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!’
I decided to make a new video, as an exercise. A quickie—took me two days. Another music video, but this one is for a song I made myself a good while ago, together with Matt Peter.
I used a few family photos from the late eighties, playing up their graininess and color patterns. Their texture made for a much less mechanic-looking set of kaleidoscopic compositions than what is probably the norm. It was also my intention to play with alternately obscuring and revealing the nature of the images, hiding them in the geometry, and slowly giving way to recognizable objects and people. The middle section is intentionally psychedelic, switching to meet the mood of the music. Toward the end it’s much more of a nostalgic slide-show of memories.
For a few days around Christmas, I went to Lican Ray, a small lake town toward the south of Chile. This is the place I used to spend my summers at with my cousins and my grandmother, back a good few years. This summer it was my first time there in a while, so I decided to make a video, also taking the chance to use my new Zoom H2 to capture the environmental sounds. The video was composed out of sequences of photos, whose resolution made it possible to make it my first HD video. I attempted a sort of time capsule, showing the things that have changed in Lican Ray, and that will definitely change in the future.
Made this video quite a while ago, but neglected to post it here. It was made for an art exhibition (Expo Arte y Bicicleta) open to submissions by anyone, and in pretty much any format (other than video, it included paintings, sculptures, volumetric collages, music, poetry…), as long as it featured the bicycle in some way. Fun idea. I quickly made this with recycled footage from Volcano. I love these kinds of collages, as you can see here and here. In the end, the one day I visited the exhibition (which was in a public area in a Metro station, here in Santiago), the projector that was supposed to rotatively display the videos wasn’t even on. Ah, well.
Also with stuff from Volcano, but more recently (just five days ago) I made this 5 by 5: five clips, five seconds in length. A quickie, just for fun.
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)
I had things to do and places to be Friday night and all Saturday, so only got started on my Ludum Dare entry by Saturday night. LD is a 48 hour competition in which I also participated four months ago; back then, I made Heart. This time, I didn’t get to make such a complete game. The theme was ‘caverns’, so I had planned to make a rhythmic game about flying through a cavern (okay, more like a tunnel) and avoiding obstacles to the beat. It was actually pretty hard to just get the visual effect right, so I got only as far as adding some randomized obstacles, and throwing in a sound effect upon hitting one. So, it’s far from a complete game. The code that would allow me to add in a music track and have it be synchronized to the images is already there, at least.
This one was made using FlashDevelop and Flex SDK 4, coded in actionscript 3. Below you can see all those hours of work, squashed into just a few seconds.
What you see above is my computer screen during the past weekend (each hour reduced to 2.5 seconds), as I make two games for two events that were held concurrently. One is a competition called Ludum Dare, on which, during the 48 hours of its duration, participants are expected to create a game by themselves and ‘from scratch’. The week prior, participants vote on a theme. ‘Advancing wall of doom’ won this time, which is not one I’m too fond of, but I did participate and make a game. Or two, in fact, because for the other event, my usual two-hour Klik of the Month, I made a game based on the same theme.
Heart is the name of my Ludum Dare entry. The game is not final, and neither is the name, so let’s say it’s the competition version’s name. It was inspired by Stephen Lavelle’s Defect. It was made for Flash, using the Flex SDK and coded in Actionscript 3. I’ll probably post more about it in the future, when I decide that the game is finished.
A few weeks ago, Matt showed me a preview of a song he was working on, called Volcano. I liked it so much that I decided to make a video for it. After I graduated, I finally got around to making said video. And now it’s done!
In the meanwhile, he released the EP the song is a part of; it’s called Moonfish Moon. I recommend you give it a listen if you liked Volcano.
This was about a week’s work, shooting around the neighborhood, here in Santiago, Chile. I filled up almost three miniDV tapes of footage, which seems to be a lot for under four minutes of edited video, or maybe I’m just not used to this kind of stuff. I also discovered only yesterday that this Handycam that I used has a manual exposure setting, which would have been useful for many of the earlier shots, but such is life.
I also got myself a new bycicle a week ago, which can be partially seen in one of the shots. It’s a cheap ‘beach cruiser,’ but I love my new bike.
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)