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The Simple Idea behind This Mind-Blowing 3D Interactive Sandbox

The Simple Idea behind This Mind-Blowing 3D Interactive Sandbox | relevant entertainment | Scoop.it
the real sandbox game of the 21st century - DIY with a kinect, VP and... sand
Vivalist's insight:
very impressive use of the kinect.
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Valve's Paid 'Skyrim' Mods Are A Legal, Ethical And Creative Disaster

Valve's Paid 'Skyrim' Mods Are A Legal, Ethical And Creative Disaster | relevant entertainment | Scoop.it

Valve and Bethesda's announcement of a jointly run paid Skyrim mods store has been met by nothing but fury from fans over the past 24 hours. Even modders, whom the idea is supposed to benefit, are coming out against the idea, which they deem detrimental to the entire community.

Vivalist's insight:

Mods have kept a game like Skyrim alive for years after many would have otherwise stopped playing. Bethesda is choosing to look at this like “why are these players not giving us more money?” rather than “wow, this is amazing advertising and community building for our franchise!” Modders usually love the games they mod, which is why they spend so much time on their creations. Changing the equation and turning them into employees is going to dishearten many of them, and attract the wrong sort of crowd.

 

SO, it did not take long before Steam announced they give up on the paid-mods system

http://steamcommunity.com/games/SteamWorkshop/announcements/detail/208632365253244218

And as usual, I love the Valve's tone of voice - honest & simple. They tried, failed and take the blow. Moving on.

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‘Apple doesn’t care': Why one longtime indie role-playing game maker has left iOS

‘Apple doesn’t care': Why one longtime indie role-playing game maker has left iOS | relevant entertainment | Scoop.it
In my repeated experience, any device more than a few years old loses the ability to run the new operating systems.

Programming for Apple devices has, for the 20 years I’ve been doing it, been a continuous hassle. Apple constantly makes the old code obsolete, forcing programmers to relearn and revise everything constantly. Sometimes, these changes lead to better devices and software. Other times, it’s just obnoxiousness with no gain for developers or users. It’s just something you learn to live with, until you give up.

And Apple doesn’t care. Why should they? In 2014, 500 games came out on iTunes a day. A day. I suspect that Apple would be ecstatic if 90 percent of game developers disappeared overnight.

 

I loved being an iOS developer. I though it was really cool, and quitting made me respect myself less as a developer. [but] sometimes a thing you want to do is too much hassle for the rewards. Part of being in business is recognizing those moments and making ugly choices.

Vivalist's insight:

It might be just one voice, a drop in the ocean, but the man has a point. Microsoft code is still valid 20 years after. Apple's code is not after 20months. It's another kind of planned obsolescence...

 

... Android / Linux is not a solution either - so Microsoft might have an opportunity to win back some devs' love with Windows 10.

 

http://www.theverge.com/2015/4/29/8511439/microsoft-windows-10-android-ios-apps-bridges

 

http://techcrunch.com/2015/04/29/microsoft-announces-continuum-turning-windows-10-phones-into-desktops/#.j31mmu:dldn

 

ALSO Microsoft launches Visual Studio Code, cross-platform code editor for OS X, Linux and Windows.

https://www.visualstudio.com/

 

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Former Disney execs "democratizing doing good"

Former Disney execs "democratizing doing good" | relevant entertainment | Scoop.it

Zig Zag Zoom is aiming to "channel the entropy" of players who have wanted to help causes but maybe were unsure of what they might do. "Seven out of ten young adults identify themselves as social activists but seven out of ten people aren't making an impact. They don't know what to do. Social activism is on the rise, sustainability is a big issue with all these companies right now - we're bringing these trends together with our mobiliz3 platform," says Former Disney Interactive executives Tom Kang

Vivalist's insight:

"It's like an airline frequent flyer program. As you play games, you get impact points and you're able to use those impact points for causes you care about," Kang explained to GamesIndustry.biz during GDC.

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OldSpice - Twitch

Old Spice Nature Adventure: Starts April 16
Vivalist's insight:

36K+ people already checked the page even though it won't be live until tonight US(ish) time. It is going to be a blast!

Old Spice is known to push the envelope in terms of video production so they won't show up with some half-baked BS... you can expect some major f*cked up moments :)

 

It might be the stepping stone to get Twitch OUT of the damn gaming scene and uncap its potential as 21st century TV... which has nothing to do with "video games" in the first place

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Very cool. Videogame based on Borges short story is in fact Borgesian

Very cool. Videogame based on Borges short story is in fact Borgesian | relevant entertainment | Scoop.it
The Statement of Randolph Carter

Robert Yang hopes that players of his latest game called Intimate, Infinite can be "patient" with its experimental nature. He made it across three months for makega.me's "Series" pageant, and is a multiple adaptation of Jorge Luis Borges's short story, The Garden of Forking Paths.... 


Via siobhan-o-flynn
Vivalist's insight:

"What Intimate, Infinite explores through the framework of The Garden of Forking Paths is how videogames allow us to experiment with alternative narratives and the infinite. Save states are good examples of this, as they allow us to load up a previous point in a narrative and explore its other possibilities. Likewise, checkpoints let us change the future by rewinding time and retrying to overcome what previously killed us.

Intimate, Infinite also goes far beyond speaking about videogames, and just like the riddles and textual puzzles that Borges employs, it introduces philosophical concepts such as modal logic, time paradoxes, and the ontology of possibility. It's an enigmatic text that has us think outside of our own linearity, but it always comes back to the same ending despite suggesting many other possibilities—it's made for interpretation; a starting point for complex thought."

 

you can check more entry from the Make Game's Series here:

http://forum.makega.me/c/pageants

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Mixed bag: Trans-media production blends film, drama, photo documentary and video games

Mixed bag: Trans-media production blends film, drama, photo documentary and video games | relevant entertainment | Scoop.it

The project’s genesis was “This Property Is Condemned,” a short play written by Tennessee Williams in 1946. And it turned into a drama. A film. A radio play. Twitter improvisation. A photo documentary. Live “streaming.” Video games.

 


Via The Digital Rocking Chair
Vivalist's insight:

“It’s like having a story with three chapters,” Tromovitch said. “Each on a different medium. Film. Play. Radio play. Soundscapes with visual images, music and words. An improv troupe on Twitter.”

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The Digital Rocking Chair's curator insight, April 9, 3:30 PM


Tony Sauro:  "These days, William Shakespeare’s “all the world” is more than just a theatrical “stage.”  It’s a drama. A film. A radio play. Twitter improvisation. A photo documentary. Live “streaming.” Video games."

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Marvel Unlocks New Age of Ultron Trailer With Tweets

Marvel Unlocks New Age of Ultron Trailer With Tweets | relevant entertainment | Scoop.it

Fans of Marvel's Avengers film franchise rejoiced this week when they were treated to the third instalment of the Age of Ultron trailer. Marvel had promised to unlock the trailer if fans tweeted about it, and as Snickers did during the lead up to the Super Bowl, they kept their promise.

Vivalist's insight:

Marvel is rolling out its perfectly tweaked plan, one brick at a time. And this is a cornerstone. Can't wait.

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Filmmaker Spends Half His Life Designing A Video Game No One Will Ever Play

Filmmaker Spends Half His Life Designing A Video Game No One Will Ever Play | relevant entertainment | Scoop.it
Tobias and the Dark Sceptres, in which a blond, mouthless character battles the Source of All Evil in the Universe. But since the early aughts, the world has moved on from amateurish indie games to sophisticated technologies like the Wii. At 27, Butcher realized he’d spent (wasted?) half his life designing a game likely no one would ever play.
Vivalist's insight:

fun video to backup the story of the TRUE game quest: the game for yourself

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Animating Van Gogh: World's First Fully-Painted Feature Film

Animating Van Gogh: World's First Fully-Painted Feature Film | relevant entertainment | Scoop.it
It is a fantastic endeavor and nearly finished - a movie made up of 56,800 stop-motion paintings, all presented in the style and told by the characters of the tale's protagonist: Vincent van Gogh. ...
Vivalist's insight:

incredibly promising, but I can't help but think that it is only technical innovation. The bottom line is that I'm not sure I would find such a movie interesting for more than 4minutes...

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Chris Milk, Spike Jonze, and VICE News Bring the First-Ever Virtual Reality Newscast to Sundance

Chris Milk, Spike Jonze, and VICE News Bring the First-Ever Virtual Reality Newscast to Sundance | relevant entertainment | Scoop.it

Digital artist and video director Chris Milk, filmmaker and VICE creative director Spike Jonze, and VICE News have partnered to [...] producing the first-ever virtual reality news broadcast, and bringing a new dimension — literally — to coverage of the recent protests against police killings.

The film — "VICE News VR: Millions March" — takes viewers into the December 13 rally that saw 60,000 protesters descend on the streets of New York to demand greater police accountability. The experiment will premiere on the new VRSE app developed by Milk to distribute virtual reality experiences, and will be unveiled Friday at the Sundance Film Festival.

Vivalist's insight:

Chris Milk recently created an app called VRSE to broadcast VR projects. Here he partners with Spike Jonze and Vice to produce a first "video" that could change journalism for good - it's all about immersion.

 

Another project directed by Milk with the UN was shwon at Davos this year. It allows one to see the daily live in a Syrian refugee camp using VR technology. It is also available on VRSE

http://techcrunch.com/2015/01/23/un-launches-powerful-oculus-virtual-reality-film-following-syrian-refugee-girl/

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A Google Computer Can Teach Itself Games

A Google Computer Can Teach Itself Games | relevant entertainment | Scoop.it
In a big step in the development of computers capable of independent reasoning, a team of Google researchers has created a machine that can figure out how to play and win video games.
Vivalist's insight:

interesting AI development from Google Researchers

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‘No Man’s Sky’ Sounds Amazing, Literally

‘No Man’s Sky’ Sounds Amazing, Literally | relevant entertainment | Scoop.it

No Man's Sky's visuals set it truly apart, influenced more by sci-fi literature of the 1960s and 70s than any modern-era aesthetics, gorgeous aquamarines and deep tangerines substituting several shades of grey. The game's audio is just as striking, though – and perhaps even more revolutionary than the visuals.

Vivalist's insight:

"Much of the music that 65days produce for No Man's Sky will ultimately be released as a record "proper" to accompany, and in its own way promote, the release of the game (which is still very much TBC, date wise). These tracks are locked-in-place creations that will remain unchanged, and are set to feature in the game at semi-scripted moments. But while working through what elements to turn into finished cuts and which to set to one side, 65days were careful to collect every "scrap" for a very special purpose: so that they could become part of the game's persistently generative ambient soundtrack, overseen by audio director Paul Weir.

This is the music that develops as the game progresses – or, rather, how you progress the game. It, and many sound effects too, will be mapped to specific parameters and generated accordingly. Explains Weir: "Whenever you're in space, or on a planet, or underwater, or in a cave, that physical state will be attached to its own audio state."

 

It sounds so promising :)

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Naughty Dog's History Of Animation

Josh Scherr has been at Naughty Dog for fifteen years and he explains the evolution of animation at Naughty Dog from Crash Bandicoot to Uncharted 4: A Thief's End

Vivalist's insight:

Game Informer recently released a video on Naughty Dog’s animation process and history.

 

The production value isn’t intense but they have tons of archive footage to illustrate the topic and it makes it quite entertaining.

As for the interviews, it is very minimalistic (with an ugly logo packed background).

 

I like the fact that it is not focused on ONE game in particular, making it quite corporate – with a relevant tech twist.

The whole part on the challenge of Mocap (and its link to animation) is very interesting in itself (around 7:00 on)

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The magic of TowerFall : Depth, simplicity, community

The magic of  TowerFall : Depth, simplicity, community | relevant entertainment | Scoop.it
TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Vivalist's insight:

"When we did the World Championships at GDC, I was a competitor, too. I think staying tight with the community helps with that, too. I think I have a good sense of what TowerFall needs."


This interview is THE pledge to consumer centric design.

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Microsoft (Yes, Microsoft) Has a Far-Out Vision

Microsoft (Yes, Microsoft) Has a Far-Out Vision | relevant entertainment | Scoop.it
At the meeting about HoloLens, Mr. Nadella told the team how he wanted the project to proceed. It was not going to be organized like Xbox, the company’s video game system, which developed as a semiautonomous republic. He wanted the group to be fully integrated into Microsoft.

That meant collaborating with people developing Skype, the company’s online voice and videoconferencing service, as well as the Windows and video games teams.
Vivalist's insight:

“You’re not going to ship this without making it work,” Mr. Nadella responded at the time. “One of the advantages of being C.E.O. is you say things like that and people rise to the occasion,” he said.

 

Looks like Microsoft's new CEO is getting things done, renovating this arrogant giant company into what it should always should have been.

 

Loads of great stuff is developed by Microsoft Research but poor management of innovation prevented the company to fully leverage on it in the past. HoloLens could be the game changer.

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Where Next for Reality?

Where Next for Reality? | relevant entertainment | Scoop.it

"we are entering an age of fluid reality"


Via The Digital Rocking Chair
Vivalist's insight:

good read exploring the potential impact of new technologies forcing a paradigm shift in our "life storytelling"

 

More interesting articles on the VR potential:

HOW TO MASTER YOUR THIRD ARM

BECAUSE IN A VIRTUAL WORLD, WHY SHOULD YOU ONLY HAVE TWO?

http://www.popsci.com/how-master-your-third-arm

 

CAN VIRTUAL BODY SWAPPING HELP FIGHT RACIAL PREJUDICE?BRAIN HACKING AND OPTICAL ILLUSIONS CAN INCREASE YOUR EMPATHY

http://www.popsci.com/how-master-your-third-arm

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The Digital Rocking Chair's curator insight, April 22, 3:12 PM


Robert Pratten:  "Stories are the way we make sense of the world. Our minds can’t deal with randomness and we see connections, causes and reasons even where there are none. Whether we are happy or sad, positive or negative, this is often the result of the story we construct – it’s the meaning we attribute to events and things that without human interpretation have no meaning. So powerful is story that the life we lead today is a result of the stories we told ourselves in the past.


We are entering an age of fluid reality."

Jeni Mawter's curator insight, May 4, 10:21 PM

Reimagining 'Reality' leads to Fluid Reality.

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Meet the Badass Muslim Female Super Hero We've All Been Waiting For

Meet the Badass Muslim Female Super Hero We've All Been Waiting For | relevant entertainment | Scoop.it
Burka Avenger has received worldwide acclaim for its success in reimagining and challenging what it means to be a Muslim woman or girl, from winning a Peabody Award to being nominated for an Emmy.

The show uses irony to captivate its audiences and convey larger themes. The subjugating burqa, which Jiya only wears at night to fight crime, is transformed into a symbol of empowerment as she fights villains with her own special martial arts, using books and pens, not guns or swords, as her weapons, and all with a silly twist — it is, after all, a kids' show.
Vivalist's insight:

the 3D treatment isn't top notch, but the initiative is worth mentioning. It's about time we get more representativity and inspiration for girls worldwide - regardless of where they live and what cultural/social/political environment they have to deal with

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Outland | Roger Ballen Photography

Outland | Roger Ballen Photography | relevant entertainment | Scoop.it

Outland is the culmination of almost twenty years work for artist-photographer Roger Ballen. Film maker Ben Jay Crossman takes us on a journey to the Outland to show us the mind inside the mind.

Vivalist's insight:

The video by Ben Jay Crossman is an ode to oddity. The footage is both beautiful and creepy as sh*t. The editing is mesmerizing, making great use of very short cuts including both sound and images. It's a blast!

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Google Maps will now transform your street into a Pacman level

Google Maps will now transform your street into a Pacman level | relevant entertainment | Scoop.it
Pacman can now be played in Google Maps, through a small button that allows anyone to play the game on real roads.
Vivalist's insight:

I cannot believe they removed it! A few days ago I checked it out and now it's gone. No more Pac Man in Google Map. I wonder when they'll realize they have a fantastic tool to play on, not only on April 1st...

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Interactive Docs for the Nonbelievers

Interactive Docs for the Nonbelievers | relevant entertainment | Scoop.it
A checklist of great interactive documentaries

Via siobhan-o-flynn
Vivalist's insight:

carefully selected references, out of the big business projects driven by marketing. Here are some very fine inetractive work, listed and reviewed.

 

It would then be a good idea to carry on with rich media articles produced by the New York Times, The Guardian or smaller and newer media outlet taking full advantage of all that the digital age can offer in terms of user experience.

Lots of journalists tend to see this kind of articles as a gimmick that prevent the readers from reading the actual press article - and sometimes it does. But well balanced, I'm convinced that all medias contribute to the immersion. There's room for text & pictures, along with moving pictures (thru WebGL) that blur the line with video, for soundbytes and field recordings, for videos, cartoon animations, etc...

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Computer-Assisted Authoring of Interactive Narratives - Disney Research Hub

new authoring paradigms and computer assisted authoring tools for free-form interactive narratives. We present a new design formalism, Interactive Behavior Trees (IBT’s),
which decouples the monitoring of user input, the narrative, and how the user may influence the story outcome. We introduce automation tools for IBT’s, to help the author detect and automatically resolve inconsistencies in the authored narrative, or conflicting user interactions that may hinder story progression
Vivalist's insight:

a way to make fluid narrative customization 

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The Rise and Fall and Rise Again of Game Design Rules

The Rise and Fall and Rise Again of Game Design Rules | relevant entertainment | Scoop.it

Game designers create rules.  It's practically the job description for what we do.  As game designers, we tend to see the entire world in rules, imagining how life can be better understood as a rules-based system, because rules-based systems are what we create.  In digital games in particular, these rules tend to be hard and fast - because a computer inherently only understands true and false, not shades of gray.  And since we spend our time thinking in rules, it's not surprising that many game designers attempt to apply the same rigor to the craft of making games that we do within the games themselves.

Vivalist's insight:

Looking (back?) on the 400 Project and elaborating on the use of rules (of thumb), not rigid laws, while designing games.

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Telltale Games CEO Kevin Bruner discusses new venture The Super Show

Telltale Games CEO Kevin Bruner discusses new venture The Super Show | relevant entertainment | Scoop.it

It’s no surprise then, that Telltale’s newest venture bridges the gap between episodic video games and television and combines the best of both worlds—a Super Show.

Vivalist's insight:

Lionsgate (producing TV shows such as Mad Men) invested in TellTales and the result will likely be original creations under the "Super Show" umbrella.

 

Can't wait to see what they come up with...

 

" if you play the interactive episode first, certain elements of the scripted episode portion will be tailored to reflect some choices made in your interactive play through. If you watch the show before playing, some elements in the interactive portions may be presented differently than if you played first. The interactive episodes will never release without a scripted episode, they will always come out together." That's very interesting and new! 

 

And in case you wonder if it is still video games we're talking about, Telltale's answer is that it doesn't matter - and I agree :)

http://www.gamesradar.com/developer-telltale-games-doesnt-care-if-its-products-are-called-games-or-not/

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'The Order: 1886' Is A Beautiful, Failed Experiment In 'Cinematic' Gaming

'The Order: 1886' Is A Beautiful, Failed Experiment In 'Cinematic' Gaming | relevant entertainment | Scoop.it

The Order: 1886 is another class [of movie-like games], a type of game only made possibly by the recent advancements in console graphics with this new generation. We’re now at a point where the type of gorgeous cinematic cutscenes we’ve seen in games for years, can now slide smoothly into the game engine itself. In The Order’s case, that means an entire game that’s essentially one fluid cutscene, occasionally interspersed with moments of character control and combat.

Vivalist's insight:

Yet another attempt at blending movie and video games that seems to fall short. But they will get there eventually.

 

It is both the viewers / gamers AND the game devs / movie directors that will need to meet half way - and technology could help them do that once you get rid of the controller.

 

Here is another article focusing on the underlying "problem" of the game http://www.forbes.com/sites/davidthier/2015/02/20/the-order-1886-reviews-prove-something-is-changing-in-videogames/

It explores the console gaming's quest for hyper realistic content and the changing game environment

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So you want to be a tabletop game designer…

So you want to be a tabletop game designer… | relevant entertainment | Scoop.it

While many of my blogs go into the details of how to do things right once you have a clue or you already have a start on your game, they fail to answer a common question I’m asked: “Where do I start?”


There are a few answers to that depending on how you personally think though problems, but most of the resources you’ll need are on the Internet.

Vivalist's insight:

huge amount of game design tips and online resources!!

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