Thesis 2012: Deautomatized

As the semester draws to a close, we’d like to preview some of the cool games-related thesis projects getting built at Parsons. Come play them at the MFADT Thesis show opening, May 6th, 7-10 PM at 6 East 16th Street // 2 West 13th Street. (And yes, there will be beer.)

Deautomatized is a hardware installation where two people trade vision and inevitably end up touching each other in strange ways. No one’s sure why people inevitably start caressing each other — maybe it’s the mirror effect, maybe it’s a side-effect of defamiliarization. Whatever it is, it’s trippy. Project by Pavel Mamontov.

Thesis 2012: Guardians of the City

As the semester draws to a close, we’d like to preview some of the cool games-related thesis projects getting built at Parsons. Come play them at the MFADT Thesis show opening, May 6th, 7-10 PM at 6 East 16th Street // 2 West 13th Street. (And yes, there will be beer.)

GUARDIANS OF THE CITY, a superhero street art project to empower children to roleplay for a brighter future, by Liz Belfer and Lea Faminiano.

Thesis 2012: Gaming the System

As the semester draws to a close, we’d like to preview some of the cool games-related thesis projects getting built at Parsons. Come play them at the MFADT Thesis show opening, May 6th, 7-10 PM at 6 East 16th Street // 2 West 13th Street. (And yes, there will be beer.)

GAMING THE SYSTEM, a board game to help detained immigrant youth understand their rights, by Lien Tran.This project is in partnership with AmigoLegal and recently won the $10,000 grant prize in The New School’s inaugural New Challenge for social innovation.

Thesis 2012: You Have Your Lebanon and I Have Mine

As the semester draws to a close, we’d like to preview some of the cool games-related thesis projects getting built at Parsons. Come play them at the MFADT Thesis show opening, May 6th, 7-10 PM at 6 East 16th Street // 2 West 13th Street. (And yes, there will be beer.)

YOU HAVE YOUR LEBANON AND I HAVE MINE, an absurd camera-powered motion installation about religion and stereotyping in Lebanon, by Tamara Chehayeb Makarem.

Thesis 2012: Dental Play / Naked Mouth

As the semester draws to a close, we’d like to preview some of the cool games-related thesis projects getting built at Parsons. Come play them at the MFADT Thesis show opening, May 6th, 7-10 PM at 6 East 16th Street // 2 West 13th Street. (And yes, there will be beer.)

DENTAL PLAY / NAKED MOUTH, a game console / medical device for dental patients to occupy themselves as their mouths get renovated, by Ming-Che Tu.

Thesis 2012: Souvenir

As the semester draws to a close, we’d like to preview some of the cool games-related thesis projects getting built at Parsons. Come play them at the MFADT Thesis show opening, May 6th, 7-10 PM at 6 East 16th Street // 2 West 13th Street. (And yes, there will be beer.)

SOUVENIR, a first person adventure game by Mohini Dutta, Ben Norskov, and Robert Yang. Music / sound design by Alejandro Ghersi. Character art and concept art by Shi “Stone” Huang.

de_dust and the reality / unreality of game architecture.

This is part of a series of short essays I’m writing for my architecture criticism class; our assignment was to blog in our own voices about architecture.

Last July, the German new media artist Aram Bartholl secured funding from Rhizome to begin building de_dust, a popular video game level, as a 1:1 scale model cast out of solid concrete. It would be a crime to paraphrase his concisely argued rationale, so I’ve pasted a large chunk of it here:

“Computer games differ from other mediums such as books, movies or TV, in that spatial cognition is a crucial aspect in computer games. To win a game the player needs to know the 3D game space very very well. Spatial recognition and remembrance is an important part of our human capability and has formed over millions of years by evolution. A place, house or space inscribes itself in our spatial memory. We can talk about the qualities of the same movies we watched or books we have read. Continue reading

Why game architecture matters.

This is part of a series of short essays I’m writing for my architecture criticism class; our assignment was to blog in our own voices about architecture.

It may seem strange to write criticism on virtual architecture.

After all, “real” buildings are commitments to the future, the result of considering countless affordances offered by cost, materials, building codes, urban planning, stakeholders, history, land use, style, etc. Every single building must be built to remain for some period of time, and even the most fanciful and esoteric structures must provide some sort of roof or shelter. This very practical notion of building things for humans has grounded architecture as a discipline.

Virtual buildings have no such constraints. In a virtual world, coliseums can float like clouds, steel frames are purely cosmetic, and matter / energy are limited only by computing power and memory. So in a way, this virtual architecture is limited by money and time, just like anything “real.” Continue reading

MFADT Spring Fair 2012!

Come to Parsons MFA Design and Technology’s first ever “Spring Fair” — basically we’re just going to show all the different wacky things we’ve been working on for the past year. There’ll be interactive installations, robots, games — it’s basically just some plain cool shit.

I’m planning to show my first person sex education game CondomCorps XXLL, fellow student Andy Wallace is going to have some Doodle Defense going, and we hear Ramiro “Hokra” Corbetta has something up his Brazilian sleeves. Also, meet a bunch of cool people who use technology for something other than video games! (yeah, I don’t get it either)
Sunday, April 15th.
1 – 6 PM.
Stay as short or long as you want.
6 East 16th Street, 12th floor. (map)