Vectorpark: Strange New Worlds


Vectorpark

“Touch and Go,” an article by Bill Kartapoulous, describes “the strange, subtle, online games” created by Patrick Smith, aka Vectorpark. What — no “winning”? Read about it HERE.

Excerpt:

Smith’s work speaks in a playful, mysterious visual language that has emerged from his explorations in painting, sculpture, and drawing to yield a new kind of interactive art. As a high school student in the early 1990s, Smith made drawings and collages influenced by artists such as Francis Bacon and Joseph Cornell. At Washington University, his paintings proceeded from actual still lifes to imagined still lifes of toylike images. For his thesis, he leapt from painting to sculpture. Building the fanciful three-
dimensional objects he had already been painting seems, in retrospect, like a logical step, but Smith also wanted to avoid the historical baggage of painting. “I get kind of overburdened working in a medium where there’s a history to it and expectations,” Smith says. “So I wanted to break and get directly to this language.”

Read more at PrintMag.com: Touch and Go
For great design products, visit our online store! MyDesignShop.com

Want to read a short, compelling, fantasy novel?

M.A. Fink has written a short fantasy novel (something I think would especially appeal to gamers), illustrated with drawings by Filipino surrealist artist Gromyko Semper.  The length is about 48,000 words, and each chapter in the story represents a single entry in a mysterious and increasingly bizarre diary. He is looking for genre-published authors to read the manuscript and—if you like it (and I think you will)—to write a short blurb for the back coverl (he already has one blurb, but would like one or two more).  Contact me through “comments” on this blog if you are interested, and I’ll send you a reader’s copy. THX

Pym

SETI’s Gamify Competition

SETI has initiated an “epic” competition to “gamify” the SETI program and get many more people involved in searching for life out there.

Excerpt from their announcement: The primary goal of this social/scientific challenge is to help SETI empower global citizens to participate in the search for cosmic company and to help SETI become financially sustainable so it can live long and prosper. This article explains our problem and what we are looking to accomplish. We invite everyone to answer the question, “How would you gamify SETI?”.

To be more specific:

* Can we create a fun and compelling app or set of apps that allow people to aid us in identifying signals?
* Do you have any ideas to make this process a fun game, while also solving our problem, by applying game mechanics and game-thinking?
* Can we incorporate sharing and social interaction between players?
* Is monetization possible through virtual goods, “status short-cuts” or other methods popularized by social games?
* Are there any angles of looking at the problem and gamifying that we have not thought of?

Continue reading HERE.