Searching Tags: 2012
  • Hello World! Processing

    http://www.hello-world.cc

    Co-directed with Raúl Alaejos, produced by Ultra-lab

    Hello World! Processing is a documentary on creative coding that explores the role that ideas such as process, experimentation and algorithm play in this creative field featuring artists, designers and code enthusiasts. Based on a series of interviews to some of the leading figures of the Processing open programming platform community, the documentary is built itself as a continuous stream of archived references, projects and concepts shared by this community.

    The documentary is published under a Creative Commons license in the site www.hello-world.cc .

  • TAMAL - Game engine for collaborative game design

    http://www.croopier.com/comunidad/mundotamal

    http://culturambiente.es/blog/

    Artist María Andueza and me were invited by the Culturambiente association to propose a workshop on game design as part of the spanish cooperation agency (AECID) program of activities.

    We designed a specific game engine and proposed a collaborative creation workshop. We were able to conduct it in the Cultural Center of Spain both in Managua (Nicaragua) and San Salvador (El Salvador).

    The workshop consisted of a two week process where participants -graphics designers, programmers and environmental activists- produced since the beginning of their learning process interactive sequences to be aggregated to the final game.

    Review of the resulting videogame by the newspaper La Prensa Gráfica (spanish):

  • COLLscreen: a public space NES games exhibition
    / (1 of 2)

    Curatorial project of a public space exhibition of games produced for the NES platform for the Cromafest 2012 festival in Mexico DF.

    The exhibition was installed as a big screen in the public park Parque España. Visitors were invited to install the app of the project in their mobile devices to transform them into the control-pads of the videogames.

    The selection included games created by the industry in the 80s, games and interactive pieces created by artists and independent game developers for this platform in the recent years, as well as hacks and mods published by its large community of players.

    Two user videos:

  • Digital Fabrication: Repeat. Transform. Parametrize
    / (1 of 2)

    How can we think of systems, abstraction and emergent behaviours through digital fabrication? How can we grasp the notion of growth of structures, or of digital structures as well, with the aid of multiple 3d printers working at the same time?

    Daniel Artamendi proposed a very interesing workshop around these topics to Pello Mitxelena, a vasc sculptor, and me, as part of the workshop program he has been developing in Arteleku (Donosti).

    Rather than thinking of printing objects, how can we start to think of the idea of printing systems? The workshop was a two day creative meeting with several people with different backgrounds, from architecture, education and engineering to arts.

    In order to introduce some concepts around algorithms to the participants in the workshop, I prepared a series of tutorials in Processing connected to the building of elementary snappable "coded" pieces. This code has been further elaborated by Mikel del Valle and will be released soon as an open source tool to "program" printable pieces.

    I worte post-workshop review here (spanish only): http://ultra-lab.net/blog/sistemas-y-modularidad-volvemos-de-arteleku

    You can browse also through its flickr set: http://www.flickr.com/photos/62141688@N08/sets/72157631827373101/

    Or hear a conversation with Pello Mitxelena, in a video (spanish only) here: https://vimeo.com/57051140

  • Suma de códigos. Videogames in the public space

    Mexico DF, February 13-17, 2012, in collaboration with María Andueza

    SAE Insitute Mexico - http://mexico.sae.edu/

    The city is a process landscape where people, machines and infrastructures cohabit and populate a space-time experience so complex that allows infinite variations and local site specificities.

    This was a 5 day workshop where we set up a process of intense collective creation and discussion with a complex videogame as a result.

    We proposed to think a specific spatial context in terms of game design, and explained gradually a set of tools we had prepared to work with Processing and Android devices:

    - Day 1. The room - The space and its representation in a map - Interaction

    - Day 2. The building as a situation database - QR Codes

    - Day 3: A specific open space, the park - Mobile cameras, image upload, public sharing content networks.

    - Day 4: The streets, the map - The city as a situation game engine - GeoData and Google Tables

    - Day 5: The complete game - Project presentation

    We prepared a website of the workshop (spanish only): http://sumadecodigos.hotglue.me/

    And posted all the codes (a lot of useful classes to work with Android Processing) here: http://ultra-lab.net/code/wiki:android

    Finally, you can read a post-workshop review by María Andueza here (spanish only): http://mariaandueza.wordpress.com/2012/02/28/resultados-taller-suma-de-codigos-en-mexico-d-f/