Wednesday, November 19, 2008

Rigamarole

Art systems from code-generated displays, in my opinion, is not art. How can a person place a mod within a system and claim it as their own. The discourse within "An Interview with JODI," is astounding - computer dabblers remove textures from a code in attempt to "reveal" the environment. Their findings are cute, yet simplistic. The point of any entertainment (or serious) game is to be removed from reality. We all know that mobs are just number-generating pixels, activated by movement into radii.

Yes, artists dance around the boarders of law - mock copyright, infringe on property, and vandalize...yet the artist is commonly socially accepted. They personalize. It's nice. But, would an urban artist claim their medium (architecture) as their own? I doubt it. The perspective engines discussed in part 2 of the reading seem to take a step too far...it's merely cosmetic, if that.

I battle gibberish like this in my work. I like to think of myself as an artist - painstakingly investing hours, days, and weeks into the geometric design of stuff that may sometimes be nanometers in length. My specific duties are not unique - just like painting with a brush is not unique. But, its my creativity that allows me to continue my work. It's not unusual to visit a trade show and see my work deconstructed - and the creativity falsely claimed for. This is what I see in these "artists." They have pirated a designer's engine [their geometric/statistical design] (their medium), broken it down, and claimed it as their own.

For the chapter on "interdependent Game Development" - I totally disagree. The same bullshit is in the CAD world - there are billions of posts on forums and blogs concerning the difficulty of CAD and that open source tools suck, are not as good, etc. This is all nonsense - CAD just takes time and a spatially-oriented mind to work in. Same goes for animators - so much bitching in the industry about tools and code. Maya takes 6-10 months to adjust to - where your done, your a professional animator. I'm talking about greater than DVD quality, 1080p stuff, photo-realistic design and even throw in some physics generators.

So "can" the small firms make games? Yes. Can they afford the talent? No. Are they willing to learn themselves? Time will tell.

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