gameLab (USA)
Fluid
2002
Shockwave
Fluid
is an unusual game project commissioned from gameLab by the Rüschlikon
Center for Global Dialogue, in Zurich, Switzerland.
Inside
FLUID lives an abstract, miniature ecosystem made up of a handful
of different "species" of organisms, each species relating
to the user and to each other in unique ways.
When an interaction begins, the screen displays an offset grid of
dots. These dots are the ALGAE, the substratum of the ecosystem.
If the player touches the screen, the algae will bend smoothly away
from the point of contact, springing back into place when the player's
finger is removed.
Floating
about the screen are seven pulsating circles, the FEEDERS. When
three of them are pushed together so that they touch, a triangular
feeder is formed. When the feeder touches a piece of algae, it changes
color, and becomes edible.
The
most active elements of the ecosystem are CREATURES. These hungry
organisms will move towards edible algae, making their way across
the screen as they do so. The final component of the FLUID ecosystem,
MUCK, is formed whenever a player touches a creature, and it appears
as a large gray spot in the environment. Once muck appears, it will
slowly spread and eventually take over the screen.
If you can undo the disturbance your initial interaction caused,
you win.
gameLab
is a game development company based in New York focused on experimental
game design. Their games break ground by finding new audiences for
gaming, inventing original forms of gameplay, and by exploring narrative
content and visual and audio styles that aren't normally found in
games.
Team
cHman (F)
Opniyama
Climb
the surrealist slopes of Opniyama! Participate in this interactive
game, adding decorative elements at whim, and leave your mark on
the game for the players that follow.
Discover the thousands of twists and turns on your way up this vertical
world, and leave clues for the next players. Each player directs
a character with a climbing axe that allows him to hoist himself
up to the overhanging plateaux. Players must scale the plateaux
by swinging themselves up to the top of the wall.
Players may also personalize their game universe by adding elements
on the game plateaux such as monster-plants that push. The elements
added to the decor also become an integral part of the game play.
Each player follows on the session of the preceding players and
benefits from the modifications made by them.
An infinite game where the decor loops and evolves.
Opniyama
is a project produced by Le Palais de Tokyo, contemporary creation
place, part of the Tokyo Games programme proposed by Laurence Dreyfus.
Team
cHmAn is an entertainment and animation production company created
in 1998 focused on multimedia creation. Recognised for its excellence
in creating original graphic universes and its mastery of dedicated
technological Web tools, it is mainly known for "Banja",
an online multiplayer game that has received important awards (Ars
Electronica's 2001 Net Vision) and garnered a whole community of
fans that continues to grow.
Hi-ReS!
(GB)
London Pixel Orchestra presents: another 8 bit the dust
"Another
8 bit the dust" allows the participant to recreate the graphics
and sounds from the 8-bit era by modifying physical space.
The
system consist of a camera that captures whatever is in front of
it, which is processed to conform to the limitations of 8-bit era
graphics. This image is fed into the system, where a play-head will
trigger sound, according to the parameters contained in the current
slice of the image. This will allow the participant to affect music
and visuals by their mere presence or to leave a more permanent
mark by modifying the physical space.
The
piece uses a web-cam as input device connected to a PC. The machine
acquires a source image that is reduced in size and colours, using
a palette appropriate of 8-bit era. This is then rendered on to
the screen using OpenGL.
Onscreen
a play-head moves from left to right. When it intersects with a
colour that is not the background colour it triggers a sound, allowing
the participant to create a musical score with his/her own body
or by applying colour to the physical space seen by the camera.
Hi-ReS!
is a digital media company based in London founded by Florian Schmitt
and Alexandra Jugovic. Hi-ReS! was not planned, it happened. Jugovic
and Schmitt took its inspiration out of a genuine fascination with
interactive media and the possibilities it offered with technologies
like Flash or Shockwave. Coming from backgrounds in film, music
and traditional art, the Internet gave them the platform they had
dreamed of.
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