Archives for posts with tag: arts

This short pixel art documentary by Simon Cottee is required viewing for readers of this blog (thanks for reading, by the way). An unassuming film with an unassuming title, Pixel may be modest in scope, but it is also a deeply enjoyable and thoughtful account of the rise, fall, and triumphant return of pixel art in videogames and other media.

Perhaps the most memorable part of the film is an interview with Jason Rohrer in which he attempts to justify the use of pixels in his own work with an interpretation consisting of two distinct but complimentary claims. His first point is that abstract, pixelated graphics make it easier for players to identify themselves with the characters, a concept that should come as no surprise to people with an interest in games or animation in general. His second point is a bit more surprising, given that it’s about technology, and given Rohrer’s reputation for being one of the least nerdy, least techie, and most artsy game designers around. Even more surprising–he actually makes a lot of sense (okay, maybe that isn’t so surprising, but it definitely makes for a more powerful defense of his taste in graphics).

Essentially, Rohrer’s point is that pixel art offers the most natural and transparent approach to making videogame imagery, due mostly to the fact that pixels, like videogames, always take place inside a computer. It’s a powerful thought, but a relatively simple one when you think about it. More importantly, it shows that Rohrer recognizes the need to reconcile the expressive nature of videogames with the technology that makes them possible.

Reconciling these two ideas is especially important in our 3D-dominated world, where pixelated abstraction is often portrayed as a reactionary move deployed by those who remain suspicious of polygons. Consequently, it becomes extremely easy to buy into the notion that pixel revivalists are simply part of a “backlash” against advances in game technology. Rohrer’s response turns this idea on its head by depicting pixels as the authentic and “hardcore” style, while simultaneously implying that 3D is the real format of choice for “casual” gamers (that means you, Halo fans…you casual gamers you).  Simply put, pixels are not a backlash against technology, they are the quintessential videogame technology. Likewise, the use of pixels does not constitute a rejection of realism, but rather an affirmation of abstraction.

At one point during the documentary, Rohrer suggests that an appreciation of pixel art is inextricably tied to achieving videogame literacy. He’s right, which is why this documentary should be applauded for doing its part to remedy the situation. But of course, even those who speak videogame fluently should watch the film, as it is sure to enrich your gaming vocabulary in one way or another.

You can watch the entire video above or on Cotteen’s YouTube page.

This short pixel art documentary by Simon Cottee has spread pretty quickly since its release on youtube last Saturday–and it deserves to spread some more. In fact, I’m going to say that this is required viewing for readers of this blog.  is every bit as practical and level-headed as its title suggests. There are no self-indulgent nostalgia trips or geeky ‘retro’ comedy skits here  (to be clear, I absolutely love the comedic stylings of Yahtzee and the Angry Video Game Nerd…less fond of their imitators), what we have is a crash course on the glorious world of the pixel–the first and purest (and best) form of visual representation in videogames. The film begins with a brief overview of the rise of pixels during the 80s and early 90s–a time when pixel art was pretty much the only way of putting graphics onscreen–and its eventual decline during the 3D era, which began in earnest with the 32/64 bit generation of consoles and continues to this day.

I just got my copy of the inaugural issue of Kill Screen in the mail. It comes in a smaller journal-sized format which looks great and fits quite nicely in a regular bookshelf. The decision to release it in this format is a good one. It gives the magazine an air of permanence, as if to say that “this is not a regular magazine; magazines are disposable, this is not; magazines belong in the magazine pile, this belongs in a public library, you know, next to that Daedalus

I’ll comment on the magazine’s content once I get the chance to read it. But for now, I encourage you to visit their site and grab your own copy. There is nothing like this magazine in the videogame world: a magazine geared not towards consumers or fans, but to those chosen few who see games as a powerful mode of expression with serious cultural implications. The first issue features contributions from some of the smartest peeps in the business, including journalists Leigh Alexander and L. B. Jeffries, and game design mega-legend Peter Molyneux, creator of the mega-legendary Populous and more recently the Fable series. Okay, I’m going to end this sales-pitch right here. I’ll try to post on the articles when I’m done reading.

Luigi, by Mike P. Mitchel

One great thing about old-school NES graphics (actually, there are many, but let’s stick to just one for now) is that it allowed the players to fill in the gaps with their own imagination. This is why there can be “30 interpretations” of Mario but not a “30 interpretations of Master Chief.” Well, I guess in theory there could be one, but that wouldn’t be much fun, right? In any case, check out these paintings of the italian plumber and his cohorts…some of them are quite lovely.

Mario, by Bob Dob

I received this invite from Gallery Nucleus today and it is somewhat related to game culture so I’ll pass it along. Remember to go to the contact page if you have any similar info on upcoming shows.


A KISS FROM TOKYO Art Exhibition and  Book Release

July 3, 2009 – July 14, 2009
Opening Reception: Friday July 3, 2009 (7 pm – 11 pm)
Admission is free.
Complimentary martinis served with live DJ.

Gallery Nucleus hosts a retro-inspired exhibition and official book release of The Seductive Espionage: The World of Yuki 7.

The book and exhibition of the same name, is the brainchild of artist/ illustrator Kevin Dart.  Yuki’s world has been brought to life through a collection of artworks, stories, faux interviews and trailers.

On July 3rd, get acquainted with Yuki 7, a cute little 60’s spy girl from Tokyo. Seductive, intelligent, and charming, she romps through each film, vanquishing villains while impeccably dressed and looking fabulous.

Don’t forget to checkout the sweet trailer as well.

From Grand Text Auto:

Although it seems clear that creativity plays an important role in developing intelligent computational systems, it is less clear how to model, simulate, or evaluate creativity in such systems. In other words, it is often easier to recognize the presence and effect of creativity than to describe or prescribe it.

The purpose of this conference is to facilitate the exchange of ideas on the topic of computational creativity in a cross-disciplinary setting. It will bring together people from AI, Cognitive Science and related areas such as Psychology, Philosophy and the Arts who research questions related to the notion of creativity as it relates to computational systems. This focus on creativity in the context of computational systems has the potential for increasing innovation in existing fields of research as well as for defining new fields of study, including:

  1. Artificially Creative Systems: development of computational systems that produce or simulate creativity. These systems may be inspired by human creativity or by the possibilities of artificial systems beyond human capabilities.
  2. Computational Models of Human Creativity: construction of cognitive models of human creativity that can be the basis for computational creativity.
  3. Computational Systems for Supporting Creativity: production of user interfaces, interaction design, decision support, and data modeling techniques that lead to the development of intelligent assistants that support the user in being more creative.
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