Drawing Machines: Nest

I am going to construct a hanging, nest-like installation made of found branches, sticks, ivy, and dried flowers. I will hang vine charcoal from the branches, using a pendulum-like motion to create a drawing on a piece of newsprint that…

Systems Aesthetics: An Early System – Ellipses and You

Since the beginning of this semester, we have studied several artists’ different approaches to creating systems. Ron Resch points out that a system is about a process. He creates a system by choosing a material, observing it, imposing rules on…

Level Design: Undertale 2

Undertale 2 doesn’t have a very specific world metaphor, but being 14 was the basis for a lot of the aesthetics of the game. The player controls a cross with an eye on it that is defending a large red…

Level Design: Gard3n

Gard3n is a pseudo-platforming game focused on simultaneous control of multiple player characters across multiple boards while avoiding enemies and collecting tokens. The game takes inspiration from time travel movies and movies that show alternate timelines. I think of each…

Level Design: Willow Run v2 Conference Mod

This is my conference expansion of our first collection tutorial mod. While in my last post I concluded that I was going to be done with this game, I had put in too much work already to be satisfied with…

Level Design: MONSTERGAME//Cassady’s Monster Adventure

This is my shooter mod. It retains most of the original features of the original space tutorial, including a scrolling background and two types of enemy AI. The basic world metaphor is that of a monster-infested bedroom, and the protagonist/player…

Art From Code: Lightning

My conference project started off as a suggestion by Angela to incorporate a random walker into my work. At the time, I had no idea what a random walker was or how to build a body of work around one…

Art From Code: A Response To Vera Molnár

Vera Molnar was a pioneer in computer artwork.  Molnar was born in Hungary in 1924.  She studied, and eventually received a diploma in art history and aesthetics at Budapest College of Fine Arts.  Although trained as a traditional artist, and…

Art from Code: Alone in the Dark

Vera Molnar used precise controls and exact measurements to create a sequence of images each with a single changing element.  Georg Nees used stochastic procedures and generative functions to create unique shapes which could easily be altered, changed, and or…

Level Design: In Loving Memory

In this shooter modification game, my goal was to make things as abstract as possible, since the game before this was so literal (the Reagan game). The basic world metaphor of my game is the same as the one as…

Level Design: In Loving Memory

(content warning: grief) The game I built for my conference work is a little bit different from the other games I’ve built in the past year. The basic world metaphor for my game comes from my experience with grief within…

Art ∞ Code – Climbing Fractal Evolutô

  Nature is unfathomable beyond our imagination. In my humble attempt to re-create natural phenomenons, I gained a deeper awe of its sheer intricacy. One of the most vital rewards I gained from my project was, a more profound grasp…

Drawing Machines Conference Work

My conference work was based off the work of my artist, Bolognini. He made machines that drew images no one could see so I thought about who the drawing were intended for and came up with an inspired sketch of…

Drawing Machine: Conference Project

My conference project is based on David Rokeby’s idea about the relationship between machines and humans. He is good at exploring and bestowing machines’ ability of reaction. In other words, machines can respond to people’s behaviors. Thus, I created this…

Level Design: Road Fire

My conference project mod was to take my shooter and elevate in animation and sound. The game play stayed the same as I still found it satisfying and engaging even with how much I had played the game. This first…

Level Design: Forest Fire

Forest fire was my mod for the shooting game that we did. Going into it I wanted to have a game that was still a shooter but had a non destructive setting. So I went with a fire truck putting…

Level Design: Farm Land

Farm Land was my mod of the collection game tutorial. The focuses of the redesign were world metaphor, zones, and bounds. All three of which i struggled with. Coming up tot the paper game I couldn’t think of any world…

Level Design: Safety Mania

Starting on the conference portion of the game, I knew that I wanted to work on the mechanics of this game, mostly refining the ones that existed. I also wanted to work on the look of the game because, while…

Level Design: Safety Mania

Since part of the prompt for this game was beginning with mechanics and then putting in a world metaphor, I decided to start with thinking about what mechanics of the shooter I liked and what I wanted to change or…

Drawing Machines: Resistance

When I first started to think of what I wanted do for my final conference project, something that really interested me was gears. I definitely wanted to incorporate gears into my project somehow. Whether that be the gears are part…