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  1. Nothing You Have Done Deserves Such Praise

    Nothing You Have Done Deserves Such Praise is an art/ poetry/ adventuring game, a playland for exploring our ever-present desire for constant and over-blown rewards. Our worlds (digital and breathing) are filled with needless and unearned praise, we are built to love exploding trophies for fifth place. This art/poetry game satisfies your compliment addiction by celebrating your walking/ jumping/ falling through strange and wondrous anatomical lands.

    Nothing You Have Done Deserves Such Praise is a 2013 commission of New Radio and Performing Arts, Inc. for its Turbulence website. It was funded by the National Endowment for the Arts.

    (Source: Turbulence)

    Scott Rettberg - 25.09.2013 - 15:47

  2. Złe słowa / Angry Words

    Gra stanowi propozycję innej metodologii lektury: czytania jako niszczenia. Przy pomocy garści poręcznych wulgaryzmów czytelnik postawiony jest przed radosną koniecznością rozmontowywania monumentalnych tekstów kultury. Przeniesienie mechaniki Angry Birds do sfery tekstu jest drogą do nirwany. Projekt bezdyskusyjnie zwyciężył w konkursie na utwór nowomedialny ogłoszonym przez Korporację Ha!art w 2012 roku.

    Piotr Marecki - 18.10.2013 - 11:56

  3. Icarus Needs

    Daniel Merlin Goodbrey’s Icarus Needs is part of a series of works in which Goodbrey draws on the dual aesthetics of comics and classic video games. Built in Flash, the piece is strongly visual and provides a world of panels to explore. The player moves Icarus through the panels using standard keyboard controls, encountering dream-like objects (such as an oversized telephone) and hitting many dead ends and simple item-based puzzles that block progression out of the dream. The game as dream metaphor is explored fully (as one fragment of text warns, “Don’t fall asleep playing video games”) and creates a compelling world of flat 2D visuals in different monochromatic palettes. Icarus Needs is a hypercomic adventure game staring everyone's favourite mentally unhinged cartoonist, Icarus Creeps. (Source: ELC 3)

    The goal of the game is to find his girlfriend, save her and escape the game. He need's to complete different tasks to do so. The tasks are puzzles that Icarus needs to solve, and when a mission is given is either by Icarus himself or another character. He communicates trough talking bubbles. 

    Eirik Tveit - 06.09.2016 - 18:07

  4. The Pond at Deuchar

    This is an original art publication made for the iPad. Scroll, glide and plumb the depths of Helen Douglas's The Pond at Deuchar, exploring with your fingers and eyes this long unfolding artwork showing the multitude of life at the fringes of a pond.

    As you move past frog and toads you encounter arabesques of toad spawn, squiggles of tadpoles and other denizens of the pond. Plants embroider the edge and, intermingling with reflections, weave from below to the surface of the water and screen. All contribute to a dance of light, colour, surface and depth.

    Source: Clive Phillpot: http://www.weproductions.com/epub.html 

    Ana Castello - 16.10.2017 - 12:39

  5. A Narrated Portrait

    Eileen Hogan, the Co-Investigator in the research network, presented a screen-based project showing sketches and paintings she had made between 2008 and 2011 at the third workshop. The project explored how the experience of creating a portrait might be affected by the simultaneous recording of an audio life story with the sitter. Hogan sketched Anya Sainsbury while the latter was being interviewed by Cathy Courtney, Project Director for National Life Stories at the British Library. The resulting drawings in Hogan’s sketchbook, the final portraits, Anya Sainsbury’s recorded words and a short film of one session were brought together in A Narrated Portrait 2008–2011. Hogan soon realised that rather than being a new version of existing work, A Narrated Portrait was a new multi-media work in its own right which allowed viewers to listen to sound recordings and watch the film while virtually turning the pages of the sketchbook.

    Ana Castello - 16.10.2017 - 13:15

  6. Cody In Love

    The narrator of Alan Bigelow's Cody in Love may well be the most human-seeming machine (or machine-like human) viewers will meet in their lifetimes, warrantied or not. In a piece that's made for the screen (as well as about the literal and figurative ones we live behind every day), form meets content as the viewer must make a choice: Take Cody's intimate confidences at face value, or peek behind the already threadbare curtain that casts shadows over the (pre-code) lovesick musings of a man-machine's inner life.

    Source: https://www.cddc.vt.edu/journals/newriver/13Fall/editor.html

    Chiara Agostinelli - 20.11.2018 - 16:34