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Transcription

Untitled
3
Introduction
4
Thanks
artists
5
Richard Adem
7
Marigold Bartlett
15
Memory Association
22
Martin King
24
Madison Palmieri
29
Marcomatic
33
Ngoc Vu
37
Lysander Sky Wilkins
Game Art Melbourne Exhibition
5 August - 1 September, 2014
E55, Basement 55 Elizabeth St Melbourne
Opening Night, August 5
IGDAM, August 12
Installation Night, August 19
Hovergarden, August 26
Artist Party Closing Night, September 1
curated by Maize Wallin
for Glitchmark
www.maizewallin.com
www.glitchmark.com
2
INTRODUCTION
Maize Wallin
Glitchmark is a Melbourne based
playful arts community: an open
maker group not specific to
discipline. Though we have a focus
on games, we are informed by all
kinds of creative practice.
The aim of Game Art Melbourne
Exhibition is to showcase the visual
art from and inspired by videogames
made in Melbourne. Local game
makers are contributing beautiful
work to the world, and we want to
honour and celebrate that.
We also seek to address the problem
of games being sold for a whole lot
less than they’re worth. We have
a beautiful culture of giving and
sharing, but sometimes the amount
of work that is put into a game is
taken for granted.
As well as having eight talented
artists exhibit works for the entirety
of the month long exhibition, we
also have events each Tuesday. The
aims of the events have been to
draw attention to different game
organisations in Melbourne and
how their differences only add to
our culture and force us to open our
minds.
Local collective, Hovergarden, held
our third Tuesday. Hovergarden
show beautifully diverse games
that have such attention to detail
and design. My invite to them was
about commending games that
are unique and experimental. In my
own practice as a composer and
artist, I believe experimentation
to be of such high immeasurable
value but I know that sometimes
we need reminding that it’s okay to
experiment. We sometimes need to
prioritise income, but I think more
often we need to prioritise fulfilment
and we need to contextualise our
craft by being aware of what’s
happening in the world around us.
Welcome to our exhibition. Those
who contributed have all grown as
artists as a result and I have had
a really wonderful time working
with everyone and connecting
with Melbourne developers
through feedback, attendance, and
involvement.
After opening night, we have the
Independent Game Developer
Association’s (IGDA) monthly meet
up after party. IGDA is a support
system for all indie developers, with
a focus on business and industry
trends.
Next we had an installation evening
in which those that don’t necessarily
come from games showcase
their innately playful interactive
works. For me this night was an
acknowledgement of the value of
different backgrounds within an
industry. Different ways of thinking
can only make what you do more
effective.
3
Thank you!
Glitchmark is a beautiful community.
The moment I realised this was
when Harry Lee was walking around
Bunnings taking photos of what
to buy for our arcade machine,
while the rest of us instructed
him in a Facebook conversation.
Amani Naseem took us through a
woodworking induction (also for the
arcade machine) in the same way.
Thanks to Ngoc Vu for designing all
of our publicity posters and flyers.
When Harry got back from his trip to
Bunnings and various other stores,
he wrote that he needed help to
carry his new belongings to the city
where we could work on building.
After a little coaxing from myself,
soon we had many pairs of hands
on board travelling from around
Melbourne to pick up a cabinet,
some PVC, some fibreglass, hosing,
a computer, and many handy tools
– and take them back in to the CBD.
On a freezing cold Saturday night
many of us sat drilling, coding,
decorating, and problem solving
together to eventually get an arcade
machine up and running in 3.5 days.
Thanks to Martin King, Shannon
Barnes and Evan Adrian Sparks for
playing live remixed game music
sets on opening night, as well as the
amazing Zekt Collective who played
to us on installation night.
Massive thanks to Harry Lee and
Amani Naseem for dealing not only
with the arcade machine, but being
my second and third opinions, as
well as running out on errands to get
last minute things for the exhibition,
and helping in many other roles.
Thanks to Anthony Liew for working
on the software for our arcade
machine.
Thanks to Peter Bentley for
designing and compiling our online
catalogue and booklet.
Thanks to Mond Qu at United Make
for allowing us to use their laser
cutter for our arcade machine.
Thanks to composers Tim Shiel
(Duet), Siddhartha Barnhoorn
(Antichamber), Adrian Moore
(Framed), Ian Maclarty (BosonX),
Nathan Antony (Francis), Guy Noble
(Stickets) and Thomas Bowker (Lyne)
for allowing us to use the stems to
your game soundtracks to remix on
opening night.
Thanks to Jake Strasser for taking
photos of opening night.
Big thanks to all of our most
talented exhibiting artists and
installation artists: Peter Bentley,
Marigold Bartlett, Marco Ryan,
Madison Palmieri, Lysander Wilkins,
Richard Adem, Martin King, Ngoc
Vu, Tom Killen, Tanjil Eve, Nigel
Tan, Thomas Ingram, and Katelyn
Gigante.
Thanks to Katelyn Gigante, Harrison
Smith, Thomas Bowker, Chad Toprak,
and Richard Adem for also working
on the arcade, but also being around
to supervise gear, or run extra
errands.
Maize Wallin
4
Richard Adem
App developer by day, games developer
by night, and occasional artist.
Works in show:
twitter: @richy486
web: http://richy486.com
sketch_140719a in white
sketch_140719a in blue
sketch_140719a in pink
sketch_140719 in blue
Image manipulation in Processing
A5 /10$50
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sketch_140719 in white
Image manipulation in Processing
A5 /10$50
sketch_140719 in pink
Image manipulation in Processing
A5 /10$50
6
Marigold Bartlett
Marigold is a practicing artist from
Melbourne who works in a wide range
of mediums. Her work often intersects
with the fringe of game design, either
as a concept or in-game artist, or as a
peripheral-support artist. She works out
of her studio apartment in Northcote and
is completing her undergraduate degree
in game design at RMIT.
Works in show:
She is currently working on a handful of
Australian designed games, her major
uni project and private commissions.
Marigold is available for work,
collaboration and consultation at any
level.
Krispy Krap
#Sleeping #Teen
Bartkira Pages 62-65
Flipping Robots!
5.02 Werribee
Press A... To Die!
Push Me Pull You
twitter: @ghosttowngoldie
email: [email protected]
web: http://ghosttowngoldie.tumblr.com
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#Sleeping #Teen
Adobe Photoshop, 2014
Catching some Z’s in 1990s. This was illustrated as a Kickstarter
reward for Cameron Kunzelman’s upcoming game, Epanalepsis
(http://thiscageisworms.com)
A4 /50$35
all profits go to C Kunzelman.
8
9
Bartkira Pages 62-65
Adobe Photoshop
Bartkira is a great project organised by UK illustration great, James
Harvey. It’s an international collaboration which invited artists to
apply for the opportunity to create a handful of pages for Bartkira:
a word-for-word mashup of Katsuhiro Otomo’s Akira manga, and
Matt Groening and America’s The Simpsons. I was selected to create
these pages from volume 1 of Bartkira, which has been published
over at http://www.bartkira.com/
A4 /20$25
(x4)
$100
10
Flipping Robots!
Adobe Photoshop, 2013
Commissioned to create branding and identity for the Freeplay
Independent Games Festival in 2013, I wanted to make a lot of noise.
The autonomous robot arcade machine represents the passionate
forward marching effect of both the independent scene/s of
designers and enjoyers of games, as well as the darker steam-rolling
of the larger gaming companies which continue to disappoint me
ethically and creatively as they power along and pump out more
billboards and bad ideas.
A3 /20$50
11
5.02 Werribee
Pencil sketch treated in Adobe Photoshop, 2013
A sketch from a long train ride out to Werribee to visit family.
A4 /20$25
Krispy Krap
Biro and pink texta, 2013
Go nuts for doughnuts.
A4 /20$35
original
$150
12
Press A... To Die!
Pencil and ink on catridge paper, 2014
An eager player dooms himself with the Oculus Rift.
A4 /20$35
original
$150
13
Push Me Pull You
Gouache and Indian ink on Bristol board, 2014
Characters from the upcoming game “Push Me Pull You”.
(http://pmpygame.com)
A3 /20$50
original
$180
14
Memory Association
(Peter Bentley)
I’m a self-taught vector artist, currently
studying Design at the College of Fine
Arts in Sydney, where I’m majoring in
graphics and ceramics. My aesthetic
interests at the moment are the
creation and association of symbolic
meaning - especially in spoken and
written language - human memory and
history, and exploration of space, time,
and consciousness, in all four directions
(forwards, backwards, inwards and
outwards).
I have a series of LYNE-inspired
artworks, originally created as wallpaper
backgrounds for LYNE’s steam release.
Each artwork reimagines ideas from LYNE
as originating from a strange, geometric
universe obeying a complex LYNE-like
cosmology.
Works in show:
Relyne
Lyne of Flight
Fall in Lyne
Assembly Lyne
Outlyne
Between the Lynes
web: www.memoryassociation.net
email: [email protected]
twitter: @memoryassociate
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Relyne
Adobe Illustrator, Adobe Photoshop, 2014
It may be possible in the long term for vertices to drift so far
from origin that they will begin to overlap with one another,
closing over open forms and causing fundamental disturbances
to the arrangements of the array. Although the effects of this
are unknown, it is not inconceivable that such an event would
precipitate the collapse of the array, and the decomposition of
all contained geometry. Whether any organised structure would
survive - and what form it would have - is an unanswerable inquiry
at the present time.
A3 /10$100
A3 framed
$200
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Lyne of Flight
Adobe Illustrator, 2014
In time, older shapes drifting far from origin may begin to clump
together under their own natural inclination to form connections.
In some cases they may form giant accretions, quite unlike anything
that exists closer to origin.
A3 /20$75
A3 framed
$175
A4 /20$50
4x6”/20 $25
17
Fall in Lyne
Adobe Illustrator, 2014
Fragments of shapes and patterns spontaneously form as they are
accelerated towards origin, reaching the end of their long journey
back from the edges of the array.
A3 /20$75
A3 framed
$175
A4 /20$50
4x6”/20 $25
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Assembly Lyne
Adobe Illustrator, 2014
The array is continual and eternal. For every completed grid, billions
more rush outward from origin into the reaches of the array.
A3 /20$75
A3 framed
$175
A4 /20$50
4x6”/20 $25
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Outlyne
Adobe Illustrator, 2014
It is not known whether the array has any real ending. It may
be possible that there are other arrays, different shapes, even
alternative geometries, somewhere unimaginably distant from
origin.
A3 /20$75
A3 framed
$175
A4 /20$50
4x6”/20 $25
20
Between the Lynes
Adobe Illustrator, 2014
At the furthest extent of the array, the most ancient shapes,
long burdened with high surface area, begin to decompose into
substrate geometry. These fragments will eventually return to origin
and become incorporated into new compositions.
A3 /20$75
A3 framed
$175
A4 /20$50
4x6”/20 $25
21
Martin King
Martin is a self-taught artist, studying
composer and down-time gamer. Coalating these things to create digital art,
drawings and paintings with a tendency
towards the fantastical. He is passionate
about his creations and always strives to
explore the imaginary, the internal and
the weird through his work.
Works in show:
Video Game Noir
Stacks Around
email: [email protected]
web: martimakesthings.tumblr.com
Video Game Noir
Adobe Photoshop
You can read a lot from a silhouette, Does full
lighting really reveal that much more about a
person?
A3/20
foam board
$60
framed
$75
22
Stacks Around
Adobe Photoshop
A3/20
foam board
$60
framed
$75
“No! I decide which way to go! You follow!”
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Madison Palmieri
I am mostly a self taught illustrator
currently studying animation at RMIT,
hoping to focus very heavily on 2D work.
I enjoy focusing heavily on characters,
giving them a strong personality with
very few illustrations.
I decided to focus heavily of the game
Turnover, and give each of the individual
characters a life and personality they
didn’t have before.
web: https://facebook.com/madiecookie
email: [email protected]
Works in show:
Gimme the ball!
Let’s do it!
Little help?
Run!
Such Beauty
Teamwork
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Gimme the Ball!
They just really want the ball. Well, at least some of them do...
A3 /50$50
Let’s do it!
A3 /50$50
25
Little help?
Some participants simply perform better than others.
A3 /50$50
26
Run!
I’d be pretty terrified if I had the ball too.
A3 /50$50
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Such Beauty
I mean, come on. Look how pretty that ball looks. No wonder they all
want it so badly.
A3 /50$50
Teamwork
I thought it would be amusing to get them to work together for a
little while. I’d also hate to be at the bottom though...
A3 /50$50
28
Marcomatic
(Marco Ryan)
Originally from Gippsland, Marcomatic
graduated from RMIT’s bachelor of
Animation and Interactive Media in
2010, and has since developed a career in
Interactive Media and Motion Graphics.
Specializing in 3D animation and
freehand ink work, his intricate
illustrative concepts combine a
fascination for motion, the design of the
mechanical, and the natural world, in
works that comment on the relationship
between both.
Works in show:
Aerial Blimp Shark
(Hindenburg Lamniformes)
Courteous Octopus
(Octopoda Gentlemanius)
Colossal Crane Angler
(Titanius Cryptopsaras)
Lady Earl Grey & Cat Sentinel
Creating with just a biro provides
permanency and with that a degree of
challenge and excitement with the idea
that every mark made has to count and
any mistakes must simply become part of
the evolution of the design.
For these works, Marcomatic has drawn
inspiration from games with unique
character concepts and daring aesthetics
from classics such as Abe’s Exodus, Crash
Bandicoot, Bioshock and Arcanum.
email: [email protected]
web: http://www.marcomatic.com/
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Aerial Blimp Shark
(Hindenburg Lamniformes)
Biro/inkwash on Prisma card
World design for game Boy and the Fridge.
A4/6 $85
Courteous Octopus
(Octopoda Gentlemanius)
Biro/inkwash on Prisma card
Inspired by Arcanum.
A4/6 $85
30
Colossal Crane Angler (Titanius Cryptopsaras)
Biro/inkwash on Prisma card
World design for game Boy and the Fridge.
A4/6 $85
31
Lady Earl Grey & Cat Sentinel
Biro/inkwash on Prisma card, signed with wax seal
Inspired by American McGee’s Alice.
A4/6 $85
32
Ngoc Vu
I am a self taught illustrator and a recent
graduate of RMIT’s Bachelor of Design
with a major in games. I am currently
drawing in 3 different styles which
often emerge as a fusion of graphics I’m
interested in. Outside of illustration I also
work as an embroiderer.
Works in show:
I have a series of artworks for a
current game I am working on, code
named Emma, of which explores the
environment and thought space of a
second generation Asian Australian. I also
have artworks that have been inspired by
locally made multiplayer games Turnover
and Push Me Pull You, both of which I
throughly enjoy.
Sport Worms
Zero
Olympic Doughnuts
Little Saigon Footscray
email: [email protected]
web: www.ngocvuart.com
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Zero
Paint Tool Sai
Inspired by Turnover
A3 /10$80
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Little Saigon Footscray
Paint Tool Sai and Adobe Illustrator
Artwork for Emma, currently in development
A5/5 $50
Olympic Donuts
Paint Tool Sai
Artwork for Emma, currently in development
A5/5 $50
35
Sport Worms
Paint Tool Sai and Barudan Single Head Embroidery
Inspired by Push Me, Pull You
A5
/1
$180 (framed)
36
Lysander Sky Wilkins
I’m a mostly self-taught Australian
artist who’s lived in Melbourne almost
their entire life. My passion for games
developed at a young age as it was the
activity that my dad and I often shared.
I’m currently studying a Bachelor of
Design majoring in Games at RMIT
university.
My influences in art come from a variety
of often abstract sources and I’m inspired
by everything from the people in my life
to my own internal composition. I’ve
always had a passion for absurdity and
uncertainty and I like to explore and
express that through media.
I have a series of artworks inspired by
FRAMED in which I concentrated on
methods and factors of story telling
and the way in which we express
narrative to one another. I also have a
series of artworks focusing on the core
concepts of the Tower Defense game At
Night They Come, which I’m currently
developing with a friend.
twitter: @liickwilkins
web: http://babycoolie.wix.com/laughinglick
Works in show:
FRAMED:
Angles
Visual Empathy
Shattered
Narrative Escape
Reflections
At Night They Come:
Sea of Gold
Bedtime Tales
Fortitude
Tears will Flow
Missing Pieces
They’re Here
37
Angles
Adobe Photoshop
While a true version of a story may exist- the individual experience
is generally accepted as subjective to every listener. Narrative is
always different for everyone who partakes in the collective art of
building fictional memory.
A3/2 $110
Visual Empathy
Adobe Photoshop
The feelings of characters within tales and stories are reflected into
the eyes of every beholder, their experience communicated through
media in order to incite emotion within the audience. In every eye
that experience is captured, frozen in time and lived as though it
were truly real.
A3/2 $110
38
Shatter
Adobe Photoshop
If you break down the pieces, a story is nothing but words and
phrases, individual moments collated into a collage of possibilities.
All together these pieces form a singular image, but broken down
they return to the language of ideas from which they came.
A3/2 $110
Narrative Escape
Adobe Photoshop
Through books, songs, movies, games and all forms of storytelling
characters are able to escape the confines of their world into the
hearts and minds of those who interpret their narrative.
A3/2 $110
39
Reflections
Adobe Photoshop
A piece inspired by the concept of emergent narrative and
characters that take on lives of their own, evolving to become
altered entities through the the discussion created by the story
audience.
A3/2 $110
40
Sea of Gold
Adobe Photoshop
Though life is uncertain, in the dark of night her
thoughts emerge like shimmering stars, petals falling
on the sea of gold that is her crown, blissfully unaware
of the dangers that lurk beneath her notice. This is my
goal, my commitment, her dream.
A3/2 $110
41
Bedtime Tales
Adobe Photoshop
At night when she goes to bed, she opens her favourite book, she
reads her favourite rhymes, she brushes her teeth and by the light
of her lamp she crawls under the warm, protective covers- but when
the light turns off, they will come.
A4/2 $100
42
Fortitude
Adobe Photoshop
Around us we will build these walls, a fort of love, guidance and
acceptance that will shield her from all that would seek to destroy
her smile.
A3/2 $110
Tears will Flow
Adobe Photoshop
Despite how hard you might try- and I hope you will try, you won’t
always win. Tears will be shed, and within that sadness you will see
glimpses of uncertainty. The truth that lies in the dark heart of a
corrupt world.
A4/2 $100
43
Missing Pieces
Adobe Photoshop
Something once lost will never be whole again, like the pieces of
a puzzle strewn about a dusty floor. Gaps in a picture frame worn
away by time. Cracks in the innocent view from a child’s eyes.
A3/2 $110
They’re Here
Adobe Photoshop
A traditional compilation of ideas and visions for enemies within
the game, each with a specific meaning and representation of
different concepts and events that are capable of disturbing the
innocence of childhood.
A4/1 $60
44