relevant entertainment
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relevant entertainment
Engaging game design & multimedia
Curated by Vivalist
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Make EA Skate Again - Join The Movement To Make Skate 4

Make EA Skate Again - Join The Movement To Make Skate 4 | relevant entertainment | Scoop.it
The Most Award Winning Skateboarding Site In The World
Vivalist's insight:
EA Skate is in my top 3 video games of all time. The game mechanics are truly organic and the world to explore is one you never want to leave.

+ you ain't killing anyone while having fun

So it's more than time for EA Skate 4!
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Jordan Tseng Stop Motion&Film Production

Jordan Tseng Stop Motion&Film Production | relevant entertainment | Scoop.it
Vivalist's insight:
Jordan Tseng is a 18 years old Taiwanese who do stop motion animation shorts using post-prod vfx. The focus is pretty geeky and very well executed.

What impressed me most is the cinematography of a video like "Desert Soldier" https://www.youtube.com/watch?v=RHQVFT_Felc
The frames, and the pace of the editing are on-par with what is expected from a good action film.

He has a blog with Behind the Scenes posts and a Youtube channel with all his videos

His work reminds me of Patrick Boivin's fantastic animations - even if Boivin's work integrate more human interactions
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The MIT-Developed Tech That Could Make Pokémon Go Even Better

The MIT-Developed Tech That Could Make Pokémon Go Even Better | relevant entertainment | Scoop.it
a new technique from MIT's Computer Science and Artificial Intelligence Lab could make augmented reality apps like Pokémon Go more interactive, by allowing what's happened virtually to appear to affect what's happening in the real world.
Vivalist's insight:
The demo is very impressive, but I'd like to see how easy it is to tweak the physics... because at no time they mention the way you assign weight and other physical properties to the item you integrate in the shot.

So there might be room for improvement, but this is a great start already!
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An A.I. Says There Are Six Main Kinds of Stories

An A.I. Says There Are Six Main Kinds of Stories | relevant entertainment | Scoop.it
They collected computer-generated story arcs for nearly 2,000 works of fiction, classifying each into one of six core types of narratives (based on what happens to the protagonist):

1. Rags to Riches (rise)

2. Riches to Rags (fall)

3. Man in a Hole (fall then rise)

4. Icarus (rise then fall)

5. Cinderella (rise then fall then rise)

           6. Oedipus (fall then rise then fall)

Their focus was on the emotional trajectory of a story, not merely its plot.
Vivalist's insight:
Kurt Vonnegut planted a seed and thsi computer bear the fruits
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Bart Sutton's curator insight, July 20, 2:00 AM
Close to Chrostopher Booker's "The Seven Basic Plots"!
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Stories-To-Go. Locative Entertainment Futures

Stories-To-Go. Locative Entertainment Futures | relevant entertainment | Scoop.it
For the first time in technological history portable devices that are able to send and receive game/video media, are now location aware. This means big changes
Vivalist's insight:
the author explores, through many references,, the factors that contribute to the success of geolocalized experiences:

1- PLACE
2- STORY
3- SOCIETY

Anticipating that technology and habits are likely converging to make this form of entertainment move from niche to mainstream audiences.

References include the very interesting Shadow Cities https://youtu.be/oMBvInCvEjM and Tourality

And after Niantic scored a good first try with Ingress, then with Pokemon Go, it looks like location-based games are going to go beyond geocaching.

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The truth about 360° Videos

The truth about 360° Videos | relevant entertainment | Scoop.it
When 360° videos make sense? How and where a 360° video should be applied and the significance of the all-round image for the storytelling aspect?
Vivalist's insight:
The author has obviously played around with all-round video production for quite some time. And even if most of the tips he mentions are common sense for whoever started playing in this field, it's good to articulate the knowledge as we are just scratching the surface in this field. 

"360° films almost exclusively consist of a sequence of a few sedately and consecutively distanced venues (scenes). The viewer needs time to discover the 360° setting. [and] are completely unsuitable for contents and stories requiring a fast change in scene, rhythm or the accurately controlled localisation of information and emotions through changes in setting dimensions."

"360° videos strive far more for authenticity than others genres are able to. 360° films already find their final form, their structure and their rhythm during their recording and not only in subsequent image processing."

"a 360° film would be the wrong medium whenever a viewer cannot visually capture and understand the contents, values or product benefits as an external manifestation at first glance."

"If graphics [close-ups], interviews or testimonials are relevant for the success of informational or emotional transportation, 360° films will reach their limits"

"In addition to the careful selection of the filming location and camera movements, contextually demanding 360° films also use the movement of people in front of the camera to stage the viewer experience. While moving the 360° camera and during movements in front of the 360° camera, the utmost care must be taken to ensure that the movements are always carried out within the safe, recordable corridor. The corridor around the 360° video camera indicates the area in which the subjects or objects in front of the camera are neither distorted (because they are too close to the camera) nor too small (because they are too far away) when filmed."

"Staging and storytelling in a 360° film can also be significantly supported at the sound level. [but] This is (still) impossible for Facebook, YouTube and Apps. In this regard, 360° videos currently still lack one of the most important tools for dramaturgical viewer guidance."

Part 3 on documentation will be available in English next week.
(It is available in German only for now) https://filmpuls.ch/wahrheit-360-videos-3/
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Haunting Music Created With Two New Instruments

Haunting Music Created With Two New Instruments | relevant entertainment | Scoop.it

The artist-designer, Martin Molin of Wintergatan just built two new instruments and recorded a video where he uses both to perform an original composition titled All Was Well.

Molin has also started releasing additional videos that explain how he built the music box https://youtu.be/Lf5Qw1kTbzY

Vivalist's insight:
Wintergatan's musician-craftman Martin Molin is back with 2 instruments and the song that goes with them.

In case you missed the marble machine, it's worth checking out:

He also publishes videos showing how his creation actually work.
Paper Pulling Machine: https://youtu.be/Lf5Qw1kTbzY

And the band he plays with has a website full of this music boxed pop electro music. I love how every video seems to be end with the 'making of' the machines and systems :)

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360 Google Spotlight Story: Pearl

Set inside their home, a beloved hatchback, Pearl follows a girl and her dad as they crisscross the country chasing their dreams. It’s a story about th
Vivalist's insight:
Despite the basic 3d graphics, the "vibe" is there. This is a very moving piece and there are interesting gimmicks addressing the editing-in-VR issue.

In the meantime, Allumette from Penrose Studios seems to be carrying lots of emotions while addressing the graphics issues, adopting an art direction that takes into consideration the computing capacities of our time period AND serves the story.
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Ingenious Rube Goldberg Machines Built from Magnets and Marbles

Ingenious Rube Goldberg Machines Built from Magnets and Marbles | relevant entertainment | Scoop.it
YouTube user Kaplamino has a channel where he shares inventive chain reactions or tricks using
Vivalist's insight:
Having a "thing" for both rube goldberg machines and magnets, The video editing from start to end creates a great pacing. I don't know how long this video was, but I could watch this for hours.


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Interview: Vertical film, "a new form of storytelling" - MIPBlog

Interview: Vertical film, "a new form of storytelling" - MIPBlog | relevant entertainment | Scoop.it
There’s no denying that video is increasingly consumed in vertical, rather than horizontal format — think smartphone apps like Snapchat — to the dismay of some purists. “There is a question about vertical video’s potential,” says Aubert. “People are consuming on their phones, so they could be looking for vertical content. But content is distributed on all screens now. Every kind of creativity is interesting, it’s a new form of storytelling.
Vivalist's insight:
As a videographer, I've always been "opposed" to vertical video for the very reason mentioned in the Vertcical Video Syndrom PSA https://www.youtube.com/watch?v=Bt9zSfinwFA

But as video players adapt to this new way of filming the very same way they slowly but surely switched from 4/3 to 16/9, it invalidate the letter boxes issue, making it a legit form of narration by framing. The IMPACT video perfectly illustrates this point.
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How ClickHole Crafts the Web’s Most Hilarious Adventure Games

How ClickHole Crafts the Web’s Most Hilarious Adventure Games | relevant entertainment | Scoop.it
ClickHole, the Buzzfeed-parodying offshoot of The Onion's satirical news enterprise, has, improbably, become a small haven for funny text-based games.
Vivalist's insight:
"But even within the awkward constraints of the slideshow, ClickHole’s writers have figured out how to do some complicated things. Due to the length and complexity of the ClickVenture—each one might run anywhere from one to a few hundred slides, and a new one drops every Thursday—each is assigned to a single writer, who carries it from conception to a finished product with little oversight."
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PENS & other Game Design Strategies

PENS & other Game Design Strategies | relevant entertainment | Scoop.it
There are a number of theories and frameworks traversing the world of game design theory, but little progress is being made to help unify these frameworks. By locating crossover territory between MDA/MMDA, PENS, Flow Theory, and Intensity/Engagement Curves, we’re able to see a new theoretical network:

Rough ideas beget MDA/MMDA aesthetics
Each MDA/MMDA Aesthetic begets a PENS axis distribution
Each PENS axis is developed through Flow, the mental state of optimal experience
And each Flow channel is built through an Intensity/Engagement curve
Given the fractal nature of intensity/engagement curves, this progression then continues recursively until the mechanical workspace of the designer is too minute to effectively adjust. And while the exact execution of the intensity/engagement curve are still left up to the creative minds of designers, we can begin to construct a more consistent, procedural way to create sustained engagement from even the simplest game ideas.
Vivalist's insight:
I discovered this 2013 article and think the intent is pretty interesting. The author tries to unify different theoretical game design framework that stood up: Flow, MDA/MMDA, PENS...

Very interesting read.

Check the massive (and mostly free) online resources by Immersyve, creators of the PENS theory and Self-Determination Theory

On the carot & stick approach, this article is also a great account of applied PENS study
"In fact, our data indicates that there is a very important point to keep in mind when developing carrots – they are most motivating when they specifically enhance the player’s experience of competence, autonomy and relatedness."
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Orion | Leap Motion Developers

Orion | Leap Motion Developers | relevant entertainment | Scoop.it
Completely reengineered for virtual reality, Orion takes VR to the next level. Download the early access beta, reach out, and see what you’ve been missing.
Vivalist's insight:
Leap Motion the company behind the sensitive hand tracking hardware have unveiled a new system in the form of a hand tracking engine that has been specifically designed for use in virtual reality applications.

Named Orion the new virtual reality hand tracking engine has been constructed from the ground up specifically for VR and builds on the original hand tracking device the company unveiled a few years ago.

It could lead the way to non-obtrusive&clumsy interface for hand interaction in VR. Promising.
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You Can Now Play Solitaire and Tic-Tac-Toe Directly in Google Search

You Can Now Play Solitaire and Tic-Tac-Toe Directly in Google Search | relevant entertainment | Scoop.it

Solitaire and Tic-Tac-Toe are two of the most well-known games in existence, and today Google has made it even easier to play them. If you boot up the Google Search app on your mobile device or go to Google on the web, you can play the two games directly in Google Search.

Vivalist's insight:
I tried them briefly and the solitaire sound design is crap, but it's ok as you don't really mind the sound while playing solitaire :)
There are no options other than "hard" and "easy" so you are playing with a 3-cards option - the real thing.
There isn't any "smart" feature such as double-tap to move a card, but once again, it does the job.

Tic-Tac-Toe is a very childish and non-interesting game to me no matter what the devs do. With AI, you start first every time, giving a serious lead.
In 'Medium', I won all of my 4 or 5 games and the other options was 'easy' and 'impossible' - the latter highlighting how useless this game is for grown-ups :)
You have the ability to 'play with a friend' - which is just in fact the very same interface with AI off. So you could play it on your won if Solitaire ain't your thing and you want to try to trick yourself ;)

I wish they add dominoes or some other slightly more interesting classic games.
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Readers must solve intricate puzzles to unlock the story in this gorgeous lasercut wooden book

Readers must solve intricate puzzles to unlock the story in this gorgeous lasercut wooden book | relevant entertainment | Scoop.it

Codex Silenda is [a] five-page book that features thick wooden pages, each of which has an intricate puzzle attached to it. In order to read the book, readers must solve each page’s puzzle before the next page will unlock.

Vivalist's insight:
The wooden book seems beautifully crafted.
In this book, it is not necessary the story that deserves to be reviewed, because as the designer puts it, it could be changed to something more "custom built" and personal.

The kickstarter campaign is still running for 20 days and even though most rewards are sold-out, you can still pledge for the blueprints files in case you have access to a laser cutting machine yourself - and don't fear assembling the whole thing on your own :)
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Sesame Street Fighter Is The Logical Fusion Of Two Childhood Favorites

Sesame Street Fighter Is The Logical Fusion Of Two Childhood Favorites | relevant entertainment | Scoop.it
Though the title is pretty self-explanatory, the online game allows users to pick their favorite Sesame Street characters (clad with combat friendly headbands, gloves, and capes) and duke it out in 8-bit glory a la Street Fighter.

In typical Sesame Street fashion, though, this is a learning game. You have to type words as fast possible to hit your rival, and the vocab gets more tricky as you level up. Though this might not be shared in elementary schools any time soon, this is exactly how we imagined a really bad fight between Bert and Ernie.
Vivalist's insight:
Summer light game with an ol'school vibe
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Wise words from a wise man - Less is more... The Engagement Paradox

Wise words from a wise man - Less is more... The Engagement Paradox | relevant entertainment | Scoop.it
Why a constant stream of content ends up reaching less people, not more.

Via Gary Hayes
Vivalist's insight:
Experience & puzzle designer Steve Peters (http://www.stevepeters.org/) reflects on the challenge of pacing digital content production and broadcast timeline in the light of the recent kickoff The Runner, an ambitious project by Matt Damon & Ben Affleck on July 1st.

It is said to air "Three times a day. Every day. For THIRTY Days." and viewers / layers "might" win prize money. Just watching the trailer, I particularly like the fact that Peters recenters the discussion on pacing:
'The first thing I thought when I heard about it was “Holy crap, I’m glad I’m not on that production team! It must be hell!” They need to assemble a new episode three times a day. Every day. For thirty days. The production schedule must be nuts. Nobody can be getting any sleep. It’s madness. Now, I’m going to set aside critiquing the game itself (and there’s plenty to critique, believe me) for the sake of this article, as I just want to look at this idea of pushing content three times a day. Every day. For thirty days

... to conclude:
"So do yourselves a favor, all you digital content creators out there. Don’t succumb to the “more is better” way of doing things. Not only will the quality suffer, but your audience will shrivel away under the onslaught. Be strategic with your pacing and audience engagement. Don’t pare your potential audience down to a small sliver right out of the gate by giving them more than they can consume. In short: turn off that goddamned hose!"
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Gary Hayes's curator insight, July 14, 6:09 PM
Quote "The Paradox Because here’s the paradox: The more often you give your audience new content, the smaller your active audience becomes. Sounds counter-intuitive, but here’s why: The number of people who can commit to watching once a week FAR outweighs the number of people who can commit to watching 7 times a week (or more)."
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Pokémon Go is doing what few apps can – driving real-world traffic

Pokémon Go is doing what few apps can – driving real-world traffic | relevant entertainment | Scoop.it
“I think that, we hope to end up with a model where, potentially there could be a cost-per-visit type model where large brands and small brands, as well, could sponsor different elements of the game, with the end of interacting with players and really tapping into that enthusiasm of players,” he told the publication in 2014.
Vivalist's insight:
So Pokemon GO took the world by storm last week. The game is NOT Nintendo's creation as it is ex-Google's Niantic Lab that developed it and run the servers.

Niantic Lab was able to leverage on the Ingress IRL game that was already emphasizing on marketing potential (partnering with Jamba Juice for energy refill for example)

But, in addition to business opportunities, Pokemon GO has also a very positive effect on its players: they actually now have a reason to go out and enjoy themselves exploring the environment.

UPDATE: Vice started listing all the Rated-M real world encounters. That's what you get to see too when you adventure out in the world :)
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Bart Sutton's curator insight, July 21, 2:20 PM
Hmm, I guess the world needs a big brand  to get everyone doing what has been niche and experiment for the last ten years.
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Rodney Mullen Is Back With a 'Revolution'

Rodney Mullen Is Back With a 'Revolution' | relevant entertainment | Scoop.it
one of the most anticipated video parts in the history of skateboarding is scheduled for a July 11 premiere on Vogue.com.
Vivalist's insight:
Rodney Mullen is one of the most influential and creative skateboarders of all time. He's been away for too long, and today he is back in a video shot by videographer Steven Sebring with his system made of 100 cameras.
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Buzz Osborne's guide to the greatest Melvins albums ever made

Buzz Osborne's guide to the greatest Melvins albums ever made | relevant entertainment | Scoop.it
Since forming in Montesano, Washington in 1984, the group – rounded off by drummer Dale Crover and a constantly revolving door of bassists – have released a staggering 25 studio albums, 14 EPs, 12 live albums and 10 compilation records and have never settled on one idea for too long.
Vivalist's insight:
“I rarely know what people want but that doesn’t bother me too much”, says Osbourne. “The fact is, I would never have been happy doing the same thing over and over again. That wouldn’t have been me. Plenty of other bands could have gone down that line too, I just don’t think they had the guts to do it. But I’m not afraid. “You just have to keep doing what you’re doing and not concern yourself with the fact that maybe not everybody is on board with what you’re doing right now”, he adds. “If I started worrying about what people were going to like, I think I’d miss the boat; I’d be completely off base with what I was doing and I think it would be a complete failure. I’ve always thought that’s a mistake, and I’m certainly not going to change now. I don’t think I’m wrong either.”

I wish more musicians and artists in general had the balls to go down that road despite the fact that I've seen the Melvins many times - and once I got out of the venue pissed at them because I hated it. Then I went again anyway a few years later. It was then all punk intensity and I loved it, even though it wasn't what got me into The Melvins in the first place. They f*cking rock!
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First smartphone using Tango Depth-Sensing tech

First smartphone using  Tango Depth-Sensing tech | relevant entertainment | Scoop.it

The Phab 2 Pro is a smartphone with a big screen and a 3D camera that enables a set of virtual reality and augmented reality experiences by allowing you to scan your environment and mix digital items with your real-world environment, using Googles Tango technology

Vivalist's insight:
Lenovo just announced the release of the first smartphone using Google Tango's depth-sensing tech.

It is a very promising step toward more Augmented Reality features.

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Rescooped by Vivalist from Transmedia: Storytelling for the Digital Age
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How Tribeca 2016 Pushed Visual Storytelling Forward With ‘the bomb’ and More

How Tribeca 2016 Pushed Visual Storytelling Forward With ‘the bomb’ and More | relevant entertainment | Scoop.it

Via The Digital Rocking Chair
Vivalist's insight:
The film festival just ended with a custom show called The Bomb which blew some minds with live music and immersive screening.

Earlier this year at SXSW, I met Brazilian film director Ricardo Laganaro who worked on the beautiful semi-spheric experience at the Rio's Museum of Tomorrow. He was also convinced that VR headset were killing the social bond and that other directions integrating a common experience should be explored.


Adding live music is definitely a plus. For example, it really served the No Man's Sky during last year's Playstation Experience: A night under no man's sky
Adding VR-like 360° degree display to this would have been incredible :)

Finally, the film selection in the Tribeca's VR Arcade was great, helping to uncap the potential for this new media.
Among the creators there were Chris Milk and his VRSE as well as Standford Virtual Interaction Lab...
It might be a great place for VR and experential story telling in the future for sure...


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The Digital Rocking Chair's curator insight, April 26, 4:30 AM

 

John Fink:  "We discuss the thrilling multimedia documentary experience at Tribeca, along with select highlights from the festival’s VR arcade."

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A Survival Game Based On Actual Survival Techniques

A Survival Game Based On Actual Survival Techniques | relevant entertainment | Scoop.it
We just had a review pop up a few days ago, and the reviewer basically opened by saying that he can be pretty finicky about survival games because he’s a wilderness survival instructor. He said our game models actual wilderness survival the most closely and accurately of anything he’s played. That’s great praise for me. That made me so happy, because that was the intent. When we hit it, people who know this stuff are like, “Whoa, I recognize this. They did it correctly.”
Vivalist's insight:
the game creator admit that they part from real survival techniques at times when it was necessary for design / entertainment reasons - yet this seems like a legit way to learn a thing or two while having fun.
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Toonz Software Used by Studio Ghibli and 'Futurama' Being Made Free and Open Source

Toonz Software Used by Studio Ghibli and 'Futurama' Being Made Free and Open Source | relevant entertainment | Scoop.it
A complete and total gamechanger for the animation industry moving forward.
Vivalist's insight:
"With one announcement, the animation software game may have changed forever. Toonz, the software used by Studio Ghibli to produce films like The Tale of the Princess Kaguya, Howl’s Moving Castle, Ponyo and The Wind Rises, will be made free and open source to the animation community beginning March 26, 2016."

in another article pointing to download link, the auhor accounts that
"OpenToonz has already generated tremendous interest from the animation community. A user forum launched in the past 24 hours already boasts hundreds of discussions, while a development forum is launching deeper discussions of how to build out the software. Animators have also launched unofficial resource guides like this one on Tumblr and have started posting basic video tutorials"
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Introducing Amazon Lumberyard

Introducing Amazon Lumberyard, a free AAA game engine deeply integrated with AWS and Twitch 

Vivalist's insight:
Lumberyard is a free and cross-platform game engine which offers developers tight integration with the cloud based Amazon Web Services (AWS) platform and with Twitch (now owned by Amazon).
The engine is based on Crytek’s CRYENGINE and currently supports PC, PlayStation 4 and Xbox One platforms, with additional support for Mac/Linux and iOS/Android coming soon. 

Amazon GameLift is another new service for deploying, operating, and scaling session-based multiplayer games. With Amazon GameLift, Amazon Lumberyard developers can quickly scale high-performance game servers up and down to meet player demand, without any additional engineering effort or upfront costs.

We start to see their strategy unfolding after Amazon got into entertainment and production: from AWS (cloud, work services and places) to game studios, TV/films and the recent acquisition of Twitch... They have ambition beyond renting goats :)
In addition to their core distribution business, they work both content production and infrastructures - which wll likely make them a very strong actor of the entertainment industry in the years to come.

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