Thanks to Marcin Ignac for pointing out that the below project grid is not working properly on OS X Safari. The long horizontal line of items is not intended ;). Please use another browser to view this until i get it fixed in the next 1-2 days. Happy Holidays!
I worked with an "indie" hollywood studio in collaboration
with Jody Zellen in designing and building a web-based UI
to present their interview videos of the top industry game
designers on HTML5 canvas and video elements. I used ProcessingJS.
The interface featured a line-network of tags shared between the videos.
Each video was a sprite that had its own transformation matrix. Triangle collision
was also employed in order to do mouse picking with non-rectangular 2D polygons.
in addition to instance scoped members.
The company, Artifact Studios, ran way over their revision
allowance, and continued to expect work out of me long
after the contract's duration had ended. And that was the
last time I worked in Hollywood.
Visit criticalpathproject.com on the web
Watch on Vimeo.
withDRAWal is a series of ten interactive scribble styles commissioned by
Graham Peet of The Public in West Bromwich, England. I programmed and tested the whole thing at Beit T'Shuvah.
Each mode responds to the scribbling input in a different way.
In writing this software using C++ and openGL in OpenFrameworks, I found myself using a maze solving algorithm, the Box2D physics
engine, and Perlin noise. Instructions: draw with your mouse, and press the circle at the bottom left corner to move on.
If you have a keyboard, press spacebar to clear the screen without moving on. Each number key corresponds to one of the ten
modes. Press D to enable the debug overlay. Press - and + to adjust speed or fatness - use at your own risk. Press S to render one
screenshot to the data folder. F toggles fullscreen. Q brings back the beginning instruction screen. If you're on a Mac portable
that has a sudden motion sensor, mode 5 will let you tilt the screen.
Download withDRAWal for Windows
Download withDRAWal for Mac
Download withDRAWal for Linux
Visit The Public
Commissioned work that deals with the browser as a medium in promotion of Google Chrome browser.
I chose to port Balldroppings to processing.js
and I made PopupPong -- pong that uses the brower windows as interactive game elements.
BallDroppings was able to happen because of the native Canvas tag included in Chrome, and because
the js engine runs so fast. PopupPong actually proved to be a bit difficult because of a bug in the window
resizing and placement functions.
A game demo where the player changes the terrain by laying down blocks, then presses go and watches the avatar walk forward, bumping
into walls, and eventually reaching the heart and completing the level. When I first began writing this, I was trying to create
a game that introduces basic computer programming concepts to the player through architecture and symbols. I still haven't found
a good network of metaphors to use -- particularly in the area of working with numbers and math and trying to make it not so mathy.
This project almost became my graduate thesis. I later went on to the Icon==Function project and I failed at making those audio visual
environments turing complete as well. With Teamwork, I got so wrapped up in the fun of designing a retro-esque 2D side scroller that
I almost lost track of my regular school work. I hope to some day pick back up on making an accessible visual programming system.
Download Teamwork for Mac
Game Music by Marc Nimoy
End Level Trumpet Sound
Froggies is a play-testing prototype for a children's digital play environment.
A table with a screen embedded into the surface acts as an arena for virtual life.
Children react with the virtual life by placing various symbolic markers on the table
and sliding them around. The result is a musical rythm of animal noises.
Balldroppings was one night of idle programming that blew up unexpectedly into a web phenomenon.
I learned that simplicity is elegant, and C++ is wonderful for low-latency sound+image.
I also learned about addiction and glucose metabolism rate highs. Although I do not accredit myself
for having originated the idea of interactive lines with bouncing balls, there exists a small following
in the online gaming community that gives me such credit, particularly when accusing one another of
having copied me in their recent developments. BallDroppings has also been re-implemented in other
languages by random people, referencing the name "BallDroppings." All this activity is very surprising to me.
It is also a clear example of the great power resulting from refraining to mark intellectual property.
A lot of people mistook BallDroppings to be my graduate thesis. I don't try to correct this misunderstanding.
Tiny Guerilla Video Game Installation:
A minimal ball paddle video game that uses a sewing pinhead for a joystick (move paddle left and right). The screen is the size of a
penny. Theoretically, this tiny videogame would be installed into a wall in a public space - preferably a wall that people must stare at a lot.
Subway station waiting benches have wooden arm rests that are perfect for this. In these pictures, you see the presentation prototype. it is
important to design this system so that it can be installed into a wall in 30 seconds with only maybe a pocket drill and glue. The electronics can
be designed so that the entire thing can be poked through a fresh hole in the wall without having to open the wall up. This prototype can be
reprogrammed with a serial cable to provide other interactive or non-interactive content. The system can potentially be battery powered, plugged
in, and solar powered depending on context. It would be great to see one wall with 50 tiny video games all lined up in a row.
Photo 1 from Nintendo Show in Landesmuseum, Koblenz. taken by Andreas Lange
Photo 2 from Nintendo Show in Landesmuseum, Koblenz. taken by Andreas Lange
Watch on Vimeo.
Photograph taken by Fatima Lasay at DECODE exhibit, 2003
This white square is a section of a wall.
A digital video game reproducing a young girl's idle hobbie.
Game Nomenclature, Original Conceptualization: Megan Elam & Angela Feraco
Electronic Conceptualization, Design, Programming: Josh Nimoy
3D Butterfly graphics: Mike Spasoff
Testing and Debugging: Marc Nimoy
View Interactive Demonstration