Those who would give up art to purchase life…

April 10th, 2010 by Gemedet

I often wonder whether making films and games is feasible as a career, considering how incredibly LONG it takes me to finish any given project.  The stop motion piece below was initially filmed in late 2008, and I’m just releasing it now.  Granted, there were specific reasons for this, but it’s not a joke that I spent over a year editing the live-action film that will (hopefully) be released next.  (And these are only a few minutes each!)

I guess it comes down to the conflict between quality and speed; any project I care about will incite me to spend as much time as necessary perfecting it.  The question then becomes, do I spend my time working a job that’ll pay me enough to live, or do I spend my time making pieces of my own that’ll leave me starving in the end?

I’ve seen a hundred sunsets, and each one was beautiful

February 11th, 2010 by Gemedet

One of the biggest struggles of the Post-Modern era is the knowledge that everything has already been done.  Obviously I don’t mean that literally, as it’s factually incorrect to say that any given work could be exactly the same as any other work.  What I mean is the epiphanic point at which a creator must view their piece in the context of its predecessors.  This could be as marginal as another person remarking, “Oh that kind of reminds me of …”, or as devastating as a realization of cryptomnesia.  Regardless of intention, these previous works now forever act as a filter through which the new work is perceived.

I called this a struggle, because I’ve found that most people view this issue negatively, and actively attempt to break away from it.  Artists are continually looking for more radical ways in which to express themselves, game designers desire to innovate gameplay that’s never been seen,  and all of this is done with the underlying assumption that “new is good.”  Societies the world over laud and praise examples of “new” art and technology, saying with pride, “This has never been done before!”, while denouncing pieces that are found to copy from existing work.

But why are we taught to feel this way?  Why do we so vehemently seek to distance ourselves as individuals, instead of supporting each other as a whole?  Why do we feel that the act of copying represents a step down?  Do we snub the birth of a newborn baby because there’ve been so many before?  Of course not, that’s ridiculous.  Reproducing a piece doesn’t take away from its importance; it adds to its legacy.  Pushing the borders of a field may be necessary for discovering what kinds of art we can produce, but it’s by building on the foundations which already exist that we increase our understanding, and improve the quality of our art.

If you can't appreicate this, you have no soul

Unfortunately, it seems this goal of true, worthwhile art always comes in second to the need to be on the forefront of innovation.  Everyone is so rushed to be a part of the newest invention in every field, and relatively few artisans take the necessary time to hone their skills to the point that meaningful expression is possible.  And it should be possible in every endeavor, not just those traditionally labeled as “art.”  The Post-Modern artists were correct in saying that everything can be art, and one of the side effects of this is that everyone is an artist.  Whether a mathematician or a janitor, we should all feel that what we create is our “art,” and strive to communicate through it, without worrying if it’s been done before.

It makes no sense to have a Doctor of Philosophy for every major, signifying the pinnacle of theoretical, innovative research, and not have a Doctor of Art for every major, signifying the pinnacle of skilled, meaningful craftsmanship.

Donkey + Carrot = Unicorn

February 1st, 2010 by Gemedet

This past weekend, I helped make a game in under 48 hours.  Of those, I slept for 3.  The game chronicles the typical adventure of a donkey pretending to be a unicorn:

Uniscorn

Uniscorn

Amazingly, it turned out fairly polished, complete with cutscenes and everything, despite most of us being dead on our feet by the end of it.  But I guess that’s what happens when your team mainly consists of artists and writers.  I used to think that a 50/50 split between creative and technical was fair, but it’s really not the case.  You can never have too many artists.

Also, check out the game on the main Global Game Jam 2010 site.

Ask me no more questions, I’ll tell you no more lies

December 9th, 2009 by Gemedet

My latest prototype, Secret: Uncovered, is a short piece dealing with discovery.
Secret01
It was part of an installation at the California College of the Arts.
Secret04
It’s also an entry into the EGP’s Art Game contest.
Secret02
And it’s a personal statement about my life.
Secret03
Ultimately, though, it’s a secret.

See me, watch me, read me

October 27th, 2009 by Gemedet

So I spent a week wrestling with Flash’s 3D components, in a quest to recreate a first-person shooter engine for my third film/game project this semester.  I also refused to use any kind of third-party library (because I’m masochistic like that), so I was limited to the 3D rotation and positioning that’s built in.  It became clear rather quickly that I shouldn’t be doing my project in Flash, but by then it was too late I was too lazy to start anew.

I was able to jank a solution together, after hours of messy coding and headaches.  You wouldn’t know it from the final product, though; I think it turned out nicely, albeit a little on the choppy side (because of poor optimizations):

rvt_falltraining

Fall Training 3D

This is  a take on my memories of watching anime as a kid.  I didn’t understand Japanese then, so the audio was basically just a wall of background noise, and I had to either focus on watching the action on screen, or focus on reading the subtitles.  Also, sometimes I’d miss an episode, or come into a series in the middle, so I’d have to watch scenes out of order.

The footage is actually from a linear project I filmed back in January.  The editing process has been slow and painful, because I’m animating bits of it in a similar style to my stop-motion vids.   Hopefully, it’ll get done in the near future.