Entries Tagged as 'games'

Resources: Adobe's Game Tech Center

Taking notice of the huge growth that Flash based casual gaming that's been going on for the past few years, Adobe is now maintaining a collection of resources to help developers get their game on.

Meet the Adobe Flash Platform Game Technology Center, a one stop location to find articles from Adobe and the community on making games. You'll find the usual dev center fare including a Getting Started series and some samples of Flash games.

Much of the content is still only loosely related to games but with recent attention being paid to game development by Adobe people like Mike Chambers we're sure to see this resource continue to grow.

Link: http://www.adobe.com/devnet/games/

SCREENBOUND

Its lovely to have friends that are geeky enough to discover super cool new creations all the time; friends that know you well enough to know that you, too, love their geeky-cool findings; friends that feel comfortable enough exposing themselves for the geeks that they really are by sharing with you links about their hyper geeky encounters. If you're on the FITC website - and you are - then you know what I'm talking about.

This is exactly how this video made its way to my inbox.

What's amazing to me about it is how interaction design and storytelling is slowly starting to crawl out of the screen. This project embodies everything that I love: storytelling that beautifully integrates traditional narrative with interactivity, inventive use of emerging technologies and a seamless integration of physical experiences with digital media.

Compare any iPhone game to the experience of interacting with something tangible. It's impossible. It's like a nicotine patch instead of a cigarette or drinking wine out of a straw.

It's time for web design to think outside the screen box. How we touch our media is as important as how content responds to us.

 

 

 

PROGRAMMERS ARE THE BUILDERS OF THE NEW WORLD

Photo by Lieven Soete

Hip-hop dance is best known in its freestyle, improvised form, which blends breaking, locking and popping.

Tango is danced counter-clockwise and in pairs to the count of highly designed slow-slow-quick-quick-slow/touch movements.

Jazz has a highly expressive, individual style that includes turns, leaps, and contractions.

Each dance style, with its recipe of movements and rules, is compiled by a choreographer to create a completely unique composition that, in turn, gets interpreted by the performer. 

Generative graphics behave in a similar way.




Here’s a rather old but stunning example of this idea by Golan Levin and Zach Lieberman. Messa di Voce (“Placing the Voice”) is an audiovisual performance in which speech patterns augment graphics in real-time.

Levin and Lieberman developed the logic and behavior of the content, and the performer essentially becomes the choreographer in a strange act of co-authorship between software and creativity.

I see this as the platform for building of our future spaces.

In terms of process, architects and designers are already designing buildings using digital software that integrates complex algorithms to simulate forces such as gravity and particle systems.



Toyo Ito’s Tod’ Omotesando building in Tokyo is one example. The façade of this building is also its structural support system.

But, most interestingly, generative graphics are going to be our new walls.



Funky Forest, created by Theo Watson and Emily Gobeille with openFrameworks, is a fabulously entertaining place of play. The rules and movements of this interactive game are written into the walls. Flowing water from the waterfall needs to be directed towards the trees in order to provide them with sustenance and allow them to blossom. The ‘dancers’ get to co-choreograph the performance in real-time, giving each new set of movements their own personal expression.

 You, our coders and interactive designers, are the designers of the new world.