Artistic and experimental games are often off the mainstream and allow for different experiences with forward-thinking and playful views, often not for entertainment only. Technology is used as playground for artistic expression and innovative interaction with audiences interested in critical reflection and meaningful interaction. Discover virtual reality experiences, local multiplayer games, interactive installations and many more of this versatile art-form.
The public exhibition consists of The Other A MAZE. Selection, The Brain Installation, Pop-Up Games, Open Screens, More VR Selection, and the 20 nominees for the 5. International A MAZE. Awards 2016.
Prolifically creative, El Huervo has amassed over 100 songs to his discography in his decade plus of producing. On Vandereer his love of instrumental hip-hop, electronic music and even rustic elements come to the fore. Songs veer from upbeat and burbling soundscapes to more meditative and chilled beat sketches.
The talk will explore the gaming scene in South Africa. Shedding light on who the game makers are, where they are, challenges they come across and finally explore ways South Africans play and experiment with games.
This is where it starts
Teviot
An estate in Poplar, East London.
A tall blue-sky day
In Winter
Over the past 8 months Hannah has been in collecting stories from a housing estate in one of the most deprived boroughs of London; Teviot, made up of 2010 people. Over the past month, Hannah has been attempting to re-tell these stories as part of a new storytelling game with artwork from Michael Parkin. Teviot Tales represents an experimental approach to what we use games and game tools for. There are very few example of videogames tools being used in a community/socially engaged contexts, and Hannah is interested in how this might represents a pushing of the boundaries, both of socially-engaged arts and in games storytelling.
Hannah presents stories from her residency, a discussion of how and why she set out to make Teviot Tales, the troubles, challenges, and ethics of working with real stories, and reflects more widely on how games can (and have in the past) be used to explore social and class issues and stories.
Artistic and experimental games are often off the mainstream and allow for different experiences with forward-thinking and playful views, often not for entertainment only. Technology is used as playground for artistic expression and innovative interaction with audiences interested in critical reflection and meaningful interaction. Discover virtual reality experiences, local multiplayer games, interactive installations and many more of this versatile art-form.
The public exhibition consists of The Other A MAZE. Selection, The Brain Installation, Pop-Up Games, Open Screens, More VR Selection, and the 20 nominees for the 5. International A MAZE. Awards 2016.
Game sound has never gotten the recognition that it deserves. It is, as our interviewees described, the “ugly stepchild”, “evil stepsister”, that “nobody cares about”. When it’s good, as Tracy Bush says, sound “is a ninja”. It’s invisible. And the artists who have worked hard to overcome technological obstacles to bring that sound to life have been equally as invisible. Beep covers the history of game sound (voice, music and sound effects) from the Victorian penny arcades, through pinball and early video game arcades to today.
Beep filmed nearly 90 interviews with game audio professionals from around the world and throughout game history. At the heart of the film is the ongoing struggle between creativity and technology as what the artists want to achieve, and what is technologically possible, intertwine in new and challenging ways throughout game history. The Beep project is a feature-length documentary film, series of webisodes (each interview plus bonus material), two-volume book set and interactive documentary (in progress).Ibsens Ripsbusker is a collab between music and visuals by Martin Kvale and Bjørnar Frøyse. Playing chill norwegian electronica with spaced out lights, its the perfect amaze evening starter extravaganza
The qualities of digital card games are examined and the difficulties and challenges involved in implementing them are explored.
Digital card games have become increasingly popular, for both big name studios and small indie teams. The purpose of this talk is to examine the properties of card games, specifically within a digital context. Using the digital deck-building game Nowhere Prophet as an example, this lecture will provide insight into the pitfalls and advantages of designing a digital card game. This includes a look at the general game rules as well as the specific rules defined by individual cards. Additionally, the talk will also cover a possible method for implementing a flexible and modular system to create and resolve cards.
What can a game designer learn from a ballet performer and painter? What does that designer become once they incorporate aspects and techniques of the performer and painter into their work? How do we begin to create a body of work in an age where our attention rapidly flickers between tabs, windows and devices? This talk delves into blurring the boundaries between different media for creating inter-disciplinary works. Rather than letting your identity and work be chained by increasingly meaningless terms like "developer", "artist" "programmer", this talk starts deconstructing our current understanding of creating and how can we function between disciplines, while drawing influences and incorporating techniques from other fields.
Balking at games & tech industry as well as the art world's love for conventions and definitions, this talk seeks to convey the principle of a nomad who is constantly moving between places, making those transitions your central focus rather than the places you stay at. By encouraging a process- centric flow that transforms the process of making into an fluid play, rather than one that revolves around disjointed ideas, this talk asks "What can we create if our body of work had no organs?". Rather than paint a utopian vision of "freedom", the talk grounds several examples from creators in the past, present and future(???) from David Bowie's Berlin Trilogy to Baudelaire's flaneur. This talk does not aim to provide Top 10 tips to be more creative/successful/productive, but a framework that we can think and adopt to mould our own creative process.
The talk asks what happens if we transform our own process of making into a kind of an amorphous game of its own, whose rules we construct as we move along; from one place to another.
Artistic and experimental games are often off the mainstream and allow for different experiences with forward-thinking and playful views, often not for entertainment only. Technology is used as playground for artistic expression and innovative interaction with audiences interested in critical reflection and meaningful interaction. Discover virtual reality experiences, local multiplayer games, interactive installations and many more of this versatile art-form.
The public exhibition consists of The Other A MAZE. Selection, The Brain Installation, Pop-Up Games, Open Screens, More VR Selection, and the 20 nominees for the 5. International A MAZE. Awards 2016.
Artistic and experimental games are often off the mainstream and allow for different experiences with forward-thinking and playful views, often not for entertainment only. Technology is used as playground for artistic expression and innovative interaction with audiences interested in critical reflection and meaningful interaction. Discover virtual reality experiences, local multiplayer games, interactive installations and many more of this versatile art-form.
The public exhibition consists of The Other A MAZE. Selection, The Brain Installation, Pop-Up Games, Open Screens, More VR Selection, and the 20 nominees for the 5. International A MAZE. Awards 2016.
Schedule:
12:00 Doors open (5th floor), write nametags, get to know people
12:20 Vote on themes via vote.berlinminijam.de
12:40 Info speech & theme announcement
13:00 Jam Starts, 3rd floor opens
21:00 End presentations start (3rd floor)
22:00 Socialize & play games
How to get in (see also map below):