What kind of art would you like to make using games?

De-acousmaticised, traversable soundscapes, and interactive algorithmic compositions. 3-D modelling environments using gestural interfaces.

What kind of art would mix well with game cultures or game technologies?

Electroacoustic music, personal fabrication and rapid prototyping technologies....

What process would you follow in a potential project?

Concept... Sketch structure... find/make sounds... compose sounds

How does this differ from the way you usually work?

I usually work either exclusively with sound, or sound combined with real-world architectural environments. Any computer generated visuals tend to be subservient to the audible aspects, acting as a kind of score. Today this situation has been reversed, with a focus on the visual, paying relatively little attention to sound. Also, there has been an emphasis on story-telling and linear-narratives, areas I would not usually explore.

What would be the most important factor in such a project?

How did you like the bluescreen?

The fixed perspective of both the FPS and Second Life made orientating the performers on the screen difficult. Keyboard and mouse controls are perhaps not ideally suited to controlling the camera, tending to result in jerky, hesitant movements. When the real and the virtual components were correctly aligned however, the effect was quite copnvincing, and the section with 'dead bodies' was particularly effective.

From your time in the workshop, what do you think are the problems involved in timebased in-game performance? The benefits?

The avatars' range of expression is very limited, particularly in the FPSs. Gary's Mod overcomes this to some extent by allowing the player to personalise the environment, but the physics gun remains a rather clunky, if quite intuitive way of creating and manipulating content.

MatDalgliesh (last edited 2008-01-21 17:17:11 by venncaps)