This post should have been written in September, but laziness kept me. The video you see above I only got around to finishing last night. Depicted in the video is an art installation for Centro Cultural Palacio La Moneda’s freshly opened art and technology space. I undertook programming duties in the project which I was invited to by Sebastián Skoknic and Francisco Fuentes.
The work uses an ordinary webcam to detect user movement, which causes stuff to happen on the screen under five distinct modes that the user can switch between via a menu that’s also motion-activated, located on the far right side of the physical space. This menu was poorly conceived, and causes plenty of user confusion due to how easy it is to obstruct with the body, which would cause random buttons being constantly activated. There are plans to scrap it in favor of a physical interface located on the ground.
An interesting feature is that it silently captures images as seen by the camera every thirty minutes. These might get collated later on and used for a video depicting users interacting with the installation over the months in sped-up form.
If you’d like to give this a try but can’t attend the actual physical space, there’s also a web version that can be used with your computer’s webcam. Go to the site of the exhibit and click the last button in that horizontal bar, the one that says ‘¡Muévete!’ Then, click on ‘Juega!’
Este es, creo, el primero de mis juegos que contiene una (relativa) gran cantidad de español. Por lo común los hago en inglés por razones de audiencia y de los círculos que frecuento. Desde hace un tiempo que quería hacer uno bilingüe, para jugar con las intersecciones y exclusiones que se producen entre grupos culturales diferenciados por su lengua, y ahora lo hice.
I can now hold in my hands the physical result of half a year of work, the freshly printed book for children called Jugosa cocina para niños (juicy cooking for kids) that, in addition to containing plenty of recipes meant for them to prepare by themselves (with an adult’s helping hand), includes all sorts of trivia about ingredients and the culinary art, and which, the author says, is meant to help the children recognize the value in the food that they eat, think about nutrition, and put their creativity into practice. It was a fun project, in which I was involved as an art director and layout designer.
I made this video for a local competition of short format videos, called Nanometrajes. Sadly, I couldn’t come up with anything to make, until it was already only a few days until the deadline, so I came up with a simple plan. I didn’t have a video camera (the one I use usually is my dad’s), so I’d have to animate. I decided to use my photo camera to capture the zooming shots you see in the video, taking two steps between each frame. Since I didn’t have much of a story or context, I decided to make these oneiric, and basically make it all the interpretation of a dream. That’s how I came up with the narration, which, translated, goes as follow:
I dreamt that, in a fish tank, there was a whale. Every fish wanted to be eaten by it—they crowded in front of its mouth. The rush was such, that, shortly, only the whale was left in the fish tank. Alone, and without sustenance, the whale died.
I thought that a fable was perfect to complement visuals that didn’t have much to do with it. I meant it to represent the metropolis, but it can be read in several ways.
The other sounds all came from my own mouth. I used a Nintendo DS and NitroTracker to sample my voice, and to structure the sounds into what you hear. The video was made using After Effects. This whole project was completed in around 10 hours. (continue reading)
As of today (yesterday), I am a professional graphic designer. My final project, which I now refer to as Campodecolor (Spanish for ‘Colorfield’), was the same videogame I have been talking about for some time, the one about visual composition. It’s not finished as a project, but an important milestone has been reached: its first purpose has been accomplished, which was to get me my degree. Of course.
Here’s my project report (in Spanish), which is a bit out of date and a bit incomplete, but I guess it shows the main arguments that support my project. I have touched on these a bit in past posts, and I might do it further in the future, because they are based on my opinion that videogames, as an artform, can be a relevant contribution to society.
For my defense I had to —evidently— show the game, and do a presentation of basically a recap of the same points already covered on the report. On top of that, during the past week I recorded some playtests, and edited a brief video with that material to show to the committee that graded my work. It was pretty funny to watch the testers stumble around and finally grasp the mechanics a bit, though some came to the conclusion that the game was more about the music than the visual aspect, which, I suppose, is a compliment to the sound design in the end.
I have uploaded the version of the game that I presented today (yesterday). The algorithms are still lacking, I’m afraid, but I plan to make them my top priority now. The dynamic audio is created using the minor pentatonic scale, with the sound of a Rhodes piano, as recorded by Guy Cockroft. I’m glad it sounds as well as it does, considering the notes are selected randomly from the scale. Since it seems to be crediting time, I have to thank Stephen Lavelle and muku for their invaluable help and suggestions on all aspects of my game. Also, of course, my teacher throughout this whole process, Eduardo Castillo. (continue reading)
increpare (Stephen Lavelle) just released an entry for the CODEAR Single Boss Game competition that is currently running, called Infidelidad (Infidelity). Since the competition is held by the ADVA (Video Game Developers Association of Argentina), I offered him to translate it into Spanish, and so I did. The dialogue is brief but quite comical, and I had lots of fun doing the translation. The game itself is short, but sweet. Put a smile on my face.
increpare (Stephen Lavelle) acaba de lanzar su entrada para la competencia CODEAR Single Boss Game: un juego de nombre Infidelidad. Ya que el evento está organizado por la Asociación de Desarrolladores de Videojuegos Argentina (ADVA), le ofrecí traducir el guión, y eso fue lo que hice al final. El diálogo es breve pero cómico, y me entretuve bastante realizando la traducción. El juego es corto, pero me hizo reir.
This is a video I made in 2007; it was my final exam for an experimental video class. It’s the story of a young girl, as she documents her own cathartic ritual. The script uses some stereotypes, to match the ingenuity and simple mind of the main character, and also to leverage immediate recognition. I also let many scenes drag on, despite the initial storyboard’s briefness, because I felt that such a contemplative style suited it best, and a fast editing would have done a disservice to the aesthetic. This was proved later, in fact, when I made a 30 seconds ‘digest’ (no subtitles) that didn’t really capture what I was after. That short version was created for an awful contest which I only entered because the topic matched perfectly: stories of sneakers, and it was an advertising campaign for a department store.
As you can see, the video could not have been made without the help of the star, Sigal, who was also the main camera-person. In fact, the concept was created around her, so, had she not agreed to help, I would have been forced to make something else entirely.
And since I’m on the subject, here’s another video I made for that same class, as an exercise in shooting and editing. All of the material was recorded at the Diana arcade in San Diego, Santiago. My original idea was to make it much more musical, but due to time constraints, I was only able to do so much. (continue reading)
Chile has a rather rich mythology, particularly from the island of Chiloé, from where the better recognized mythical figures, such as the Trauco and the Pincoya, originated from. That was the subject for the final exam of my workshop class, the second semester of 2007, with Jennifer King and Ximena Undurraga. What we created was a (loosely termed) dictionary of local mythological beings, a full book of them—since we were around 20, and everyone had to create ten, the result was around 200 pages worth of illustrations.
That was the final cover, I’m not sure whose design it is, but it showcases some unfinished illustrations pinned to a cork board. I created two concepts, but they were not selected (one, two).
And that is how the book looks on the inside. The page on the left is my own work. Some are better than others, but here are all of them:
I read some thread on some forum, which was about the webcomics that posters had been involved in. Comparing all the varied styles I thought “I’d like to write a webcomic once too. Too bad that I suck at drawing comics, and also at being persistent.” But the answer to my problem was right before my eyes, and realization suddenly and dramatically hit: “I should make a round-robin webcomic!”
Round-robins are a format in which a group of authors take turns in writing the story. In this case, one comic per author. With this whimsical idea I approached a friend, who okayed me, and then some other people kind of gave me the thumbs-up unenthusiastically. But that’s okay! Because after the first few kick it off, everyone will want in. Especially considering what little effort it takes to just make a comic, and make it part of a larger project.
I will eventually be creating a dedicated website for the comic, and, I guess, draw the very first one myself. In the meantime, in case this idea interests you, here are a few anticipated rules of play, or rather a statement of principles:
Comics should be original, use no copyrighted content and be made specifically for this project.
There will be no restrictions in their aesthetics, plot, characters used, etc. Except for those in the following two points.
At least one element of the preceding strip should be used or developed in yours, to keep a modicum of continuity. Examples: a character, colors used, a part of the plot.
No text may be used at all, no matter what language it’s in (unless it’s a fictional one.)
Strips should consist of a single image file of png, jpg or gif format, in any proportions (there might be a maximum width decided at a later time,) but made to be read on a screen. Maybe we should keep an archive of 300 dpi originals just in case, too?
Those interested in contributing need to be of my acquaintance, or of an author of one of the strips (this is not a completely open project.) No special talent is required.
Authors may not draw a strip again if they have already drawn one before, unless there are no fresh candidates.
The use of a particular logo of the project somewhere in the strip might be a requirement in the future. Maybe a name/pseudonym as well.
Take your strip as seriously or as lightly as you like; that’s the whole point! The rules above are only to make sure that the spirit is maintained, and for basic coherence. Things not mentioned are that I’d like it to be weekly, if we can pull that off, and that we’ll have to decide what to do in terms of authorial rights; some creative commons license should be okay, I suppose. Contact me if you’re totally in, and also to suggest a name for the comic.
I don’t like blogs all that much, to tell you the truth, Dear Reader. I don’t think the phrase has much weight when it’s written as my first post in this here blog, though. I usually don’t like them because they feel exhibitionistic and egocentric in many cases. But there are some important, useful, interesting blogs out there, and these are nice to have; and am I to judge what a good blog is, anyway? A blog is good –it is useful– if it’s fulfilling a purpose. I may find some of those purposes less relevant, but it might be very much so for the person writing it.
What makes this blog worthy for me, then, even if I can’t foresee it getting any more than a visit per day? I simply needed a dumping place for my things; little things that might not be appropriate to display anywhere other than this tiny personal space, but which, put together, might form a collection worthy of showing. I lack a timeline for my doings in and out of the Web, one that could document my own growth. And I wanted a more personal web space, something that felt more like myself rather than what I do (my portfolio.) Yes: this blog is my face, my mind, my hands. It’s already starting to feel like it’s my child. I will not post here for you, Dear Reader; I will do it for myself.
El problema de conocer dos idiomas es el sentir la necesidad de comunicarse usando ambos, porque, no importa cuál se elija, siempre se va a dejar a un enorme grupo fuera. He elegido el inglés como el idioma principal de este blog porque es estadísticamente más hablado, pero intercambiaré con el español en la medida en que crea preferible. Espero me disculpes, Lector.
Eso a un lado, te explico el motivo de este espacio que he creado para mí, repitiendo parte de lo de más arriba. Sentí la necesidad de convertir mi sitio web no en aquello que yo he hecho, sino en un reflejo de mí mismo, un pequeño pedazo de mi propia piel que pongo aquí no para ti, Amado Lector, sino (y lo digo honestamente) para mí. Sentí el vacío que siente el que no deja huella; no por pisar poco fuerte, sino por dejar que la erosione el tiempo. Cuando no tienes registro de ti mismo es como si no dejaras de empezar. Con suma envidia del que te resume una vida entre un hache-te-te-pé y un punto-algo, abro este lugar que es hoy mi propia semilla.