Wednesday, September 17, 2008

Videogames and design

One of my hobbies (when I'm not busy with homework...) is playing videogames. As such, I also like to keep up with videogame news through joystiq.com.

Below, I've posted some links from there that relate videogames and art:

http://www.joystiq.com/2008/09/17/agdc-reset-play-more-gaming-inspired-artwork/
^ The Reset/Play exhibit in the Arthouse in Texas

http://www.joystiq.com/2008/09/16/travelling-without-moving-wants-your-videogame-photos/
^An interesting idea for for more meaningful uses of screenshots

In addition, the trailer for the game Mercenaries 2 has not only a catchy song, but also a 'making of' video that shows the steps the company had to take to make the trailer. I didn't really think about it too much, but trailers themselves have to be designed pretty deeply too...it's not just splicing together a bunch of game footage:

Mercenaries 2 Trailer

Making of Mercenaries 2 Trailer

When you think about it, videogames have to be HIGHLY designed. The player must know where to go, what to do, and how to do it, most of the time without being explicitly told 'do this' or 'go here first.' It's something that should come naturally, and most unsuccessful games come from the player having to 'fight' the game, thanks to unclear graphics, confusing level design, glitches, bad button mechanics, or puzzle designs that are too hard to figure out or too hard to accomplish.

And finally:
Here's a small interesting website design...the company logo is also quite intricate, but fits nicely with the company name: Armature

"Why the name, Armature?

It really defines how we work as a company. It's defined as "a skeletal framework built as a support on which a clay, wax, or plaster figure is constructed" and we want to structure our development that way. The first stage of the development is the substructure, and then we direct a larger team of people to help us in filling out the full game."

~Interview with Armature by Joystiq

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