Computer game art exhibition




















The squares without hieroglyphs represent the houses of the god, and each player has to bear all pawns off the board. Its unique artistic style enables players to be intoxicated with the atmosphere of the black movie. Original text from Baidu Encyclopedia As a kind of carrier of rules, game shows its artistry in the system, story, shooting script, and even the ultimate worldview. Go, for example, is regarded as having the most elegant and beautiful rules so far, and its influence on the thinking of conflict, concentration, indirect management and direct control is never out of date.

Until now, the form of the game has accelerated more than ever. For game players who born in the late 80s and early 90s, digital games started from homemade RPG Role-playing game , while for people who born after , the first impression of digital games is recreational games on mobile devices or 3A games playing in the platforms of console and PC. It might be considered as a process of new technology replacing the old one, a course of advanced game mechanics substituting that of the backward, and a kind of evolution of irreversible aesthetics.

Apart from the puzzle style, the biggest characteristic of this game depends on the handmade game environment that built on real miniature models. The evolution of technology has enabled digital games to exert influence on players in many aspects: from geographic design and physical engine to soundtracks and characters…it almost combines a variety of categories, such as dance, architecture, narrative, improvisational drama, music, painting and movie, which thus promoted the possession of a comprehensive art form within the nature of the game.

For game designers, the most direct and concise core of creation is the study of game rules and the refinement of expression. It is set in the middle ages and features nonlinear quest lines and an open world environment which encourages immersive first-person combat, bringing an innovation revolution in many ways.

The ultimate worldview of the game is also regarded as the typical element for its aesthetic grade. Game as the carrier of digital media artThe game developers have made various novel attempts in the gameplay at the aesthetic level, as not only game rules and systems are of artistic, but the visual presentation and attribute of emphasizing interactive experience within games can be viewed as artistic elements as well. It has five "worlds" with twenty levels each, and beating each level allows the dragons that the player possesses to grow into a new, more advanced form.

Some games imitate the relationship of cooperation or competition between people in reality. This kind of high imitation inevitably contains the divisions and conflicts between race, gender, region and class, and there is not any language communication language in the narrow sense with each other from a random summoning, but it guarantees a natural process in which people can establish a relationship of mutual trust from strangers.

It is assumed that all great game designers holding dreams of reforming visual art, like all artists, movie directors, eminent writers and poets, dive into this brand-new industry and lift the media characteristic of the industry as a potential technology to the aesthetic level as much as possible. Of course, it is just the integration of all these idealized visions with the latest technology of digital media that makes the unique visual innovation and experience possible.

Apart from its recreational function, the game as the carrier of digital media has been experimented by game developers in interdisciplinary fields, including art, physics, medical treatment and other social disciplines.

At the same time, expressing art concepts through the game is increasingly being used in the contemporary art field. The player is set in the background of Italian Renaissance as a member of the Medici family to establish a personal business empire through investing in artists, churches and potential cities, and then push forward the historical process with the production of art masterpieces.

It is regarded as a useful way to learn art history and art-related skills. All Rights Reserved. Quick login Account login. Event name. Event time. Do you need any accessibility service? Now in its fifth year, Into the Pixel has established itself as the annual opportunity for computer and video game artists to receive critical review of their creative achievements by both peers in the digital art world and renowned fine art experts.

For more information, please visit www. The ESA is the U. For more information about the ESA, please visit www. The Academy's mission is to promote and advance common interests in the worldwide interactive entertainment community; recognize outstanding achievements in the interactive arts and sciences; and conduct an annual awards show Interactive Achievement Awards to enhance awareness of the interactive art form.

The Academy also strives to provide a voice for individuals in the interactive entertainment community. In the Academy created the D. Design, Innovate, Communicate, Entertain Summit, a once yearly conference dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to the development of interactive entertainment. The annual event celebrates the artistry of the game. The world's only exhibition that brings together experts from both the fine art establishment and the interactive entertainment industry to explore the art of the video game, Into the Pixel today announced that it is accepting submissions for the collection at www.

Now in its fifth year, Into the Pixel ITP is the one annual opportunity for published video and computer game artists to be recognized by renowned fine art experts, the art-loving public and by their peers in the video game industry. Artists must submit their work by May 21, , for consideration by the ITP jury. An amalgam of traditional art forms—painting, writing, sculpture, music, storytelling, cinematography—video games offer artists a previously unprecedented method of communicating with and engaging audiences.

The Art of Video Games is one of the first exhibitions to explore the forty-year evolution of video games as an artistic medium, with a focus on striking visual effects and the creative use of new technologies. It features some of the most influential artists and designers during five eras of game technology, from early pioneers to contemporary designers.

The exhibition focuses on the interplay of graphics, technology and storytelling through some of the best games for twenty gaming systems ranging from the Atari VCS to the PlayStation 3. Eighty games, selected with the help of the public, demonstrate the evolution of the medium. The games are presented through still images and video footage.

In addition, the galleries include video interviews with twenty developers and artists, large prints of in-game screen shots, and historic game consoles.

Chris Melissinos, founder of Past Pixels and collector of video games and gaming systems, is the curator of the exhibition. Developments in hardware and software, as well as the advent of the internet, have given artists an ever widening palette of tools with which to create, while common game-play elements can be seen throughout. Five featured games, one from each era, show how players interact with diverse virtual worlds, highlighting innovative techniques that set the standard for many subsequent games.

The Smithsonian American Art Museum invited the public to help select the video games to be included in the exhibition. The games on the ballot were selected by Chris Melissinos, who worked with the museum and an advisory group consisting of game developers, designers, industry pioneers, and journalists.



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