Analýza Designu Herní Hudby Samorost 2 a Samorost 3

Total Page:16

File Type:pdf, Size:1020Kb

Analýza Designu Herní Hudby Samorost 2 a Samorost 3 Masarykova Univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Bc. Tomáš Hambálek Magisterská diplomová práce Analýza designu herní hudby Samorost 2 a Samorost 3 Vedoucí práce: PhDr. Martin Flašar, Ph.D. Brno 2019 Prohlášení Prohlašuji, že jsem uvedenou práci vypracoval samostatně s využitím uvedených pramenů a literatury. V Želatovicích, dne 6.5.2019 ............................................. Tomáš Hambálek Poděkování Na tomto místě bych rád poděkoval PhDr. Martinu Flašarovi, Ph.D. za jeho ochotu, pomoc i cenné rady, které mi poskytl při vypracování diplomové práce. Obsah Úvod ........................................................................................................................................................ 5 1 Stav bádání ...................................................................................................................................... 6 1.1 Zahraniční literatura ................................................................................................................ 6 1.2 Bakalářské a diplomové práce ................................................................................................. 8 1.3 Populární reflexe herní hudby v ČR ......................................................................................... 9 1.4 Internetové zdroje ................................................................................................................. 10 2 DAW - Digital audio workstation ................................................................................................... 12 2.1 Hudební technologie a digitalizace ....................................................................................... 12 2.2 Způsoby práce v DAW ........................................................................................................... 15 2.3 DAW - Intuitivita, kreativita a vizualizace .............................................................................. 19 2.4 Zvukový a hudební materiál DAW ......................................................................................... 30 3 Tomáš Dvořák ................................................................................................................................ 35 4 Amanita design .............................................................................................................................. 39 5 Teoretický rámec pro analýzu ....................................................................................................... 41 6 Technologie realizace .................................................................................................................... 49 7 Samorost 2 ..................................................................................................................................... 55 8 Samorost 3 ..................................................................................................................................... 63 9 Srovnání obou soundtracků .......................................................................................................... 69 Závěr ...................................................................................................................................................... 71 Resumé .................................................................................................................................................. 72 Summary ............................................................................................................................................... 72 Resumen ................................................................................................................................................ 72 Seznam pramenů a literatury ................................................................................................................ 74 Přílohy .................................................................................................................................................... 79 4 Úvod V magisterské diplomové práci Analýza designu herní hudby Samorost 2 a Samorost 3 se budeme věnovat výše zmíněným hrám, stejně jako dnes naprosto nezbytnému prostředí DAW, bez kterého už prakticky není možné si současný proces hudební tvorby představit. Oba soundtracky ke hrám vznikaly tak jako naprostá většina dnešního hudebního obsahu, tedy právě v tomto virtuálním prostředí. V první kapitole si nastíníme současný stav bádání o herní hudbě. Představíme si jak zahraniční, tak i českou reflexi na téma hudby ve hrách. Česká reflexe je tvořena převážně diplomovými pracemi studentů a je jakýmsi soupisem toho, co bylo v českém univerzitním prostředí na téma herní hudby napsáno. Druhá kapitola pak pojednává o fenoménu DAW a je rozdělena do několika částí. Na úvod přibližuji postupnou digitalizaci hudebního prostředí. Zmiňuji možné způsoby práce v DAW a také to, jak zde funguje spojení vizualizace, intuitivity a kreativity, či jak jsou pomocí DAW podporovány. V závěru kapitoly se pokouším rozlišit zvukový a hudební materiál. Krátce také zmíním osobu Tomáše Dvořáka a jeho stručný životopis spolu s přiblížením jeho dosavadní práce. Zaměřím se především na tu hudební. Ještě stručněji pak zmíním společnost Amanita Design, která stojí za tvorbou obou her. V následující kapitole přiblížím teoretický rámec, ze kterého vycházím při své analýze. Jedná se o přístup ke zvukům z hlediska jejich interaktivity, dále pak přístup z hlediska virtuálního prostoru. Rozliším jednotlivé typy zvuků, vyjmenuji je a krátce charakterizuji. Na tento text poté navazuje kapitola, jež přibližuje jednotlivé fáze realizace herní hudby. V kapitole o Samorostovi se pokusím analyzovat zvukovou složku obou dílů z hlediska interaktivity, virtuálního prostoru a poté také celkovou zvukovou dramaturgii. U druhého dílu si z hlediska jeho kratšího trvání mohu dovolit projít všechny lokace se zaměřením na zvukovou stránku hry. U třetího dílu pojmu analýzu jako celek, jelikož jeho délka a celkový obsah je několikanásobně větší než díl druhý. Jako teoretický rámec pro zvukovou složku využiji publikace od kanadské muzikoložky Karen Collins a také diplomové práce Romana Ziga. Obojí podrobněji zmíním ve stavu bádání. Závěrečnou kapitolou je pak srovnání obou analyzovaných soundtracků. 5 1 Stav bádání 1.1 Zahraniční literatura V posledních letech se tématu počítačových her a jejich hudbě věnuje čím dál větší pozornost. Vznikají vědecké studie či publikace, které reflektují tuto uměleckou tvorbu jako svébytné a rovnocenné hudební dílo. Velmi významnou osobností v oboru herní hudby je docentka Karen Collins z kanadské Univerzity ve Waterloo. Její práce se zaměřuje na zvuk a hudbu v interaktivních médiích, dále pak zkoumá jak technologie působí a ovlivňují naši zvukovou zkušenost. Jedna z jejích stěžejních publikací nese název Game sound: An introduction to the history, theory, and practice of video game music and sound design1 a je považována za jakousi bibli herní hudby, jelikož obsahuje základní terminologický aparát a historický vývoj hudby pro hry. První čtyři kapitoly knihy se věnují historii a vývoji herní hudby, pátá kapitola pak nastiňuje technologie procesu výroby a vývoje. V dalších kapitolách se věnuje funkci herní hudby, vývoji dynamické hudby či spojení hudby herní a filmové. Další důležitou publikací je kniha From Pac-Man to pop music: interactive audio in games and new media2, která je souborem prací nejen skladatelů, ale i muzikologů. Kniha obsahuje pět kapitol, v nichž nás postupně seznamuje s hudebním průmyslem a jeho spojením s počítačovou hudbou, dále s mobilními vyzváněcími tóny, nástroji a jejich interakcí a technologiemi a technikami, které se používají pro tvorbu herní hudby. Pátá kapitola je zaměřena na historii herní hudby, hraní her bez hudby a použitím hudební teorie ve hrách. Poslední prací od Karen Collins je Playing with sound: a theory of interacting with sound and music in video games.3 Zde se autorka zabývá už převážně zvuku ve hrách, jejich interakci s obrazem, zvukovým přístupům a formám, v nichž se zvuk může ve hře objevit. Sborníkem studií s herní tematikou je kniha Game Sound Technology and Player Interaction: Concepts and Development4 od anglického profesora Marka Grimshava. Je tvořena pěti částmi, v nichž se věnuje interaktivní složce herní hudby, tvorbě zvuků ve hře, emotivní stránce herní hudby a technologií a současně hudebně-herní tvorbě. 1 COLLINS, Karen. Game sound: an introduction to the history, theory, and practice of video game music and sound design. Cambridge, Mass.: MIT Press, 2008. 2 COLLINS, Karen. From Pac-Man to pop music: interactive audio in games and new media. Burlington, VT: Ashgate, 2008. 3 COLLINS, Karen. Playing with sound: a theory of interacting with sound and music in video games. Cambridge, Massachusetts: The MIT Press, 2013. 4 GRIMSHAW, Mark. Game sound technology and player interaction: concepts and development. Hershey PA: Information Science Reference, 2011. 6 The Complete Guide to Game Audio for Composers, Musicians, Sound Designers, and Game Developers5 od Aarona Markse je další prací, ve které autor přibližuje především tvorbu a komponování herní hudby, ekonomické procedury hudebně-herního průmyslu a také herní platformy. Kniha Winifreda Phillipse A Composer's Guide to Game Music6 je, jak už je z názvu patrné, jakýmsi průvodcem skladatele ve světě herní hudby. Na ploše čtrnácti kapitol je psáno o potřebných schopnostech dnešního skladatele herní hudby, o rozdělení her, o funkcích a rolích hudby ve
Recommended publications
  • Gaming Systems and Features of Discovery Centre Station 1
    Gaming systems and features of Discovery Centre Station 1: XBox 1 with Remote The Book of Unwritten Tales 2 Wii U and Wii U Remote Braid Playstation 4 with Remote The Bridge Gaming PC with Gaming keyboard and The Cat and the Coup mouse Cave Story+ Downloaded games in station 1 include: Closure 7 Grand Steps, Step 1: What Ancients Begat Cogs 140 Coil AaAaAA!! – A Reckless Disregard for Colosse Gravity Colour Bind ABE VR Crawl Achron Cube & Star: An Arbitrary Love AltscpaceVR Dayz Amnesia: The Dark Descent Deep Under the Sky Analogue: A Hate Story Desktop Dungeons A Story About My Uncle Destinations B.U.T.T.O.N. Dinner Date Bad Hotel Dream Banished The Dream Machine Bastion The Dream Machine: Chapter 3 The Beginner’s Guide The Dream Machine: Chapter 4 Besiege The Dream Machine: Chapter 5 Between IGF Demo Dungeon of the Endless Bientôt l’été Dust: An Elysian Tail Bigscreen Beta Elegy for a Dead World BioShock Infinite Endless Legend The Binding of Isaac: Rebirth Ephemerid: A Musical Adventure BIT.TRIP RUNNER Estranged: Act 1 BlazeRush Carleton University Library and the Discovery Centre September 2019 Euro Truck Simulator 2 Interstellar Marines Evoland Intrusion 2 Evoland 2 Invisible, Inc. Fallout Jamestown Fallout 2 Joe Danger Fallout Tactics Keep Talking and Nobody Explodes Farming Simulator 17 Kentucky Route Zero Flotilla LA Cops FLY’N Legend of Dungeon The FOO show Life is Strange The Forest LIMBO Fotonica Lisa Frozen Synapse Little Inferno FTL: Faster than
    [Show full text]
  • Conference Booklet
    30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic
    [Show full text]
  • The Title Screen and Preamble Phase, the Tutorial Phase, and the Gameplay and End Phase
    ABSTRACT CARDONA-RIVERA, ROGELIO ENRIQUE. A Model of Interactive Narrative Affordances. (Under the direction of R. Michael Young and David L. Roberts). Interactive narratives are systems that mediate a player’sinteraction within a virtual environment through a narrative framing. They have become increasingly commonplace in educational, training, and entertainment contexts, but are non-trivial to design and develop. The field of artificial intelli- gence is poised to greatly impact the development of interactive narratives, due to the possibility of algorithmically generating game content. This content creation happens on the basis of a designer’s declarative specification and continues in response to a user’s interaction. Prior work in the area of procedural interactive narrative content generation has focused on algorithmically creating believable interactive narrative environments, without regard to how players will actually act within them. Because a player’sunderstanding of an unfolding story may be partial or incorrect, they may consistently act to advance a story that is incompatible with a designer’sintended narrative experience. Automated content generators therefore face the challenge of generating content that will prompt the player to act in a way intended by an interactive narrative designer, independent of the designer’s intervention. To address this automated design challenge effectively, I argue that content generators must reify the player’s cognition – specifically with regard to their intent – during the process of generation. A player’s intent could fluctuate during gameplay as a function of several factors in two broad categories: (a) structural features of the interactive narrative and (b) the player’s cognitive faculties. This dissertation introduces a model of interactive narrative affordances, which addresses the problem of anticipating the effect on the player’s cognitive faculties on the basis of structural features of the interactive narrative.
    [Show full text]
  • Samorost 3 V14702 Apk
    Samorost 3 V1.470.2 Apk Samorost 3 V1.470.2 Apk 1 / 3 Когда-то один ответственный гном в игре Samorost 3 нашел на пороге своего дома флейту. Которая ... 17,64 Mb · Скачать КЭШ Samorost 3 v1.470.2.. It's newest and latest version of Samorost 3 1.470.2 MOD APK + Data (amanita_design.samorost3. ... Download samorost-3-v1.470.2-mod.apk. 1. samorost 3 2. samorost 3. samorost 4 Samorost 3 - это продолжение одной из самых атмосферных РПГ, где все события происходят в девяти ... 17.64 Mb · Скачать КЭШ Samorost 3 v1.470.2.. Download Samorost 3 v1.471.2 (Paid) + OBB Android - Samorost 3 is an exploration adventure game from the makers of Machinarium.. ... в Samorost.... Скачать Samorost 3 1.471.2. ... Кэш к игре Samorost 3: папку из архива распаковать в /Android/obb/ ... v1.470.2 Оригинал.. Download Samorost 3 v1.470.2 Apk+data- The Ultimate Samurate Android Game from Apkhouse. Undoubtedly, fans of adventure games are ... samorost 3 samorost 3, samorost, samorost 2, samorost 3 walkthrough, samorost 4, samorost 2 walkthrough, samorost 3 apk, samorost 1 walkthrough, samorost 2 apk, samorost walkthrough, samorost 1 Adobe Flash Player update 25.0.0.171 mystery ... Android 4.1 a vyssi. Popis: Samorost 3 je dobrodružná animovaná hra plná hlavolamů a miniher od tvůrců Machinária a Botaniculy. ... https://uloz.to/!MSKSVoLfcJXW/samorost-3-v1-4-453-apk ... Samorost 3 v1.470.2 [Paid] Požadavky: .... Версия андроид: Android 4.1 ... Игра Samorost 3 рассказывает о том, как гном решил вернуть флейту владельцам. ... Скачать КЭШ Samorost 3 v1.470.2.
    [Show full text]
  • GOG-API Documentation Release 0.1
    GOG-API Documentation Release 0.1 Gabriel Huber Jun 05, 2018 Contents 1 Contents 3 1.1 Authentication..............................................3 1.2 Account Management..........................................5 1.3 Listing.................................................. 21 1.4 Store................................................... 25 1.5 Reviews.................................................. 27 1.6 GOG Connect.............................................. 29 1.7 Galaxy APIs............................................... 30 1.8 Game ID List............................................... 45 2 Links 83 3 Contributors 85 HTTP Routing Table 87 i ii GOG-API Documentation, Release 0.1 Welcome to the unoffical documentation of the APIs used by the GOG website and Galaxy client. It’s a very young project, so don’t be surprised if something is missing. But now get ready for a wild ride into a world where GET and POST don’t mean anything and consistency is a lucky mistake. Contents 1 GOG-API Documentation, Release 0.1 2 Contents CHAPTER 1 Contents 1.1 Authentication 1.1.1 Introduction All GOG APIs support token authorization, similar to OAuth2. The web domains www.gog.com, embed.gog.com and some of the Galaxy domains support session cookies too. They both have to be obtained using the GOG login page, because a CAPTCHA may be required to complete the login process. 1.1.2 Auth-Flow 1. Use an embedded browser like WebKit, Gecko or CEF to send the user to https://auth.gog.com/auth. An add-on in your desktop browser should work as well. The exact details about the parameters of this request are described below. 2. Once the login process is completed, the user should be redirected to https://www.gog.com/on_login_success with a login “code” appended at the end.
    [Show full text]
  • Challenges for Game Designers Brenda Brathwaite And
    CHALLENGES FOR GAME DESIGNERS BRENDA BRATHWAITE AND IAN SCHREIBER Charles River Media A part of Course Technology, Cengage Learning Australia, Brazil, Japan, Korea, Mexico, Singapore, Spain, United Kingdom, United States Challenges for Game Designers © 2009 Course Technology, a part of Cengage Learning. ALL RIGHTS RESERVED. No part of this work covered by the copyright Brenda Brathwaite and Ian Schreiber herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to photocopying, recording, scanning, digitizing, taping, Web distribution, Publisher and General Manager, information networks, or information storage and retrieval systems, except Course Technology PTR: as permitted under Section 107 or 108 of the 1976 United States Copyright Stacy L. Hiquet Act, without the prior written permission of the publisher. Associate Director of Marketing: For product information and technology assistance, contact us at Sarah Panella Cengage Learning Customer & Sales Support, 1-800-354-9706 For permission to use material from this text or product, Content Project Manager: submit all requests online at cengage.com/permissions Jessica McNavich Further permissions questions can be emailed to [email protected] Marketing Manager: Jordan Casey All trademarks are the property of their respective owners. Acquisitions Editor: Heather Hurley Library of Congress Control Number: 2008929225 Project and Copy Editor: Marta Justak ISBN-13: 978-1-58450-580-8 ISBN-10: 1-58450-580-X CRM Editorial Services Coordinator: Jen Blaney eISBN-10: 1-58450-623-7 Course Technology Interior Layout: Jill Flores 25 Thomson Place Boston, MA 02210 USA Cover Designer: Tyler Creative Services Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Indexer: Sharon Hilgenberg Australia, Mexico, Brazil, and Japan.
    [Show full text]
  • Herni Prumysl 2020.Indd
    Český Czech 20 herní Game 20 průmysl Industry Lubor Kopecký Program Kreativní Evropa je program Evropské unie na podporu The Creative Europe programme is a European Union programme evropské kultury. Financuje širokou škálu projektů - kromě fi lmo- supporting European culture. It fi nances a broad array of projects – vých festivalů, literárních překladů nebo vývoje a distribuce fi lmů along with fi lm festivals, literary translations and fi lm development i vývoj videoher. and distribution, it also includes video game development. Cílem podpory je usnadnit vznik projektů, které jsou na rozdíl od The support aims to facilitate the development of projects which běžné produkce originální, kreativní a které posilují evropskou are original and creative and which promote European identity identitu a kulturní dědictví. V roce 2019 podpořil program Kreativní and cultural heritage. In 2019 the Creative Europe programme sup- Evropa 31 videoher z 15 zemí celkovou částkou 3,8 mil. EUR. Posled- ported 31 video games from 15 countries with total funding of EUR ním českým projektem, jemuž se podařilo fi nancování Kreativní 3.8 mil. The most recent Czech project to obtain Creative Europe Evropy získat, byla hororová adventura Someday You‘ll Return od funding was the horror adventure Someday You‘ll Return, released malého studia CBE Software, která vyšla v květnu 2020. in May 2020 by the small studio CBE Software. Český herní průmysl je důležitou částí evropské herní krajiny. The Czech game industry is an important part of the European Nabízí inspirativní projekty, obsah a kreativní tvůrce. Důkazem toho video game landscape. It off ers inspiring projects, content and cre- je i tento přehled českých herních studií, který jednou za dva roky ative developers.
    [Show full text]
  • Dueling at a Distance
    MILITARY VIDEO GAMES VIRUS OUTBREAK Army amends AWOL policy Creaks might melt DOD says transmission risk after numerous high-profile your brain, but it’s on crowded airplanes with disappearances at Fort Hood beautiful, whimsical people wearing masks low Page 3 Page 13 Page 5 Correa’s ninth-inning homer helps Astros stave off elimination » Back page Volume 79, No. 130A ©SS 2020 CONTINGENCY EDITION Saturday, October 17, 2020 stripes.com Free to Deployed Areas ELECTION 2020 Army’s V Corps back in action as presence grows in Poland BY JOHN VANDIVER Stars and Stripes STUTTGART, Germany — The Army’s storied V Corps offi- cially reactivated Friday during a ceremony at Fort Knox, Ky., and a small portion of the unit is al- ready on the ground in Poland to take up a new mission. “We currently have a hand- ful of V Corps troops stationed in Poland and will continue to build capacity throughout the year,” U.S. Army Europe said in a statement. Full rotations to Poland will begin in the 2022 fiscal year, USAREUR said. The military announced in February that it was reforming V Corps to bring more command and control support to an expand- ing Army mission in Europe. In September, the Army selected Poznan, Poland, as the site for a command post. The U.S. and Poland are still working through red tape before fully launching the mission in Poznan, Defense Secretary Mark Esper indicated Thursday. “We EVAN VUCCI/AP (left); CAROLYN KASTER/AP also plan to rotate forward the lead element of the Army’s new V Left: President Donald Trump appears at the NBC News town hall at Perez Art Museum Miami on Thursday.
    [Show full text]
  • Samorost 3 Cosmic Edition Download Patch
    1 / 3 Samorost 3 Cosmic Edition Download] [Patch] You can learn more about and download all the new games by ... If you haven't signed up yet, Apple Arcade is available free for the first ... of A Good Snowman is Hard to Build and Cosmic Express – Simple but ... From the creators of indie classics Machinarium and Samorost ... Apple Arcade new game 4/3 .... how about a nice dreamy magic journey searching for your mysterious origins, and if you do find them ...stay there, samorost 3 gameplay trailer .... Samorost 3 Cosmic Edition contains the full game, 90-minute original soundtrack from acclaimed composer and musician Floex, and 170-page .... Samorost 3 is a puzzle point-and-click adventure game developed by Amanita Design. It is the third video game title in the Samorost series and the sequel to .... Samorost 3 is an adventure game by Amanita Design, the makers of ... Samorost 2Amanita DesignAnimation Image Par ImageArt Book PdfForest ... Samorost 3 Cosmic Edition ... Samorost 3 – Puzzle Adventure Game – Amanita Design ... Update 12: New Guest Cards - Zombie Tim Schafer and Zombie Ron Gilbert! · Z.. Version, 1.4.460 ... Samorost 3 is an exploration adventure and puzzle game from the ... Mac OS X, 10.7, Download the MacGameStore App to your Mac, then compare your Mac's ... Graphics were good, but blacked out in some parts until received an update and it played okay after that. ... Samorost 3 Cosmic Edition$22.99.. Download Samorost 3 APK 1.471.2 and all version history Samorost 3 ... Download Samorost 3.apk android apk files version 1.470.12 Size is ..
    [Show full text]
  • Game Developer
    INTERVIEW: NIGHTS CREATOR NAOTO OHSHIMA VOL16NO10NOVEMBER2009 THE LEADING GAME INDUSTRY MAGAZINE 0911gd_cover_vljf_REV.indd 1 10/21/09 11:22:16 AM POSTMORTEM CONTENTS.1109 22 5TH CELL'S SCRIBBLENAUTS VOLUME 16 NUMBER 10 SCRIBBLENAUTS is a pie-in-the-sky concept come to life, and there's a lot for developer 5th Cell to be proud of. Plus, in a game where the object is to write anything and have it come to life on the screen, what could go wrong? A whole lot, of course—from QA to localization DEPARTMENTS to controls, all facts are laid bare. By Joseph M. Tringali 2 GAME PLAN By Brandon Sheffield [EDITORIAL] To Be Continued FEATURES 4 HEADS UP DISPLAY [NEWS] 7 GAMING IN THE CLOUD Good Old Designs, Sense of Wonder Night 2009, and more. Companies like OnLive and Gaikai are promising the gaming world on a platter with cloud computing-supported game services. But 34 TOOL BOX By Zoltan Erdokovy and Bijan Forutanpour [REVIEW] how viable is it, really? Programmer Jake Cannell takes a look at the Luxology's Modo 401, and Real Time Cameras book technical and financial logistics behind this emerging space. By Jake Cannell 38 THE INNER PRODUCT By Mick West [PROGRAMMING] Jump To It 13 THE GAME DEVELOPER 50 In concert with our advisory board, we've highlighted 50 important 42 PIXEL PUSHER By Steve Theodore [ART] achievements of the last year-or-so, and associated them with specific Most Likely to Succeed persons in order to acknowledge individual work. It's no easy feat to distill the work of many into a few names, but we attempted it here.
    [Show full text]
  • Zkm Gameplay
    zkm_gameplay start new game ! Bernhard Serexhe ZKM_Gameplay The Game Platform at the ZKM At all times and throughout their history since then, but also the increased impor- humans have played; indeed, one could tance of video games as a general cultural even say that the entire development of technology. In youth culture, video games humankind, its evolution both as individ- have become one of the leading media uals and as a species, depends to a great in digital society. This is why, all over the extent upon play, whether purposeless or world, academies of art and design have purposeful, the pleasurable and natural introduced study courses where the exploration of one’s abilities and social production and design of video games is competence, as well as the testing and taught. Through their massive use by all constant pushing back of one’s limits. public media, advertising, and the film Children explore their environment in play, industry in particular, video games increas- just as both teenagers and adults learn ingly leave their imprint on our images of the material and social conditions of our real and virtual worlds. complex world through play. The use of digital technologies in art Thus, naturally, the game as a medium cannot be distinguished from their use in was already a focal point of the ZKM from video games. Artists have always engaged very early on. Since the mid 1990s, the creatively and enthusiastically with the ZKM | Media Museum has systematically potential of games and play, and thus added video and computer games to have contributed substantially to the its collection.
    [Show full text]
  • Amanita Design
    Amanita Design 23 December 2016 – 9 January 2017 KiBela, space for art MMC KIBLA, Maribor Amanita is among the best groups in the world; creators of modern-day computer images and digital realities, characterized by the proverbial Czech talent for illustration, a sense of humor, playfulness, and beauty, as well as original music, created either by themselves or through collaborations with Czech-based music bands. Their highly esthetical, technology-supported outputs produce a one-of-a-kind experience, a genuine buzz in the space where they are presented. Moreover, the Maribor exhibition is an opportunity to test and delve inside all of their games, to experience the intermedia manifestations of this extraordinary interdisciplinary group in the domain of contemporary arts and virtual realities. http://amanita-design.net/ In MMC KIBLA, Amanita Design is showcasing their entire production, available to users / visitors, and especially interesting for the children, since these are didactic artworks that help to build our ecological and social awareness. Beside other artworks and products they’ve created three substantial computer games: Machinarium (2009), Botanicula (2012), and Samorost 3 (2016) as a sequel to Samorost (2003), which was their starting point and Samorost 2 (2005). All three will be displayed with an addition of other web-games, interactive music videos and amazing graphic prints. Machinarium was developed over a period of three years and they financed the project with their own savings. The marketing budget for the game was a scant $1,000. Until this year it has sold over 4 million units and on the critic aggregate sites, the game has an average score of 85%.
    [Show full text]