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NEWS

Filtering by Tag: GAME ART

EVENT: GAME TALK #3: JOSEPH DELAPPE (MARCH 27 2019)

COLL.EO

GET READY FOR JOSEPH DELAPPE’S TALK ABOUT THE POLITICS OF GAMES AND THE GAMES OF POLITICS!

Tomorrow, Wednesday March 27, media artist and professor Joseph DeLappe will describe a lineage of creative projects and actions situated at the intersections of computer gaming, art/technology, and interventionist strategies engaging our geopolitical contexts. DeLappe will detail an approach to considering computer gaming environments online as a new type of public space; within which he has conducted a series of interventionist performances and actions, such as the 2006 project dead‐in‐iraq, to type consecutively, all names of America's military casualties from the war in Iraq into the America's Army first-person shooter online recruiting game. More recent projects include Elegy: GTA USA Gun Homicides (2018), a self-playing mod as a data visualizer of gun homicides in the United States as realized through this popular videogame.

Admission is free. Click here to register.


Domani, 27 marzo, l’artista e professore Joseph DeLappe descriverà progetti, interventi e azioni creative che si collocano all’intersezione tra videogioco, arte, tecnologia e politica in differenti contesti geopolitici. Secondo DeLappe, i videogiochi online rappresentano una nuova tipologia di spazio pubblico, un palcoscenico virtuale nel quale dare vita a performance di ogni tipo, tra cui dead-in-iraq (2006), che prevedeva l’inserimento via chat dei nomi delle vittime militari statunitensi della guerra in Iraq nel videogioco di reclutamento online America’s Army fino al recentissimo Elegy: GTA USA Gun Homicides (2018), una modifica del popolare action game di Rockstar Games, Grand Theft Auto V, che visualizza in tempo reale le statistiche sugli omicidi da arma da fuoco negli Stati Uniti.

L’ingresso è gratuito, ma la registrazione necessaria.

NEWS: TAMAS KEMENCZY JOINS THE M.A. PROGRAM IN GAME DESIGN AT IULM UNIVERSITY

COLL.EO

We are thrilled to announce that Tamas Kemenczy has joined the M.A. program in Game Design at IULM University. In the 2018-2019 academic year, Jake will teach GAME ART.

Tamas Kemenczy is co-founder and one-third of Cardboard Computer, an award-winning studio known for Kentucky Route Zero, where he does game design, visual art and graphics programming. His visual work on the game has received awards from both IGF and IndieCade, and has been shown at the Art Institute of Chicago, Victoria & Albert Museum, Museum of Pop Culture (EMP), and The Museum of the Moving Image. His visual art takes an art-historical approach, calling back to early video hardware and computer graphics efforts by artist-programmers. He has a BFA from the School of the Art Institute of Chicago, where he studied new media and art games. Read more about his work here.

GAME ART will guide students in developing the visual style for their games. An emphasis will be placed on a practical framework for individuals and small teams, with students approaching art direction and production as artist-programmers, moving laterally between all aspects of the pipeline, from research and outlining, to digital content creation, to shading and procedural graphics. As an introduction to this approach, the course will start with a brief survey of video and computer graphics history and look at how artists and programmers have creatively incorporated the features and limitations of their tools and hardware as parameters of a visual language, or how they have side-stepped them altogether. Students will learn valuable skills in creating authored content, such as using 3D CAD software for modeling, rigging and animation, and 2D software for texturing, typography and UI work. The DCC software we will be using in coursework, Blender and GIMP, are known for their prowess in scripting and students will learn to use these tools programmatically/procedurally as well. Shader programming will also be emphasized in coursework, to exemplify the various alternative and creative ways they can be used to develop a visual style and language beyond photorealism, which is already provided by Unity as a default.