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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 5 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: margioldbartlett@gmail.com web: http://ghosttowngoldie.tumblr.com 7 #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: peter@memoryassociation.net twitter: @memoryassociate 15 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 16 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 18 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 19 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: martiwking@gmail.com 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!” 23 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: madiecookie@yahoo.com Works in show: Gimme the ball! Let’s do it! Little help? Run! Such Beauty Teamwork 24 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 27 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: marcomatic.mr@gmail.com web: http://www.marcomatic.com/ 29 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: ngoc.vu.art@gmail.com web: www.ngocvuart.com 33 Zero Paint Tool Sai Inspired by Turnover A3 /10$80 34 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