Joy of Games: Assignment #4 Marble Madness

 

Inspired by Anni Alber’s weavings and patterns for level design. How to have the restricted color palette objects cast into a theme for the level. Ex: Sandy tone = a sand physics material or to have the yellow be construction barriers that when collided bring you back to the start. Would like to comb back through and add some collisions & triggers, as well as more complex gameObjects like hinge movements.

 

 

Anni Albers
Wallhanging, 1984
wool

 

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Image of Anni Alber’s weavings
matching level to an albers wall hanging
matching level to an Albers wall hanging

 

 

 

 

 

 

 

 

Design Choices: 

  • Yellow blocks as kill / restart zones 
    • for a signifier added stripes to look more like construction barriers
  • Dark purple blocks
    • added physics material of bouncy to some
    • would like to make some hinges
  • Light purple blocks 
    • visual misdirection (could use as a powerup strip and add sound fx) /
  • White planes 
    • start & end
      • would like to add an onCollision or trigger
  • Tan platform
    • physics material of sandy
      • slower zone
  • White platform
    • physics material of icy
      • faster zone

 

 

 

 

 

 

 

 

 

References / Tutorials:  

 

 

  • note that collision is a bump, trigger is an overlap

Neural Aesthetic W5: Visualization, deepdream, style & texture synthesis

For week 5 we dove into visualizations. The last 2 weeks we touched on convolutional networks but not necessarily how they functioned. This week we lifted the hood a little to break down what was happening.  Next week we’ll dive into generative models.

 

 

This week:

  • visualizing neural networks
  • optimization-based class synthesis 
  • style transfer and texture analysis 

 

Deep learning frameworks: 

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How some of these items are more like the tips of the iceberg, how processing is to java as keras is to tensorflow.

 

Review of Neural Networks

 

 

 

 

Joy of Games Assignment #2: Write a Manifesto

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Skipping the speedrun to watch the clouds

I remember a few moments of everyday magic clearly. One in the morning, a small rainbow portal cast onto the wall in our childhood house. The morning sun shone through the prism of the front door eyehole marking the parallel wall. When aligned with your eye it looked like a rainbow tinted eyepatch. Facing forward and looking outward, your field of vision became flooded with a wash of color. Shifting left to right: indigo, cerulean, lime, marigold, an outline of tangerine crimson.

Another when learning to bike taking a secret sidewalk. A pathway connecting two blocks, two worlds – hidden between backyards. The summer sounds crescendo as the leafy green hedges leaned in to cloak the pathways existence.

I remember another moment much later. Navigating bike paths of Forest Park in Saint Louis with friends. The winding arteries led us all to a firefly breeding ground. With the flashing synapses of firefly networks lighting up families of trees, cascading and echoing throughout the heart of the park. 

A question for makers of any age – What does it mean to root something in the slightly familiar, our own everyday slightly suspended? A heightened sensitivity to ambient elements reminding us how all things are delicately interconnected. What happens if I tap the particles of dust sprinkled through a window’s sunbeam? Combing through it like a hand out a car window, triggering notes of a chromatic scale. What does it mean to construct, make, illustrate moments of almost not quite magic realism?

In a post about slow games TB writes “Gamers, slow down. Resist rushing to the finish line. Immerse yourself in the beauty of the art and gaming experience.”* Although the blog post was implying the rapid turnover of games in the industry as well as the constant backlog of games people would like to play – Inspired by this I say also to myself and all makers slow down. Slow food, slow net, slow tech, all the slows but slow down how? I’d like to skip the speedruns and instead engage in watching clouds to get lost in their shapes, what they tell us about weather and culture past, present and future and what images and stories emerge. Maybe it leads to introspection maybe it calls for collaboration or both, But slowness how?

Maybe it’s a slowness through non-linear narratives, unfolding through an open world exploration. In digital worlds but also the physical. One of my first memories of living in New York City was tracking down the peephole cinema, and searching for where it lived along the Union Docs wall. Maybe rather it’s the slowness of a prolonged consideration when a game controller is not just a mouse or standard game console controller but instead my body in space catching words as they complete sentences along my arm outstretched. Or the slowness of realizing and practice of moving my mouth sidewise will in fact rotate my tetris piece clockwise. The slowness of trying to align the speed of my swing at the right rate with my neighbors’ swings to arpeggiate a chord.

It could be the physical slowness of crawling into an ephemeral physical space that houses the game itself. Please, crawl into this silver space blanket cave to play Pac Man in 360. Bridging between physical & digital worlds – a transition into the magic circle.

Maybe rather it’s the slowness that happens after. A slow revelation – When a player realizes that they can explore the real subway of Shibuya in Tokyo for the first time and have it feel like a home, due to their memories of Persona 5 gameplay with its map rooted in reality. What unexpected joy is yielded for cavers passing through the Mammoth Cave networks to realize they were navigating similar channels as their text commands in the Colossal Cave Adventure. Is there a subtle beauty to ground fiction in reality?

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References / Inspirations 

 

giphy

IMG_1296

 

 

 

 

Joy of Games Reading – In Celebration of Low Process Intensity

In Chapter 4 of  Ph.D. dissertation “Designing for Disruption” by Douglas Wilson

“It’s not that play is either rule or non-rule based but a question of whose rules in which contexts.” – – T. L. Taylor (2006, p.157)
“As technologists, then, our concern is not simply to support particular forms of practice, but to support the evolution of practice.” (2004, p.25)

 

“The places inbetween rules”

Opens with the example of JS joust 

Continue reading “Joy of Games Reading – In Celebration of Low Process Intensity”

Joy of Games Reading: Making Games in a Fucked Up World (2014)

 

 

 

Talking about change

the first Radio for Change Conference (1935)

  • didnt actually happen yet here we are
  • “we are working for all kinds of change. therefore we cannot really talk about change”

 

“It’s the basis of the gamification ideology…And the basis of contemporary capitalism. Late capitalism is less about producing and selling stuff and more about reifying the immaterial sphere (culture, language, relationships, ambitions).”

 

“GDP & standardized tests – “If you can measure it then that’s not the change I want to see”

This report came out recently. It tries to figure out why there have been “no significant victories for environmentalism in the United States since the 1980s” despite huge funding to environmentalist organizations.”

 

“I came to the conclusion that there is a greater liberation potential in designing games rather than playing games.”

“I argue that next step of games for impact doesn’t lie in some technological advancement but rather, in helping people to engage with the practice of game design.”

“Designing game has a couple of terrific extra outcomes:

  • First: by designing games you acquire the tools to demystify all games. To play critically.
  • Second: by democratizing game design you don’t have to look for big funders.
    • As Zach Gage said yesterday, every child is a game designer.
  • Third: by just facilitating the creation of games you don’t incur into typical fallacies of the white savior industrial complex. Like the mis-representation and objectification of others.

Allied media conference– better futures through play