Art and video games |
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Video gamesportal |
Game Masters: The Exhibition was an exhibition curated by the Australian Centre for the Moving Image (ACMI). [1] The exhibition was designed to highlight the key designers who have had a large influence on video games and video game culture. Following the showing at ACMI, the exhibition began to tour internationally. Conrad Bodman, who also curated Game On , is the curator of the exhibition. [2]
The exhibition included over 125 playable games from over 30 different designers as well as concept and development artwork. Interview events with game designers have been hosted on location by ABC's Stephanie 'Hex' Bendixsen. [3]
This section's tone or style may not reflect the encyclopedic tone used on Wikipedia.(December 2014) |
Venue | City | Country | Start Date | End Date |
---|---|---|---|---|
Australian Centre for the Moving Image | Melbourne | Australia | 28 June 2012 | 28 October 2012 |
Museum of New Zealand Te Papa Tongarewa | Wellington | New Zealand | 15 December 2012 | 28 April 2013 [4] |
Powerhouse Museum | Sydney | Australia | 13 December 2013 | 25 May 2014 |
National Museum of Scotland | Edinburgh | Scotland | 5 December 2014 | 20 April 2015 |
Halmstad Arena | Halmstad | Sweden | 28 May 2015 | 31 August 2015 |
Oregon Museum of Science and Industry | Portland | USA | 13 February 2016 | 8 May 2016 |
COSI | Columbus | USA | 11 June 2016 | 5 September 2016 |
Museum für Kunst und Gewerbe Hamburg | Hamburg | Germany | 14 November 2016 | 23 April 2017 |
Fleet Science Center | San Diego | USA | 1 July 2017 | 18 January 2018 |
The Franklin Institute | Philadelphia | USA | 31 March 2018 | 3 September 2018 |
Science Museum of Minnesota | St Paul | USA | 15 February 2019 | 5 May 2019 |
National Film and Sound Archive | Canberra | Australia | 27 September 2019 | 9 March 2020 |
The exhibition showcased the work of over 30 notable video game designers, and featured over 125 playable games, [5] including original arcade games that are hard to find in working condition. Also displayed were concept and development artwork, and interview events with the game designers. The exhibition was divided into three sections: "Arcade Heroes" (highlighting games from the golden age of arcade video games), "Game Changers" (highlighting the works of paradigm-shifting game designers that greatly influenced later designers), and "Indies" (featuring indie games).
Designer | Games |
---|---|
Dave Theurer | Tempest, and Missile Command |
Ed Logg | Asteroids, and Centipede |
Eugene Jarvis | Defender, and Robotron: 2084 |
Masanobu Endo | Xevious, and Tower of Druaga |
Shigeru Miyamoto | Donkey Kong |
Tim Skelly | Reactor, and Rip-Off |
Tomohiro Nishikado | Space Invaders, and Gun Fight |
Toru Iwatani | Pac-Man, and GeeBee |
Konami | Scramble |
Taito | Elevator Action |
Designer | Games |
---|---|
Capybara Games | Critter Crunch, and Superbrothers: Sword & Sworcery EP |
Chocolate Liberation Front | Game Masters: The Game |
The Behemoth | Alien Hominid, and Castle Crashers |
Bennett Foddy | QWOP, and Getting Over It with Bennett Foddy |
Eric Chahi | Another World , Heart of Darkness , and From Dust |
Halfbrick | Fruit Ninja, and Jetpack Joyride |
Introversion Software | Darwinia, and Defcon |
Jakub Dvorsky | Samorost 2 , Machinarium , and Botanicula |
Jonathan Blow | Braid |
Markus 'Notch' Persson | Minecraft |
Masaya Matsuura | Vib-Ribbon and Parappa the Rapper |
Mountain | Florence (video game) |
Rovio | Angry Birds |
State of Play Games | Lumino City |
thatgamecompany | flOw , Flower , and Journey |
Ustwo Games | Monument Valley (video game) |
Space Invaders is a 1978 shoot 'em up arcade video game developed and released by Taito in Japan, and licensed to Midway Manufacturing for overseas distribution. Commonly considered as one of the most influential video games of all time, Space Invaders was the first fixed shooter and set the template for the genre. The goal is to defeat wave after wave of descending aliens with a horizontally moving laser to earn as many points as possible.
Joust is an action game developed by Williams Electronics and released in arcades in 1982. While not the first two-player cooperative video game, Joust's success and polished implementation popularized the concept. Players assume the role of knights armed with lances and mounted on large birds, who must fly around the screen and defeat enemy knights riding buzzards.
Sonic the Fighters, also known as Sonic Championship on arcade versions outside Japan, is a fighting game developed by Sega AM2. First released in 1996 in arcades on Sega's Model 2 arcade system, Sonic the Fighters pits players in one-on-one battles with a roster of characters from the Sonic the Hedgehog series.
Defender is a horizontally scrolling shooter video game developed by Williams Electronics in 1980 and released for arcades in 1981. The game is set on either an unnamed planet or city where the player must defeat waves of invading aliens while protecting astronauts. Development was led by Eugene Jarvis, a pinball programmer at Williams; Defender was Jarvis's first video game project and drew inspiration from Space Invaders and Asteroids. Defender was demonstrated in late 1980, before entering production in early 1981. It was distributed in Japan by Taito.
Space Harrier is a third-person arcade rail shooter game developed by Sega and released in 1985. It was originally conceived as a realistic military-themed game played in the third-person perspective and featuring a player-controlled fighter jet, but technical and memory restrictions resulted in Sega developer Yu Suzuki redesigning it around a jet-propelled human character in a fantasy setting. The arcade game is controlled by an analog flight stick while the deluxe arcade cabinet is a cockpit-style linear actuator motion simulator cabinet that pitches and rolls during play, for which it is referred as a taikan (体感) or "body sensation" arcade game in Japan.
Video game development is the process of creating a video game. It is a multidisciplinary practice, involving programming, design, art, audio, user interface, and writing. Each of those may be made up of more specialized skills; art includes 3D modeling of objects, character modeling, animation, visual effects, and so on. Development is supported by project management, production, and quality assurance. Teams can be many hundreds of people, a small group, or even a single person.
Eugene Peyton Jarvis is an American game designer and video game programmer, known for producing pinball machines for Williams Electronics and video games for Atari. Most notable among his works are the seminal arcade video games Defender and Robotron: 2084 in the early 1980s, and the Cruis'n series of driving games for Midway Games in the 1990s. He co-founded Vid Kidz in the early 1980s and currently leads his own development studio, Raw Thrills Inc. In 2008, Eugene Jarvis was named the first Game Designer in Residence by DePaul University's Game Development program. His family owns the Jarvis Wines company in Napa, California.
Kung-Fu Master, known as Spartan X in Japan, is a side-scrolling beat 'em up game developed by Irem as an arcade game in 1984, and distributed by Data East in North America. Designed by Takashi Nishiyama, the game was based on Hong Kong martial arts films. It is a loose adaptation of the Jackie Chan, Sammo Hung, and Yuen Biao film Wheels on Meals (1984), called Spartan X in Japan, with the protagonist Thomas named after Jackie Chan's character in the film. The game is also heavily inspired by the Bruce Lee film Game of Death (1972), which was the basis for the game's concept. Nishiyama, who had previously designed the side-scrolling shooter Moon Patrol (1982), combined fighting elements with a shoot 'em up gameplay rhythm. Irem and Data East exported the game to the West without the Spartan X license.
Krome Studios Melbourne, originally Beam Software, was an Australian video game development studio founded in 1980 by Alfred Milgrom and Naomi Besen and based in Melbourne, Australia. Initially formed to produce books and software to be published by Melbourne House, a company they had established in London in 1977, the studio operated independently from 1987 until 1999, when it was acquired by Infogrames, who changed the name to Infogrames Melbourne House Pty Ltd.. In 2006 the studio was sold to Krome Studios.
ACMI, formerly the Australian Centre for the Moving Image, is Australia's national museum of screen culture including film, television, videogames, digital culture and art. ACMI was established in 2002 and is based at Federation Square in Melbourne, Victoria.
Virtua Fighter is a series of fighting games created by Sega-AM2 and designer Yu Suzuki. The original Virtua Fighter was released in December 1993 and has received four main sequels and several spin-offs. The highly influential first Virtua Fighter game is widely recognized as the first 3D fighting game released.
Philippe Parreno is a French contemporary artist, living and working in Paris. His works include films, installations, performances, drawings, and text.
Melinda Rackham is an Australian writer, artist and curator.
Pac-Man is a fictional character and the titular protagonist of the video game franchise of the same name. Created by Toru Iwatani, he first appeared in the arcade game Pac-Man (1980), and has since appeared in more than 30 licensed sequels and spin-offs for multiple platforms, and spawning mass amounts of merchandise in his image, including two television series and a hit single by Buckner & Garcia. He is the official mascot of Bandai Namco Entertainment. Pac-Man's most common antagonists are the Ghost Gang — Blinky, Pinky, Inky and Clyde that are determined to defeat him to accomplish their goals, which change throughout the series. Pac-Man also has a voracious appetite, being able to consume vast amounts of food in a short timespan, and can eat his enemies by consuming large "Power Pellets".
David Sirlin is an American game designer and fighting game player.
The Art of Video Games was an exhibition by the Smithsonian American Art Museum which was on display March 16–September 30, 2012. The exhibition was designed to highlight the evolution of art within the video game medium over its forty-year history. Following its time at the Smithsonian American Art Museum, the exhibition toured to 10 additional venues in the United States. Chris Melissinos, founder of Past Pixels and collector of video games and gaming systems, was the curator of the exhibition.
An art game is a work of interactive new media digital software art as well as a member of the "art game" subgenre of the serious video game. The term "art game" was first used academically in 2002 and it has come to be understood as describing a video game designed to emphasize art or whose structure is intended to produce some kind of reaction in its audience. Art games are interactive and the result of artistic intent by the party offering the piece for consideration. They also typically go out of their way to have a unique, unconventional look, often standing out for aesthetic beauty or complexity in design. The concept has been extended by some art theorists to the realm of modified ("modded") gaming when modifications have been made to existing non-art games to produce graphic results intended to be viewed as an artistic display, as opposed to modifications intended to change game play scenarios or for storytelling. Modified games created for artistic purposes are sometimes referred to as "video game art".
Isabelle Arvers is a French media art curator, critic, and author, specializing in video and computer games, web animation, digital cinema, retrogaming, chip tunes and machinima. She was born in Paris in 1972 and currently lives in Marseille. She curated exhibitions in France and worldwide on the relationship between art, video and computer games, and politics. She also promotes free and open source culture as well as indie games and art games.
A gamemaster's screen, also called a GM's screen, is a gaming accessory, usually made out of either cardboard or card stock, and is used by the gamemaster to hide all the relevant data related to a tabletop role-playing game session from the players in order to not spoil the plot of the story. It also hides any dice rolls made by the gamemaster that players should not see. In addition, screens often have essential tables and information printed on the inside for the gamemaster to easily reference during play.
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