. The player's ship exists in each of the seven cubes, so the player can always watch her own back, no matter which direction she is facing. Disorientation mixed with new empowerment. Download prototype - play instructions - plays in Firefox or IE but you need to install 3DVIA player
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Atomic Platformer - a prototype Download prototype - game instructions - plays in Firefox or IE but you need to install 3DVIA player
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Videogame Poems
Created with Processing.
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Vengeance |
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Bu Rai An |
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Saturday Night Shenanigans
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Eyes
of the Emperor
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Moon
Checkers Moon Checkers is a two player spherical board game. Each player begins with seven pieces clustered on either pole of the sphere. One piece is indestructible and is used to leverage a shifting forward position of attack or defense. The most challenging aspect of gameplay is to think in terms of spherical space because there is no edge of the game board to visually "lean" against. |