Avant-garde Videogames

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Author :
Publisher : MIT Press
ISBN 13 : 0262027143
Total Pages : 231 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Avant-garde Videogames by : Brian Schrank

Download or read book Avant-garde Videogames written by Brian Schrank and published by MIT Press. This book was released on 2014-04-18 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.

The Queer Games Avant-Garde

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Author :
Publisher : Duke University Press
ISBN 13 : 1478007303
Total Pages : 179 pages
Book Rating : 4.4/5 (78 download)

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Book Synopsis The Queer Games Avant-Garde by : Bo Ruberg

Download or read book The Queer Games Avant-Garde written by Bo Ruberg and published by Duke University Press. This book was released on 2020-03-20 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Queer Games Avant-Garde, Bonnie Ruberg presents twenty interviews with twenty-two queer video game developers whose radical, experimental, vibrant, and deeply queer work is driving a momentous shift in the medium of video games. Speaking with insight and candor about their creative practices as well as their politics and passions, these influential and innovative game makers tell stories about their lives and inspirations, the challenges they face, and the ways they understand their places within the wider terrain of video game culture. Their insights go beyond typical conversations about LGBTQ representation in video games or how to improve “diversity” in digital media. Instead, they explore queer game-making practices, the politics of queer independent video games, how queerness can be expressed as an aesthetic practice, the influence of feminist art on their work, and the future of queer video games and technology. These engaging conversations offer a portrait of an influential community that is subverting and redefining the medium of video games by placing queerness front and center. Interviewees: Ryan Rose Aceae, Avery Alder, Jimmy Andrews, Santo Aveiro-Ojeda, Aevee Bee, Tonia B******, Mattie Brice, Nicky Case, Naomi Clark, Mo Cohen, Heather Flowers, Nina Freeman, Jerome Hagen, Kat Jones, Jess Marcotte, Andi McClure, Llaura McGee, Seanna Musgrave, Liz Ryerson, Elizabeth Sampat, Loren Schmidt, Sarah Schoemann, Dietrich Squinkifer, Kara Stone, Emilia Yang, Robert Yang

Avant-garde Videogames

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Author :
Publisher : MIT Press
ISBN 13 : 0262322722
Total Pages : 231 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Avant-garde Videogames by : Brian Schrank

Download or read book Avant-garde Videogames written by Brian Schrank and published by MIT Press. This book was released on 2014-04-18 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of avant-garde games that builds upon the formal and political modes of contemporary and historical art movements. The avant-garde challenges or leads culture; it opens up or redefines art forms and our perception of the way the world works. In this book, Brian Schrank describes the ways that the avant-garde emerges through videogames. Just as impressionism or cubism created alternative ways of making and viewing paintings, Schrank argues, avant-garde videogames create alternate ways of making and playing games. A mainstream game channels players into a tightly closed circuit of play; an avant-garde game opens up that circuit, revealing (and reveling in) its own nature as a game. We can evaluate the avant-garde, Schrank argues, according to how it opens up the experience of games (formal art) or the experience of being in the world (political art). He shows that different artists use different strategies to achieve an avant-garde perspective. Some fixate on form, others on politics; some take radical positions, others more complicit ones. Schrank examines these strategies and the artists who deploy them, looking closely at four varieties of avant-garde games: radical formal, which breaks up the flow of the game so players can engage with its materiality, sensuality, and conventionality; radical political, which plays with art and politics as well as fictions and everyday life; complicit formal, which treats videogames as a resource (like any other art medium) for contemporary art; and complicit political, which uses populist methods to blend life, art, play, and reality—as in alternate reality games, which adapt Situationist strategies for a mass audience.

Gaming Utopia

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Author :
Publisher : Indiana University Press
ISBN 13 : 0253054524
Total Pages : 249 pages
Book Rating : 4.2/5 (53 download)

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Book Synopsis Gaming Utopia by : Claudia Costa Pederson

Download or read book Gaming Utopia written by Claudia Costa Pederson and published by Indiana University Press. This book was released on 2021-04-06 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: In Gaming Utopia: Ludic Worlds in Art, Design, and Media, Claudia Costa Pederson analyzes modernist avant-garde and contemporary video games to challenge the idea that gaming is an exclusively white, heterosexual, male, corporatized leisure activity and reenvisions it as a catalyst for social change. By looking at over fifty projects that together span a century and the world, Pederson explores the capacity for sociopolitical commentary in virtual and digital realms and highlights contributions to the history of gaming by women, queer, and transnational artists. The result is a critical tool for understanding video games as imaginative forms of living that offer alternatives to our current reality. With an interdisciplinary approach, Gaming Utopia emphasizes how game design, creation, and play can become political forms of social protest and examines the ways that games as art open doors to a more just and peaceful world.

Video Games Have Always Been Queer

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Author :
Publisher : NYU Press
ISBN 13 : 1479843741
Total Pages : 278 pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Video Games Have Always Been Queer by : Bonnie Ruberg

Download or read book Video Games Have Always Been Queer written by Bonnie Ruberg and published by NYU Press. This book was released on 2019-03-19 with total page 278 pages. Available in PDF, EPUB and Kindle. Book excerpt: Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

Against Flow

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Author :
Publisher : MIT Press
ISBN 13 : 0262045508
Total Pages : 329 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Against Flow by : Braxton Soderman

Download or read book Against Flow written by Braxton Soderman and published by MIT Press. This book was released on 2021-04-13 with total page 329 pages. Available in PDF, EPUB and Kindle. Book excerpt: A critical discussion of the experience and theory of flow (as conceptualized by Mihaly Csikszentmihalyi) in video games. Flow--as conceptualized by the psychologist Mihaly Csikszentmihalyi--describes an experience of "being in the zone," of intense absorption in an activity. It is a central concept in the study of video games, although often applied somewhat uncritically. In Against Flow, Braxton Soderman takes a step back and offers a critical assessment of flow's historical, theoretical, political, and ideological contexts in relation to video games. With close readings of games that implement and represent flow, Soderman not only evaluates the concept of flow in terms of video games but also presents a general critique of flow and its sibling, play.

Critical Play

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Author :
Publisher : MIT Press
ISBN 13 : 0262518651
Total Pages : 363 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Critical Play by : Mary Flanagan

Download or read book Critical Play written by Mary Flanagan and published by MIT Press. This book was released on 2013-02-08 with total page 363 pages. Available in PDF, EPUB and Kindle. Book excerpt: An examination of subversive games like The Sims—games designed for political, aesthetic, and social critique. For many players, games are entertainment, diversion, relaxation, fantasy. But what if certain games were something more than this, providing not only outlets for entertainment but a means for creative expression, instruments for conceptual thinking, or tools for social change? In Critical Play, artist and game designer Mary Flanagan examines alternative games—games that challenge the accepted norms embedded within the gaming industry—and argues that games designed by artists and activists are reshaping everyday game culture. Flanagan provides a lively historical context for critical play through twentieth-century art movements, connecting subversive game design to subversive art: her examples of “playing house” include Dadaist puppet shows and The Sims. She looks at artists’ alternative computer-based games and explores games for change, considering the way activist concerns—including worldwide poverty and AIDS—can be incorporated into game design. Arguing that this kind of conscious practice—which now constitutes the avant-garde of the computer game medium—can inspire new working methods for designers, Flanagan offers a model for designing that will encourage the subversion of popular gaming tropes through new styles of game making, and proposes a theory of alternate game design that focuses on the reworking of contemporary popular game practices.

Gaming

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Author :
Publisher : U of Minnesota Press
ISBN 13 : 1452908680
Total Pages : 161 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Gaming by : Alexander R. Galloway

Download or read book Gaming written by Alexander R. Galloway and published by U of Minnesota Press. This book was released on 2006-05-27 with total page 161 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have been a central feature of the cultural landscape for over twenty years and now rival older media like movies, television, and music in popularity and cultural influence. Yet there have been relatively few attempts to understand the video game as an independent medium. Most such efforts focus on the earliest generation of text-based adventures (Zork, for example) and have little to say about such visually and conceptually sophisticated games as Final Fantasy X, Shenmue, Grand Theft Auto, Halo, and The Sims, in which players inhabit elaborately detailed worlds and manipulate digital avatars with a vast—and in some cases, almost unlimited—array of actions and choices. In Gaming, Alexander Galloway instead considers the video game as a distinct cultural form that demands a new and unique interpretive framework. Drawing on a wide range of disciplines, particularly critical theory and media studies, he analyzes video games as something to be played rather than as texts to be read, and traces in five concise chapters how the “algorithmic culture” created by video games intersects with theories of visuality, realism, allegory, and the avant-garde. If photographs are images and films are moving images, then, Galloway asserts, video games are best defined as actions. Using examples from more than fifty video games, Galloway constructs a classification system of action in video games, incorporating standard elements of gameplay as well as software crashes, network lags, and the use of cheats and game hacks. In subsequent chapters, he explores the overlap between the conventions of film and video games, the political and cultural implications of gaming practices, the visual environment of video games, and the status of games as an emerging cultural form. Together, these essays offer a new conception of gaming and, more broadly, of electronic culture as a whole, one that celebrates and does not lament the qualities of the digital age. Alexander R. Galloway is assistant professor of culture and communication at New York University and author of Protocol: How Control Exists after Decentralization.

London's Arts Labs and the 60s Avant-Garde

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Author :
Publisher : John Libbey Publishing
ISBN 13 : 0861969804
Total Pages : 177 pages
Book Rating : 4.8/5 (619 download)

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Book Synopsis London's Arts Labs and the 60s Avant-Garde by : David Curtis

Download or read book London's Arts Labs and the 60s Avant-Garde written by David Curtis and published by John Libbey Publishing. This book was released on 2020-11-24 with total page 177 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the story of two short-lived artist-run spaces that are associated with some of the most innovative developments in the arts in Britain in the late 1960s. The Drury Lane Arts Lab (1967–69) was home to the first UK screenings of Andy Warhol's twin-screen 3 hour film Chelsea Girls, challenging exhibitions (John and Yoko / John Latham / Takis / Roelof Louw), poetry and music (first UK performance of Erik Satie's 24-hour Vexations) and fringe theatre (People Show / Freehold / Jane Arden's Vagina Rex and the Gas Oven / Will Spoor Mime Theatre). The Robert Street 'New Arts Lab' (1969–71) housed Britain's first video workshop TVX, the London Filmmakers Co-op's first workshop and a 5-days-a-week cinema devoted to showing new work by moving-image artists (David Larcher / Malcolm Le Grice / Sally Potter / Carolee Schneemann / Peter Gidal). It staged J G Ballard's infamous Crashed Cars exhibition and John & Dianne Lifton's pioneering computer-aided dance/mime performances. The impact of London's Labs led to an explosion of new artist-led spaces across Britain. This book relates the struggles of FACOP (Friends of the Arts Council Operative) to make the case for these new kinds of space and these new art-forms and the Arts Council's hesitant response – in the context of a popular press already hostile to youth culture, experimental art and the 'underground'. With a Foreword by Andrew Wilson, Curator Modern & Contemporary British Art and Archives, Tate Gallery.

Rise of the Videogame Zinesters

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Author :
Publisher : Seven Stories Press
ISBN 13 : 1609803736
Total Pages : 209 pages
Book Rating : 4.6/5 (98 download)

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Book Synopsis Rise of the Videogame Zinesters by : Anna Anthropy

Download or read book Rise of the Videogame Zinesters written by Anna Anthropy and published by Seven Stories Press. This book was released on 2012-03-20 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Anna Anthropy is a key personality in the ongoing paradigm shift that is slowly changing the way videogames are understood, by creators and players, and by the wider culture." —Patrick Alexander, Eegra.com "Equal parts autobiography, ethnography, and how-to manual, this book concisely makes the case for the unique power of 'zinester' games." —Adam Parrish, NYU's Interactive Telecommunication Program (Tisch School of the Arts), and author of the ZZT game "Winter" "These days, everybody can make and distribute a photograph, or a video, or a book. Rise of the Videogame Zinesters shows you that everyone can make a videogame, too. But why should they? For Anna Anthropy, it's not for fame or for profit, but for the strange, aimless beauty of personal creativity.” —Ian Bogost, Director, Graduate Program in Digital Media, Georgia Institute of Technology "Rise is a great guidebook to understanding—and more importantly, participating in—this dynamically evolving culture." —Jim Munroe, co-founder of the Hand Eye Society and the Difference Engine Initiative “Here, Anna Anthropy demonstrates how people from every background and walk of life are breaking free of the commercial cowardice of major publishers, and bringing their individual visions of the game to life. . . . If game design is to be an art, as those of us who love games fervently hope, it must be rescued from its crushing commercial pressures. You can be a part of its future.” —Greg Costikyan, author of I Have No Mouth and I Must Design "Anna gives the world of video games a crucial perspective from her seat of authority within outsider culture, and illustrates how essential it is for the space to empower voices of all kinds if it is to evolve." —Leigh Alexander, editor-at-large of Gamasutra

Queer Game Studies

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Author :
Publisher : U of Minnesota Press
ISBN 13 : 1452954631
Total Pages : 355 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis Queer Game Studies by : Bonnie Ruberg

Download or read book Queer Game Studies written by Bonnie Ruberg and published by U of Minnesota Press. This book was released on 2017-03-28 with total page 355 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games have developed into a rich, growing field at many top universities, but they have rarely been considered from a queer perspective. Immersion in new worlds, video games seem to offer the perfect opportunity to explore the alterity that queer culture longs for, but often sexism and discrimination in gamer culture steal the spotlight. Queer Game Studies provides a welcome corrective, revealing the capacious albeit underappreciated communities that are making, playing, and studying queer games. These in-depth, diverse, and accessible essays use queerness to challenge the ideas that have dominated gaming discussions. Demonstrating the centrality of LGBTQ issues to the gamer world, they establish an alternative lens for examining this increasingly important culture. Queer Game Studies covers important subjects such as the representation of queer bodies, the casual misogyny prevalent in video games, the need for greater diversity in gamer culture, and reading popular games like Bayonetta, Mass Effect, and Metal Gear Solid from a queer perspective. Perfect for both everyday readers and instructors looking to add diversity to their courses, Queer Game Studies is the ideal introduction to the vast and vibrant realm of queer gaming. Contributors: Leigh Alexander; Gregory L. Bagnall, U of Rhode Island; Hanna Brady; Mattie Brice; Derek Burrill, U of California, Riverside; Edmond Y. Chang, U of Oregon; Naomi M. Clark; Katherine Cross, CUNY; Kim d’Amazing, Royal Melbourne Institute of Technology; Aubrey Gabel, U of California, Berkeley; Christopher Goetz, U of Iowa; Jack Halberstam, U of Southern California; Todd Harper, U of Baltimore; Larissa Hjorth, Royal Melbourne Institute of Technology; Chelsea Howe; Jesper Juul, Royal Danish Academy of Fine Arts; merritt kopas; Colleen Macklin, Parsons School of Design; Amanda Phillips, Georgetown U; Gabriela T. Richard, Pennsylvania State U; Toni Rocca; Sarah Schoemann, Georgia Institute of Technology; Kathryn Bond Stockton, U of Utah; Zoya Street, U of Lancaster; Peter Wonica; Robert Yang, Parsons School of Design; Jordan Youngblood, Eastern Connecticut State U.

Video Games Have Always Been Queer

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Author :
Publisher : NYU Press
ISBN 13 : 1479859982
Total Pages : pages
Book Rating : 4.4/5 (798 download)

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Book Synopsis Video Games Have Always Been Queer by : Bonnie Ruberg

Download or read book Video Games Have Always Been Queer written by Bonnie Ruberg and published by NYU Press. This book was released on 2019-03-19 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Argues for the queer potential of video games While popular discussions about queerness in video games often focus on big-name, mainstream games that feature LGBTQ characters, like Mass Effect or Dragon Age, Bonnie Ruberg pushes the concept of queerness in games beyond a matter of representation, exploring how video games can be played, interpreted, and designed queerly, whether or not they include overtly LGBTQ content. Video Games Have Always Been Queer argues that the medium of video games itself can—and should—be read queerly. In the first book dedicated to bridging game studies and queer theory, Ruberg resists the common, reductive narrative that games are only now becoming more diverse. Revealing what reading D. A. Miller can bring to the popular 2007 video game Portal, or what Eve Sedgwick offers Pong, Ruberg models the ways game worlds offer players the opportunity to explore queer experience, affect, and desire. As players attempt to 'pass' in Octodad or explore the pleasure of failure in Burnout: Revenge, Ruberg asserts that, even within a dominant gaming culture that has proved to be openly hostile to those perceived as different, queer people have always belonged in video games—because video games have, in fact, always been queer.

Game Zone

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Author :
Publisher : Springer Science & Business Media
ISBN 13 : 9783764301514
Total Pages : 100 pages
Book Rating : 4.3/5 (15 download)

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Book Synopsis Game Zone by : Alberto Iacovoni

Download or read book Game Zone written by Alberto Iacovoni and published by Springer Science & Business Media. This book was released on 2004 with total page 100 pages. Available in PDF, EPUB and Kindle. Book excerpt: The architectural awareness and experience of space, and the creative use can profit greatly from certain aspects of "games" and the related technology. Here the author investigates a fascinating contribution of avant-garde art to the construction of space in the field of electronic games and arcades, beginning with New Babylon, moving through the radical suggestions of the 1960s and 1970s to the commercial and experimental examples of contemporary amusement arcades. Also considered are the virtual worlds of video games which are growing increasingly complex. The book reveals in a critical yet impressive way how important the element of "play" has become in today's digital architectonic designs. The Italian architect Alberto Iacovoni is one of the founding members of the Studio maO which specializes on architecture and media. He is also a member of the office for urban planning, Stalker.

The Theory of the Avant-garde

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Author :
Publisher : Harvard University Press
ISBN 13 : 9780674882164
Total Pages : 262 pages
Book Rating : 4.8/5 (821 download)

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Book Synopsis The Theory of the Avant-garde by : Renato Poggioli

Download or read book The Theory of the Avant-garde written by Renato Poggioli and published by Harvard University Press. This book was released on 1968 with total page 262 pages. Available in PDF, EPUB and Kindle. Book excerpt: Convinced that all aspects of modern culture have been affected by avant-garde art, Renato Poggioli explores the relationship between the avant-garde and civilization. Historical parallels and modern examples from all the arts are used to show how the avant-garde is both symptom and cause of many major extra-aesthetic trends of our time, and that the contemporary avant-garde is the sole and authentic one.

The Art of Videogames

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Author :
Publisher : John Wiley & Sons
ISBN 13 : 9781444310184
Total Pages : 240 pages
Book Rating : 4.3/5 (11 download)

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Book Synopsis The Art of Videogames by : Grant Tavinor

Download or read book The Art of Videogames written by Grant Tavinor and published by John Wiley & Sons. This book was released on 2009-11-19 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Videogames explores how philosophy of the artstheories developed to address traditional art works can also beapplied to videogames. Presents a unique philosophical approach to the art ofvideogaming, situating videogames in the framework of analyticphilosophy of the arts Explores how philosophical theories developed to addresstraditional art works can also be applied to videogames Written for a broad audience of both philosophers and videogameenthusiasts by a philosopher who is also an avid gamer Discusses the relationship between games and earlier artisticand entertainment media, how videogames allow for interactivefiction, the role of game narrative, and the moral status ofviolent events depicted in videogame worlds Argues that videogames do indeed qualify as a new and excitingform of representational art

Video Game Design

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Author :
Publisher : Bloomsbury Publishing
ISBN 13 : 1474255450
Total Pages : 208 pages
Book Rating : 4.4/5 (742 download)

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Book Synopsis Video Game Design by : Michael Salmond

Download or read book Video Game Design written by Michael Salmond and published by Bloomsbury Publishing. This book was released on 2017-07-06 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video Game Design is a visual introduction to integrating core design essentials, such as critical analysis, mechanics and aesthetics, prototyping, level design, into game design. Using a raft of examples from a diverse range of leading international creatives and award-winning studios, this is a must-have guide for budding game designers. Industry perspectives from game industry professionals provide fascinating insights into this creative field, and each chapter concludes with a workshop project to help you put what you've learnt into practice to plan and develop your own games. With over 200 images from some of the best-selling, most creative games of the last 30 years, this is an essential introduction to industry practice, helping readers develop practical skills for video game creation. This book is for those seeking a career making video games as part of a studio, small team or as an independent creator. It will guide you from understanding how games engage, entertain and communicate with their audience and take you on a journey as a designer towards creating your own video game experiences. Interviewees include: James Portnow, CEO at Rainmaker Games Brandon Sheffield, Gamasutra.com/Game Developer magazine Steve Gaynor, co-founder The Fullbright Company (Gone Home) Kate Craig, Environment Artist. The Fullbright Company (Gone Home) Adam Saltsman, creator of Canabalt & Gravity Hook Jake Elliott & Tamas Kemenczy, Cardboard Computer (Kentucky Route Zero) Tyson Steele, User Interface Designer, Epic Games Tom Francis, Game Designer, Gunpoint & Floating Point Kareem Ettouney, Art Director, Media Molecule. Little Big Planet 1 & 2, Tearaway. Kenneth Young, Head of Audio, Media Molecule Rex Crowle, Creative Lead, Media Molecule

Moving Innovation

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Author :
Publisher : MIT Press
ISBN 13 : 0262314312
Total Pages : 373 pages
Book Rating : 4.2/5 (623 download)

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Book Synopsis Moving Innovation by : Tom Sito

Download or read book Moving Innovation written by Tom Sito and published by MIT Press. This book was released on 2013-04-19 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.