Sam

06 Feb 2013

Embers (The Digital Artists)

Embers isn’t a particularly impressive demo to look at. What is impressive is this:

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This is the entire compiled code for Embers. It is only 1020 bytes, and yet the demo manages a soundtrack and variety in the procedurally-generated environments which is rarely seen at this size. Tiny demos are all about unwinding intricate generative scenes from obscenely small amounts of code, and Embers represents an immense step forward in that regard.

Silk (Yuri Vishnevsky and Mat Jarvis)

weavesilk

Silk intrigues me because it has taken an extremely simple idea, that of building curves with the user’s mouse, and yet it has been executed in a way that creates a very rich sculptural experience for the user. The fade-off of the colors and basic applications of symmetry present an easily-learned interface and quickly produce undulating surfaces and voids, almost as alien hallways out of science fiction. One part of me yearns for more controls and capabilities in the interface: wider color selections, more complex symmetries, methods of rotation and translation. Yet at the same time, I feel that the project would become lost under those extensions, and that the present, limited interactions are already sufficient to produce intriguing sketches.

ANGELINA project (Michael Cook)

angelina_santa

ANGELINA designs games. She is an ongoing project developed by Michael Cook to produce an artificial intelligence which can generate games without any human input. The project began with simplistic collision-based games, and has evolved towards side-scrolling adventures, reminiscent of the original evolution path of human-designed games. ANGELINA, originally dependent on the work of Cook and others to provide many of the underpinnings of her games, now engineers all of the mechanics of the games herself, and is growing to develop even the images and music for games unaided, all while responding to feedback from real-world users of the games. I find this project especially intriguing because computer-invented computer games seem unlikely to experience the cultural shunning that other forms of artificial art have encountered from the existing community of creators, simply because the idea of computers doing fantastic things all on their own is already part of the paradigm.