My Virtual Dream at Scotiabank Nuit Blanche 2013 will take place inside a spectacular 60-ft dome, awash with projected animations, powered directly by the participants’ brainwaves connected to The Virtual Brain.
Starting at 6:52 p.m. on October 5, groups of 20 participants at a time will enter the “Dreamery” – an intimate stage in the centre of the dome. The first half of each session is called “The Wake Cycle,” during which participants will learn to control and synchronize their brain waves by playing a cerebral video game. Using only their own powers of concentration and relaxation, participants will directly control the images and sounds projected on the dome, competing with other players to create spectacular fireworks.
To learn more about the virtual game’s creation, we spoke to Elliot Pinkus, a Game Designer at Uken Games and one of the central designers of the game used in My Virtual Dream...
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How many skilled designers have their applications overlooked because they’re not communicating their abilities?
Recently I had the opportunity to run the interview process as Uken Games expanded its “Design Department” from just myself to a 3-person team. After plenty of experience as an applicant, being on the opposite side of the process was quite the perspective change. After talking to many prospective designers, I noticed a few common mistakes popping up time and time again.
Nothing here is absolute or a deal breaker. There are always many factors involved, like who is receiving your application and the degree to which they adhere to a formal rubric. I tend to look at...
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"If nothing we do matters, then all that matters is what we do. Cause that's all there is. What we do. Now. Today."
This realization in Angel’s second season can be seen as a mission statement of sorts for the entire series. When confronted by the prospect of never being able to truly defeat evil in all its forms, Angel has an epiphany (Hey, what a coincidence the episode is titled Epiphany). Fighting evil, being “good”, is not about truly winning. It’s not about the rewards at the end, it’s about the actions taken everyday. One does good, not because they expect a reward, but because they can. Because being good is an end in itself.
In contrast to an “Ends justify the means” philosophy, Buffy, Angel, and Firefly continuously reinforce the idea that the ends are irrelevant. Rewards may not exist, but the heroes still...
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[Originally posted at http://gambit.mit.edu ]
I have a confession. I never beat The Legend of Zelda: A Link to the Past without infinite magic. I used infinite lives to finish Hyperzone, Thunder Spirits, or any of the other SNES scrolling shooters that I loved. My first full play-through of Final Fantasy 6 was made a little easier by starting the game with four of the most powerful weapons and accessories. Game Genie made it all possible. Did I miss out on some of the fun by cheating my way through challenges?
“Some of the puzzles will be hard. But when you manage to solve those hard puzzles, you will feel very good about it. The game will feel very rewarding. Don’t rob yourself of that feeling by...
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