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Games, play, and culture with Jamin Warren
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PAUSE: Check out these videogame characters re-imagined as Japanese ukiyo-e prints
Using a traditional woodblock printing process, Jed Henry‘s Ukiyo-e Heroes come to life as tradition Japanese illustrations. Check ’em out, and watch a video about Jed’s woodblock process here. [via BuzzFeed]
Realm of LARP dabbles in magic and "reality"
video If you were anything like me as a child, your parents dragged you to LARP in the forest on weekends when you would’ve much rather been at home playing videogames. “It’s just like a videogame, except in real life!” They would try to explain, hoping you’d find the RPG-elements shared between vid
Octodad creator discusses the game as social commentary
With the upcoming sequel to Octodad set for a 2013 release date, Patricia Hernandez has posted a conversation with Phil Tibitoski in which she unearths some of the creator’s motivations and musings. All cephalopodic jokes aside, Octodad may be the greatest example of how the simple constraints of a
Finally, you will be able to carry out Salman Rushdie’s fatwa in a videogame.
Surely not to debase and trivialize a sacred law by making it an adolescent fantasy, a state-sponsored Iranian studio is developing a game whose objective is to kill a Salman Rushdie (author of The Satanic Verses, Midnight’s Children) avatar, because it’s definitely going to educate the youth and no
New Mass Effect 3 Endings Don’t Bring Closure
If any videogame developers still doubted the Anonymous adage “the internet is here,” the explosive protest against Mass Effect 3’s ending that brought the legendary BioWare studio to its knees has left them forever humbled. Since its release this past March, the final act of the acclaimed Mass Effe
In new Oscar Diaz toy, the packaging *is* the toy.
Children’s play these days doesn’t require much packaging. Downloadable games lack the physicality of a box of Legos—that satisfaction of peeling off the disposable outer shell for the first time to reveal whatever is hidden within. You might say digital games have no packaging or, on the other hand
Design project "silenc" asks how much we should read between the lines.
A new data visualization project from the Copenhagen Institute of Interaction Design allows us to see how much of our language is silent. Silenc cleverly recombines written and spoken language into a unique, synesthetic reading experience. By means of a red light filter, the viewer can interactively
