Reality is a Game

Game thinking from Adam Clare

Tag: art(Page 2 of 3)

Future User Interfaces and Concept Art at the Mini Bar

Noteloop, a company that makes presentation software, has a collection of what they refer to as FUI. THey describe a FUI as follows:

Fantasy User Interfaces, Fictional User Interfaces, Fake User Interfaces, Futuristic User Interfaces. Regardless of what the F stands for, they all represent the same thing, the user interfaces and heads up displays found in many popular movies and television shows.

The image at the top of the post is from the TV show Fringe, in the FUI collection you can find everything from short films to concept videos.

Speaking of concepts, there is an excellent Tumblr comprised of video game concept art. It’s called The Save Room Mini Bar and it’s filled with concept art from across all the game genres. A great source for inspiration!

Architecture Resources for Modellers and Others

thanks Wired!

Architecture in video games is important as it the look and feel of a place can convey a lot of information quickly. To be clear, I’m talking about buildings in the game world not the hardware or software architecture.

At the request of the students in my Art and Architecture class I’ve compiled a list of resources that they can use to stay informed once they graduate:

List of sources for news on architecture and design:


Using Autodesk’s 123D Catch for Game Development

The video above shows early work from a game in development called Rustclad in which the models in the game have been created using real-world artifacts. The developers are scanning objects using Autodesk’s 123D Catch, which you can see the demo of below. The software is free and is runs on iOS and PC (not Macs for some strange reason).

First of all, I feel like the future is here when stuff like this happens. It’s taken fifteen years to get from the predecessor of 123D Catch to today when we can carry the technology in our pockets. For some context, it took a small team of people to make the video below, which can now be done better using only one application today.

With the imaging technology there and free to use it was only a matter of time before an indie game developer would make a game utilizing 123D Catch. Even though the technology is workable it dosen’t mean things can go wrong, it’s easy to make an incomplete or inaccurate model.

The developers of Rustclad have a post on their development blog to what it’s like using 123D Catch and how to best capture images. They note the difficulties of getting good source images and importing them into the game.
123d capturing

How they use green screens and milk cartons is interesting unto itself.

Heck, the fact that they have gone from being digitally-trained artists to creating physical items for a digital world using advanced imaging software to scan in real objects into a game is flabbergasting. I feel like I need to travel back in time to the Frankfurt School to fully understand what’s going on or to Jean Baudrillard.

Seeing tools like 123D Catch being used this way makes me wonder what will other exciting technological developments we’ll see in the coming years. May all the old empirically based thinkers spin in the grave.

The Basics of 8-Bit Art

PBS created this good short video on the evolution of 8-bit art for their Off Book series. Worth a watch even if you know about the 8-bit scene.

Beginning with early Atari and Nintendo video games, the 8-bit aesthetic has been a part of our culture for over 30 years. As it moved through the generations, 8-bit earned its independence from its video game roots. The idea of 8-bit now stands for a refreshing level of simplicity and minimalism, is capable of sonic and visual beauty, and points to the layer of technology that suffuses our modern lives. No longer just nostalgia art, contemporary 8-bit artists and chiptunes musicians have elevated the form to new levels of creativity and cultural reflection.

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