For the last few months I’ve been obsessively following YouTuber and recording artist That Poppy. Her music is aggressively standard three chord Pop-music, however if you pay attention to her videos on her official Vevo channel and her secondary YouTube channel, certain things stand out. Continue reading
Molleindustria, is an Italian game development company that describes itself as:
Since 2003 we produced homeopathic remedies to the idiocy of mainstream entertainment in the form of free, short-form, online games. Our products range from satirical business simulations (McDonald’s Video game, Oiligarchy) to meditations on labor and alienation (Every day the same dream, Tuboflex, Unmanned), from playable theories (the Free Culture Game, Leaky World) to politically incorrect pseudo-games (Orgasm Simulator, Operation: Pedopriest).
Created as a criticism and rejection of stablished game making ideologies and methodologies, Molleindustria creates game that question not only the game world but our day to day existence through the means of play. Critiquing our capitalistic society, highlighting the perpetuation of violence through hate crime and the banalities of life is their bread and butter and it is the reason I will be addressing their work this time. Continue reading
As we move closer to post-modern thought we find that philosophers, aestheticians and others shift in how to grapple with the “Art Question.” The search for an essential quality that all works of art share and that can thus be used as a benchmark to determine what is art and what is not, seems more and more outdated to thinkers in the 40’s and 50’s, and while the old concepts of universal beauty still dominate in most circles, some people are beginning to question this. Thinkers such as Paul Ziff and Morris Weitz are inspired by Ludwig Wittgenstein’s anti-essentialist ideas, best exemplified in his concept of family resemblances. Continue reading
An undergrad wrote this about my class:
“I know that the class had no clear intention to adress any philosophical issues or issues of imperialism, socialism and social injustice, however I noticed that by knowing the culture around us we can get answers to the questions I mentioned above, and understand how things happen the way they do and why cultural conventions are generated.”
Well son, let me tell you, THAT was the whole point of the class, you learnt about all those issues while we talked about game of thrones and superman.
Featured image by Alroyfonseca (Own work) [Public domain], via Wikimedia Commons
Clive Bell describes his theory of what makes certain artistic expressions be considered art as a shared quality that all objects that elicit an aesthetic reaction in the following way:
“What quality is shared by all objects that provoke our aesthetic emotions? What quality is common to Sta. Sophia and the windows at Chartres, Mexican sculpture, a Persian bowl, Chinese carpets, Giotto’s frescoes at Padua, and the masterpieces of Poussin, Piero della Francesca, and Cezanne? Only one answer seems possible — significant form. In each, lines and colours combined in a particular way, certain forms and relations of forms, stir our aesthetic emotions. These relations and combinations of lines and colours, these aesthetically moving forms, I call “Significant Form”; and “Significant Form” is the one quality common to all works of visual art”
― Clive Bell 1914
Recently I have been going through two very interesting games, Dark Souls and Bloodborne, designed by game-maker Hidetaka Miyazaki. These are often cited as prime examples of great video game design, lauded for their often times punishing difficulty and obscure and ambiguous yet intriguing storyline. While both games share mechanics and themes such as cycles of life and death and growth through perseverance and personal hardship, the framing in both is different enough to be considered an alternative exploration of these themes instead of simple repetition. Continue reading
I have been asked to design a very small exhibition for the student gallery at the Universidad de las Americas. The exhibition narrates the photographer’s trips in a 4 year period and the locations involved.
This is a work in progress. Continue reading