CONFERENCIA: Jonatan (Cactus) Söderström y Douglas Wilson (Copenhagen Game Collective)

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El pasado viernes 29 de octubre, dentro de la Semana del Videojuego de Fundación Telefónica, tuvo lugar la jornada de desarrolladores independientes en Medialab Prado Madrid.

Nos visitaron dos de los desarrolladores independientes mas interesantes del panorama actual. Jonatan (Cactus) Söderström y Douglas Wilson (Copenhagen Game Collective).

Jonatan (Cactus) Söderström presento algunos de sus juegos mas relevantes y se acercó a el estado actual del ámbito indie de videojuegos. Al final de su charla pudimos jugar a su último juego Tuning, un videojuego de plataforma en el que la distorsión del punto de vista de los gráficos hace que tengamos que recomponerlos a modo de puzzle.

Douglas Wilson (Miembro del Copenhagen Game Collective) nos habló de  sus investigaciones en torno al juego colaborativo y nos mostro su último proyecto nacido de estas tesis, el party game ganador de un premio en la última IndieCade, B.U.T.T.O.N. También pudimos jugar a un proyecto anterior, Dark Room Sex Game, un audio juego erótico que pudimos probar el pasado verano en la exposición Playful & Playable.

Se presentó también, aprovechando la finalización del proyecto desarrollado dentro del contexto del Playlab, «The Maze» de Javi Lloret.

ENLACE AL ALBUM DE FOTOS

Medialab Prado 29/10/2010. Photo by Coco Moya
Douglas Wilson & Lara Sánchez Coterón looking for players. Fotografía: Coco Moya

ACTIVIDADES OTOÑO PLAYFUL & PLAYABLE. Plataforma de encuentro en torno al videojuego como proceso cultural.

PLAYFUL & PLAYABLE

ENCUENTROS DE OTOÑO PLAYFUL & PLAYABLE. Plataforma de encuentro en torno al videojuego como proceso cultural.
Proyecto Amarika
Comisariado: Lara Sánchez Coterón

Los encuentros de otoño PLAYFUL & PLAYABLE suceden a la muestra de videojuegos independientes que tuvo lugar del 24 junio al 15 septiembre de 2010 en la sala Amarica (Vitoria).

Estas jornadas, que se prolongaran durante los meses de octubre, noviembre y diciembre de 2010, pretenden crear una plataforma de encuentro e intercambio de conocimientos en torno al videojuego como proceso cultural y generar a nivel local y colectivo una masa crítica en torno al medio.

http://www.amarika.org/play/

21 OCTUBRE 2010

19.00h Sala Amarica. Pz. Amarica, 4. Vitoria-Gasteiz
¿Cómo diseñar y desarrollar un videojuego interesante? Delirium Studios.
Presentación del premio al mejor videojuego vasco del festival hoPLAY y revisión de los juegos indie que juegan sus creadores.

20.00h Sala Amarika. Pz. Amarica, 4. Vitoria-Gasteiz
Cine de animación hecho con Videojuegos: Machinima I y II.
Ciclo de videoclips musicales y animaciones experimentales.

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11 NOVIEMBRE 2010

19.00h Sala Amarica. Pz. Amarica, 4. Vitoria-Gasteiz
Mondo Pixel vol.3. John Tones.
Presentación en primicia del tercer volumen de la publicación especializada en videojuegos y firma de ejemplares

20.00h Sala Amarica. Pz. Amarica, 4. Vitoria-Gasteiz
Cine de animación hecho con Videojuegos: Machinima III.
Ciclo de comedia autorreferencial.

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16 DICIEMBRE 2010

19.00h Sala Archivo del Territorio Histórico De Álava. Avda. Miguel de Unamuno, 1. Vitoria-Gasteiz
Experimentación y juegos First Person (Shooter).
Dan Pinchbech del estudio independiente The chinese room presenta sus modificaciones de shooters comerciales.

20.00h Sala Amarica. Pz. Amarica, 4. Vitoria-Gasteiz
PLAYFUL & PLAYABLE: GAME OVER/TRY AGAIN
Concierto 8 bits electropical a cargo de MENEO y FIESTA de clausura.

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26 y 28 ENERO 2011

17:30 h a 20:30 h Cantón de Santa Maria, 4 Esquina con Bueno Monreal (Vitoria-Gasteiz)
TALLER: INICIACIÓN A LA CREACIÓN DE VIDEOJUEGOS
Taller de introducción a la creación de videojuegos con la herramienta Scratch para jovenes de entre  13 y 16 años (aproximadamente), en colaboración Con ARTIUM y Saregune.

……………………………….

Jonatan (Cactus) Söderström y Douglas Wilson (Copenhagen Games Collective) en Madrid

Como parte de la Semana del Videojuego de Fundación Telefónica, el próximo viernes 29 octubre, a las 12:00 h. en  MEDIALAB-PRADO Madrid (c/Alameda, 15) tendremos a dos de las personalidades mas interesantes del panorama europeo de videojuegos.

Psychosomnium

Jonatan Söderström aka Cactus, uno de los desarrolladores independientes contemporáneos más prolíficos nos contará su experiencia en la creacion de videojuegos y su visión sobre la dirección que la industria tomará en el futuro. Muchos de los juegos que crea luchan contra las lógicas realistas e incorporan el factor de confusión como elemento de diseño.


Douglas Wilson, Doctorando en el Centro de Investigación de Videojuegos de la Universidad Tecnológica Copenhague y co-fundador del Copenhagen Game Collective, nos presentará el Party Game mediado tecnológicamente Brutally Unfair Tactics Totally OK Now- B.U.T.T.O.N. (Reciente premio en la IndieCade de Los Angeles de este año) y sus teorías sobre cómo jugabilidades incompletas pueden dar paso a formas de juego colaborativo, centrando además la atención en el apoyo entre jugadores. También podremos jugar a otro de sus party games, Dark Room Sex Game, un divertido audiojuego erotico.

 

IF YOU WANT TO CHECK SOME PICTURES FROM THE TALKS, CLICK HERE

PLAYFUL&PLAYABLE en Siglo XXI (RNE, Radio3)

Presentación de la primera parte del programa PLAYFUL & PLAYABLE, la exposicion de proyectos experimentales y criticos con videojuegos en la sala Amarika, Vitoria-Gasteiz. Emisión del viernes 4 junio 2010. Sección Consola del programa Siglo XXI en RNE, Radio3.
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PLAYFUL & PLAYABLE (2010). Sala Amarika. Basque Country

PLAYFUL & PLAYABLE (2010). Sala Amarika. Basque Country

PLAYFUL & PLAYABLE

PLAYFUL & Playable is a program of activities addressing the new relationships between the field of video games and contemporary culture, from the position of independent authors, creators and groups.

In these developments outside mainstream and commercial trends, the gaming experience goes beyond the playful subject to settle in the territory of the critical and creative activity.

PLAYFUL & PLAYABLE crítica y experimentación con videojuegos
From june 24th to 15th september 2010

Sala Amárica. Vitoria – Gasteiz. Basque Country.
Opening: june 24th 2010, 19:00 h

Curator: Lara Sánchez Coterón

A slow year (Ian Bogost)

A Slow Year (Ian Bogost, 2010) is a collection of four games, one for each season, about the experience of observing things. These games are neither action nor strategy: each of them requires a different kind of sedate observation and methodical input.


Civilization V – Age of Love (2008). Eastwood – Real Time Strategy Group. In Eastwood’s earlier ‘modification’ of Sid Meier’s seminal computer strategy game Civilization, Civilization IV players took the role of corporate IT big players. This work continues their project of mapping the techno-capitalist tendencies of ‘real-time’ strategy and online worlds. Civilization V – Age of Love (2008) is a game that addresses the competition for dominance between companies working with Web 2.0 technologies, such as Facebook, YouTube, persistently online games such as Second Life and World of Warcraft, social networks, social content aggregators and free labour market. In order to advance through the game, companies are using tactics like ‘Emotional blackmail’, ‘Tribal marketing’, ’Community control management’, ‘Fear’ or ‘Love bombing’. The project is using recent researches and developments in the field of digital economy, online marketing and social networking.


 

CuteXdoom II (2008). Anita Fontaine y Mike Pelletier. CuteXdoom II is a game modification that transforms Unreal Tournament 3 into a digi-Rococo experience. Players are tasked with the mission of piloting their poisoned character, Sally Sanrio, through a world that is simultaneously cute and sinister in search of the antidote. CuteXdoom II expands the narrative developed in the first instance of the project, wherein Sally Sanrio is drawn to the CuteXdoom cult, which centres around the notion that ‘the possession and worship of cute material objects will ultimately lead to happiness’.


Every Day The Same Day (2009). Molleindustria. A game about alienation and refusal of labour. Every Day The Same Day is a short, bleak tale about a day / dream / nightmare. A faceless one-dimensional man is trapped in the daily routine. His liberation / damnation / awakening only happen when player discovers all the possible avenues of subtle disobedience.


Game Broker (2009). Colectivo Derivart y David Pello. Game Broker reflects upon the nature of financial crises with three retro games with 8-bits aesthetics for the original Nintendo Game Boy. Each of the three games brings the player back to the crises of the 1980’s, 90’s and the dotcom years. The games allow the player to learn about the reasons for each crisis, engage with economic bubbles, and learn key information about them. For instance, it brings up issues such as soaring oil prices in the early 1980’s, the surge in interest rates in beginning of the 1990’s, or the technology stocks during the dot-com bubble. The games challenge the player with questions about each crisis, and correct answers give the player extra points. Game Broker invites the player to rethink the nature of financial crises as a recurring phenomenon during the last decades.


Judith (2009). Terry Cavanagh y Stephen Lavelle. Judith is a first person adventure game set in and around a castle.  The game was originally technically motivated, following a quick collaboration in London at a games jam in December 2008 (involving some visual effects). Narrative structure, with spatial and temporal jumps, puts us on the skin of many different characters, the ancient inhabitants of the castle.


Radiator Issue 1: POLARIS (2009). Robert Yang. You’re stargazing in central California on what could totally be both the lamest and the cheapest date ever. Polaris was an experiment both in having real-life impact (finding Polaris with this technique actually works in real-life throughout the Northern Hemisphere) and in depicting narrator voice. The narrator’s gender is never specified — and this was only possible through text, as a voice over would’ve ruined the effect.


Super Kid Fighter (1998). Carbon Defense League.
In 1998, the Carbon Defense League, a collaborative art group, produced a game called Super Kid Fighter for the Nintendo GameBoy. In addition to the game, the group published a development kit complete with software, schematics, and instructions called Child as Audience that featured music by Creation is Crucifixion and spoken word by Critical Art Ensemble. The goal of the project was to reclaim what was then a controlled medium (gaming) to target children with activist content. The game drew it’s inspiration from the writings of Wilhelm Reich and invited a player to discover a free public brothel for people of all ages. The game was uploaded to hacked Gameboy cartridges and reverse stolen to store shelves in place of existing games.


The Path (2009). Tale of Tales. The Path is a short horror game inspired by older versions of Little Red Ridinghood, set in modern day. The Path offers an atmospheric experience of exploration, discovery and introspection through a unique form of gameplay, designed to immerse you deeply into its dark themes. Every interaction in the game expresses an aspect of the narrative. The six protagonists each have their own age and personality and allow the player to live through the tale in different ways. Most of the story, however, relies on your active imagination.


Vigilande 1.0 (2001). Martin le Chevallier.  The player faces a series of screens allowing him to watch over many places in the same time: streets, supermarkets, parking lots, shops, apartment buildings, schools, etc. Denouncement is his aim. In a limited time (his work time), he has to point out the most important amount of infractions : robberies, pocket-pickings, breaches of the highway code, trash-abandoning, drug dealing, drunkenness, sexual harassment, etc. Each time the player catch one in the act, his points increase; each time he defames, they lower. Each citizen being a virtual offender, all unpunished infractions increase the rate of amorality of the society.  Prevented from using his critical sense by the lure of success, the player faces a double bind.


Dark Room Sex Game (2008). Copenhaguen Game Collective. Dark Room Sex Game is a no-graphics erotic rhythm game, played only by audio and haptic cues. The goal is to research climax with your partner, by accelerating at the correct rate. In the four-player mode (available on the group’s website), you need to figure out who your partner is, and then race to reach climax before the other two players.

The program, which will run throughout the second half of 2010 with meetings, workshops, live acts and projections, is looking for prospecting and analyzing videogames as a cultural process, and begins with an exhibition of projects that address the dialogical relationship between player and author- designer-developer on a different perspective.

From the closeness provided by digital content distribution, which avoids unnecessary and sometimes harmful intermediaries for this communication, new types of processes are built that integrate indie playful content and more sophisticated experiences.

Interactive Narrative, which arises from the logical marriage between hypertext stories and the videogame medium, is an emerging way of work within the contemporary community of independent developers. Authors like Terry Cavanagh and Stephen Lavelle in works such as Judith, which we can enjoy at the exhibition, but also in other of his projects like Pathaways; the allegorical narratives of Robert Yang in his series Radiator, the review of classic tales and stories by Tale Of Tales, or even the story of the everyday life monotony presented by Molleindustria (Every day the same dream), are examples of this evolving format.

As with music, the vernacular language of games has a lot to do with synesthesia. There are many feelings that cannot be simulated even in a videogame, but appropriately reasoned, the human brain can complement these gaps. Ian Bogost’s poetic games are a good paradigm of the way in which these new codes are articulating visual synesthetes. These poetic games function as a representation of an idea of the author himself, which the player manipulates. This is an open type of game in which the author doesn’t guide us through particular or highly defined experiences. He offers abstraction and condensation of symbols and concepts, leaving the way open to the unique experience of each player.

In addition we review a more committed kind of productions within the scope of technologically mediated games. Continuing the task of mapping existing social models, the reformulation of Sid Meier’s Civilization (2) by Kristian Vladan Lukic and Joler (Eastwood – Real Time Strategy Group) which yield within the criticism current that distinguishes itself from the broad and sometimes ambiguous label of the so called serious games (3). We can even get out of the limited structures of the most orthodox definition of play to meet projects as Vigilance 1.0 (Martin le Chevallier), in which through the claim of entertainment we are playing the role of a judgmental big brother with ubiquitous stare.

Without leaving the pragmatic style of this body of works, but without losing the playful tone of the entire exhibition, Derivart group with David Pello have added to their Gamebroker project a vector of education commitment and discussion about certain socio-economic events, using a device so innocent a priori as a series of mini games for Gameboy.

And after those relevant and sublime experience we also review subversive and fun projects that militate within the most uncomfortable and sharp irreverence such as Super Kid Fighter (Carbon Defense League) and Dark Room Sex Game of Copenhagen Game Collective, even the LSD experience of CuteXdoom (Anita Fontaine and Mike Pelletier).

Conferencia: Proyectos de innovación en videojuegos comerciales

Jornadas Arte & Diseño ESNE
Jornadas Arte & Diseño ESNE

Los días 12 y 13 de Mayo 2010, en la Central del Diseño, Matadero Madrid, Paseo de la Chopera 14, se van a llevar a cabo las Jornadas de Arte y Diseño ESNE 2010. La tarde del miércoles los contenidos estan dedicados a Diseño de Videojuegos y entre los ponentes Lara Sánchez Coterón (Investigadora ARSGAMES), Eduardo de la Iglesia (Compositor musical), Luís Gallego (Director y Animador) y Jorge Juan Barroso (Desarrollador y Programador).

La intención de las jornadas es ofrecer a los estudiantes de ESNE una visión real de la proyección laboral en cada una de las carreras que se imparten, así como con la intención de acercar los conocimientos de profesionales del sector, a través de sus propias experiencias, aunque este año las jornadas estarán abiertas a la participación del público en general.

Ponencia “Creatividad y Videojuegos: Innovaciones en el gameplay”

MEANINGFUL GAMEPLAYS: And everything started to fall de Alexitrón  (Alexis Andújar González)
MEANINGFUL GAMEPLAYS: And everything started to fall de Alexitrón (Alexis Andújar González)

El próximo jueves 22 abril 2010,  impartiré una ponencia sobre creatividad dentro del Grado de Diseño y Desarrollo de Videojuegos que ESNE tiene en colaboración con la UCJC.

Seminarios sobre la relación entre arte y videojuegos en la UCLM

Arte, Cultura y Videojuegos por Lara Sánchez Coterón
Arte, Cultura y Videojuegos por Lara Sánchez Coterón

Durante el mes de abril, concretamente hasta el proximo jueves 29, impartire una serie de seminarios sobre la peculiar y a veces complicada relacion entre el mundo del arte, la cultura y los videojuegos, en la facultad de Bellas Artes de la Universidad Castilla La Mancha (Cuenca).

Los asistentes a dichos seminarios obtendran 2 creditos de libre eleccion.