devil-tuning-fork
Devil’s Tuning Fork: Not only beautiful, but also innovative.

The student winners of the IGF 2010 student competition were announced. As you can imagine, there are high quality works among them, some have really innvative things to show.

My interest went to the game “Devils Tuning Fork“. It’s basically a game in the style of a “first person shooter”, but the interesting detail is provided by the texturing. The game is inspired by works of M.C. Escher and the echo-sounder / echo-location communication (like dolphings and bats do). You strife through blackness, until an “sound-event” is taking place. From there a lightwave is illuminating the scene. One of your tools is a “tuning fork”, that dispatches sound waves. The goal of this game was to “explore a new mode of perception through sound visualization.” Like if you were playing with your ears.

The game was made in about six months by a bigger team. The result looks cool, polished and that new visual perception really scores! They also had some kind of storyline, not too original, but also something “above the line”:

As a mysterious epidemic causes children everywhere to fall into comas, one child wakes up in an alternate reality. It is up to this child, the player, to determine the cause of the epidemic and save the other children trapped here. By way of the devil’s tuning fork, a magical instrument that allows the player to perceive sound waves, the player must find all the children and successfully escape this alternate reality, thereby waking up from the coma.

Update:
I found just another cool making-of:

Blog, Games, Research and Theory - Date published: January 19, 2010 | 0 Comments

nodebox2-logo

I’m totally not sure yet what to think of the new (and still beta) release of NodeBox 2 (located at this beta-site at the moment). It is once again GPL and build upon NodeBox. You can use Python-Scripts to generate “generative art”. Like the original NodeBox, that was Macintosh-only, NodeBox2 has the emphasis clearly on simplicity and quick and direct results. In this release they have two new main features. The first one is not really a feature in the deeper sense of meaning: It is available for Windows. The second: It’s got a graphical-editor, where you can combine modules in some sort of “maxMSP-style”. I just played with it a little bit, and can confirm, that this approach really leads to once again much quicker results, than tinkering with code only. Purist will also come to their right, because tinkering with code only is also an option. Well, let’s see how this new (kind of) user-interface will react with the output. I am totally in love with this plain simplicity of NodeBox1. Having too much of everything, and getting results too quickly is not always for the best. Let’s just wait and see what will happen.

nodebox2-modules

nodebox2-screenshot

Blog, Download, Research and Theory - Date published: December 17, 2009 | 5 Comments

140art

twitterart
Safari messes things up a little bit

twitterart
I think it’s about font-width

Unexpected ways to use Twitter are always cool. And it seems, that a small group of people are doing graffiti-styled Twitter-explorations. Just check 140ARTIST at Twitter, look that the site 140art.com. Things are bottom up, that’s why everyone can contribute to this form of textart, by using the searchterm #140art or #twitterart at Twitter.

Update: Twingdings can come in handy…

Blog, Research and Theory - Date published: December 11, 2009 | 2 Comments

The AppStore is bringing math back again to game developers. Lately there we had Jeff Atwood thinking out loud, why setting the price to the lowest possible, 0.99 cent, is the best way to go for iPhone-developers. Adam Saltsman now takes the turn and doing math the other way round: If you sell a certain amount of games, a higher price might be better, just because revenues grow as sales grow. He writes the whole turn at Gamasutra:

The best case scenario here is that we’re all working from home and have cheap mortgages, and only need maybe $5,000 per month for living expenses (before taxes). We’re going to ignore health insurance and stuff like that for now too – very rosey best-case scenario! So, quick mental math, we need to recoup about $30,000 in net revenue just to break even, much less earn a little extra to put toward the next project.

So, let’s check out the bottom three pricing tiers (in USD only for sake of simplicity):

50,000 copies x $0.99 = $49,999 – 30% = $35,000

50,000 copies x $1.99 = $99,500 – 30% = $70,000

50,000 copies x $2.99 = $149,500 – 30% = $105,000

Which brings me somewhat circuitously to my main point: selling your game for $0.99 means you have to get in the top 10 to make it worth your while. Selling your game for $1.99 or more means you can get by and maybe even fund your next project even if you’re only in the top 100.

Simple math, isn’t it? What do you think?

(via)

Blog, Research and Theory - Date published: December 9, 2009 | 0 Comments

I was lately stumbling into NodeBox, Python-based creative code “out-of-the-box” for Mac OS X, and I really love the workflow. Instant code-based drawing in seconds (I think most of you know NodeBox already). While I was inspecting the libraries, I came about RoboFab, some “Python code for manipulation and storage of font and glyph related data“. And they had a very nice introduction on their site, where Erik van Blokland from LettError gives a talk about this tool.

The opening of the presentation is a theory-topic. It is about “Why make new tools?“. This is worth watching. Although, the presentation is also nothing new (it was recorded over a half year ago) I thought: Well, why not share this content? And here it is:

Blog, Research and Theory - Date published: December 8, 2009 | 1 Comment

herbert_matter_documentary

An upcoming documentary about the Swiss born designer Herbert Matter. He did pioneering work in the last century in the field of graphic design with the use of photos and graphics. Get into retro-design vibes by watching this video: “When Herbert Matter got the job to design a new logo for the New Haven Railroad he literally went through hundreds of sketches before arriving at the final logo.”

(via)

Blog, Research and Theory - Date published: November 4, 2009 | 0 Comments

Now we have it! Tim Berners-Lee is to blame for millions of useless keystrokes we’ve done within last more than 10 years! He apolozied for bad design of the “http://” billions of people type into their machines. He said:

Really, if you think about it, it doesn’t need the //. I could have designed it not to have the //

This two backslashes have wasted an unimaginable amount of printer ink and paper. And: “Boy, now people on the radio are calling it ‘backslash backslash’”.

Brave usability-thoughts! The internet need more people like this!

Blog, Research and Theory - Date published: October 14, 2009 | 1 Comment

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