News for February 2008

Video Game as a Production Tool

I’ve been a bit lapse in updating my blog but here’s my thoughts and research.

I had originally been interested in exploring games as a metaphor for software development considering my love of football but the more I read, the more I became interested in video games being used as development software. I was already aware of machinima following on from my attempts at it last year but I was quite keen to explore other avenues. Something that started to appeal was a practice called sonichima; producing generative audio from playing a video game. Not being much of a gamer, I thought it would be fun to make a piece of ‘music’ now and then practice so that I became more adept at the game and then make another piece, almost like turning the game into a musical instrument. However what I discovered was that it didn’t really have much of an impact on the improvement of the sound generated.

Following on from this, I did more research and was particularly interested in Alison Mealy’s project Unreal Art and Julian Oliver and Steven Pickles’ project q3apd. They used different games but each had a common technique; that of making maps so that they had more control over the outcome. Therefore I decided that I would try the same using the level editor of Unreal Tournament. Effectively working backwards in my opinion, I worked out the locations where my bot needed to be so that the x and y coordinates logged into the system file would generate the required note in my Processing script – or at least as close as possible to be fairly recognizable. To hear the results and to loadup your own UT system log and make music, follow the link below.

Unreal Soundz

Video Games as a Production Tool readme

Posted: February 15th, 2008
Categories: Histories & Futures, Masters
Tags: , , , ,
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s-os

So s-os started last night at Plymouth Arts Centre and provides an operating system for the social life of Plymouth. As the site says “Whilst town planners and architects model the ‘physical’ City and Highways Department’s model the ‘temporal’ ebb and flow of traffic in and around the City, S-OS will model the ‘invisible’ social exchanges of the City’s inhabitants. Plymouth Arts Centre will be converted into a ‘Central Processing Unit’ to run S-OS as a RealLife Social Operating System, generating creative interventions and strategic manifestations on, by and for the citizens of Plymouth.”

My contribution to it is sosHappis which is a mobile phone app that measures your level of happiness. Based on Opta stats used to measure a footballer’s performance within a match, you simply pick the indicators that have happened to you on the day and your personal happindex is generated. You can then load them in onto the main server and an overall figure for the city is calculated. Download it from here and give it a go.

The exhibition runs until 6th April, more information can be found here.

Posted: February 7th, 2008
Categories: Invisible Architecture, Masters
Tags: ,
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