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Neoludica è un neologismo italiano neutro plurale ideato da noi nel 2010 per il progetto della Biennale di Venezia. Arte e gioco: in quante forme si può declinare questa relazione? L'arte è un gioco, diceva Duchamp, e i giochi sono arte. Videogames are art, and have made a significant influence on other arts: from cinema to literature, from music to visual arts. Neoludica ®Game Art Gallery vuole esplorare a fondo queste relazioni.
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venerdì 20 settembre 2013
GAMES WEEK 2013 BRINGS IN MILANO NOLAN BUSHNELL, THE FATHER OF VIDEO GAMES
mercoledì 18 settembre 2013
MIRRORMOON E I SANTA RAGIONE_collettivo da Biennale_testimoni neoludici
Li avevamo portati alla Biennale di Venezia nel 2011, Matteo Bittanti e Domenico Quaranta avevano scritto nella sezione 'Italians do it better!!' di Neoludica-Art is a Game, edito da Skira per la cura di Debora Ferrari e Luca Traini. Paolo Della Corte, il fotografo che ci ha seguito per tutto il progetto essendo anche lui artista del gruppo, li ha fotografati nei loro momenti progettuali già nel 2010.
Fotonica, 2010, Santa Ragione, foto di Paolo Della Corte (C) |
Ora, dopo concorsi e premi, il nuovo progetto è pronto e il nuovo gioco, presentato anche da Amy-d a Milano in giugno, è uscito su Steam e noi siamo neoludicamente felici.
MirrorMoon EP è un adventure in prima persona che ha come tema il perdersi in un mondo misterioso, e apparentemente abbandonato. Autori Paolo Tajè, Pietro Righi Riva e Nicolò Tedeschi (Santa Ragione).
E' anche un gioco su posti irraggiungibili e sullo spazio infinito. Usando strumenti simili ad armi trovati sulla superficie del pianete, il giocatore può orientarsi sul pianeta spoglio. La connessione con il suo satellite e le limitate azioni date a disposizione del giocatore sono la chiave per risolvere il mistero.
MirrorMoon interface |
Il gioco è stato mostrato nel 2012 ai festival Fantastic Arcade di Austin e IndieCade a Los Angeles. Nel 2013 è stato selezionato come finalista nella categoria Nuovo Award nell'Independent Games Festival, primo gioco italiano ad essere selezionato in una categoria principale di questo prestigioso festival.
MirrorMoon EP is
a game about mystery, discovery and exploration set in outer space. Players’ space travels begin on a red planet and its unique moon and extend
across galaxies. The single player portion of MirrorMoon EP blends adventure
and exploration with navigation-based puzzle solving. The multiplayer
of MirrorMoon EP lets players share Galaxy Maps with other players: the first explorers to
land on a planet will be able to name its Star System and that name will be
forever bound to the star for any other fellow traveler who encounters it.
Each Galaxy consists of a
thousand Systems: it will be possible to fully discover the mysteries of
MirrorMoon EP only while collaborating with other players.
Through the apparently
indecipherable cockpit of an unknown spacecraft, players will be able to locate
and travel to mysterious planets. Each planet has artifacts, buildings, and
puzzles on its surface, hidden in astonishing low-poly sceneries. MirrorMoon EP
is about solitude and the subtle thrill of feeling lost; it’s a tribute to
space.
The soundtrack of MirrorMoon EP
was composed by six amazing electronica artists Michael Manning, Nicolò Sala, Eric Hopton, Marco Adamoli, Ella Guro, Keith W. Blackwell and Sine Waver. They put
together a total of 24 tracks and more than 30 minutes of original music. The
soundtrack will be available in the next few weeks via BandCamp.
MirrorMoon was nominated for
the Nuovo Award for innovation in games at Independent Game Festival
2013and was also part of the Official IndieCade and Fantastic Arcade
2012 selections. Since then, MirrorMoon has grown considerably. MirrorMoon EP
stands for Extended Play, representing all the new content that we added on
this final release.
MirrorMoon EP was recently selected as part of the main showcase at Fantastic Arcade 2013.
MirrorMoon EP was recently selected as part of the main showcase at Fantastic Arcade 2013.
- Platforms: WIN, MAC, LINUX available on Steam and DRM free through Humble Store
- Price: $9.99 $8.99 [launch sale,
10% off during the first week after launch]
Santa Ragione alla Biennale di Venezia con Fotonica |
Paolo Tajè, game designer |
"The first rediscover, in Fotonica (2011), geometric abstraction and the aesthetics of the first 3D simulations, used to design a game focused on traveling and exploring a metaphysical environment. [...]
But video games are not just cultural artifacts: they are also a culture itself, a cult, a vice and a disease, a new way of living in symbiosis with the machine, and to adapt to it. For this reason, the world of gamers is interesting for artists as much as the world of videogames: in gamers they see, on the one hand, the revival of ancestral patterns, such as that of the mystic and the prayer; and, on the other hand, the prototype of a new stage of evolution (or involution) of the homo sapiens".
(Domenico Quaranta in Neoludica, 2011)
SANTA RAGIONE
Santa Ragione is a micro game design
studio based in Milan, founded by Pietro Righi Riva and Nicolò
Tedeschi. Previous notable
works include the board game Escape
From the Aliens in Outer Space, the arcade running gameFotonica, and Street Song, a
music-inspired game created in collaboration with Kill Screen and Pitchfork.
MirrorMoon EP was developed in
collaboration with Italian game designer Paolo Tajé.
Official Trailer - DOWNLOAD
Press Contact: info@santaragione.com
lunedì 16 settembre 2013
NEOLUDICA PHILOSOPHY
Art is technology, as much as the human being.
Since the beginning, game has been the
enactment of its own destinies (plural).
A glowing red wire links the choppers made by homo habilis to the mouse of our pc,
fossil handprints to touch-screens, with the dream of a future breach of any divisor
screen.
It is a discourse that starts as abruptly as a
flash (“αστράπτω”, “astrapto”, “lightning”, abstract thought) and 75,000 years
ago was translated into a series of lozenges on red ochre, in Blombos. Later
on, once the agricultural civilization was established, lozenges became bricks
and artfully built a new artificial reality made of those angles, squares and
rectangles of which we still love surrounding ourselves with.
There is no square without brick.
There is no way of defining reality without
playing the game (dice or chess?).
There is no technology that does not answer art’s
questioning.
Nuova Cueva de las Manos, Venezia 54. Biennale, photo by Game Art Gallery |
Mythology gives eyes to statues, religion sits
choirs in the theatre, the story of a squared chunk of wood gives birth to the
picture (preferably rectangular). Paper reed rolls unfold and become codex,
palimpsest, illuminated book, printed book. The square-angles door is now wide
open, and from the darkroom to photograph, movies and the computer screen it is
a short path.
For every step a new level: reality augmented
by man’s articulate intervention, by the indissoluble osmosis between science,
technique and art which is culture. Every time the same search for what we
think we are, our representation of what we think of as natural or substantial:
are we that chunk of wood? That rock? That mixture of color, silver nitrate,
celluloid, bits?
We are multi-level. Artists, philosophers and
scientists have always known it.
We surf the Internet acknowledging the
existence of a platonic second navigation, of an Aristotelic level jump from
potentiality to actuality, to the different angelic hierarchies or Dante’s
Infernal circles, stricken both by Bruno’s heroic frenzy and Leibniz’s binary arithmetic.
We tear up the veils of Maya with deep pleasure and no shame: we leave the same
traces as Derrida. We are made of the same substance as a Flemish oil, and of
the same powerful inconsistency as a film by Kulešov. Behind the ideal city of
the Renaissance we see Daguerre’s Paris appear into light, and the 1889 World’s
Fair, with the Eiffel Tower, photographed from bird’s-eye view on Google Earth.
Let’s play SimCity.
We are also video-ludic, or rather NEO-LUDIC,
because art comes into play.
For today the world is a video game, a total
bet on our future, in which video game as a medium, knowingly sprung from its
own fiction, may finally get out of the mirror, like Alice, in order to express
its thought on a society that has never been so stratified and complex. The two
realities – which sum up to form one augmented reality – are very much alike
and cannot do without one another.
NEOLUDICA constitutes the first great attempt
to define a coherent and strongly characterized perspective on this new,
fundamental technological challenge art has embarked on.
Eva e Franco Mattes, Venezia 54. Biennale photo by Paolo Della Corte |
Artists, creators, developers and players are
then called upon to step up in class, and to accept a confrontation that will
be aesthetic as well as ethic, and therefore will bring up more daydreams.
Today more than ever we are moved by Lewis
Mumford’s words from his 1934 essay Technics
and Civilization: “Thanks to machines, we now have a chance to understand a
world we contributed to create”.
“Art is a game,” said Duchamp, “and games are art.”
The admission of video games to the Dance of the Muses has enriched this
statement: video games are art, and they have recently acquired a crucial
influence on the other arts. From movies to literature, beyond music and visual
arts. They are crossroads between different forms of production and culture and
the anomaly of such clash is what makes them so interesting.
The goal of Neoludica.
Art is a game 2011-1966 is to explore these relationships. Quoting Duchamp,
we might wonder whether the video game is a celibate machine. Our answer is “No”.
Not only does it require interaction, but it is as well a portable piece of
art.
The event witnessed by this book is also
portable: a six sections exhibit, depicting a path free from chronology but
enriched by expressions and creations between hardware and software. Michel
Foucault used to address the archaeology of thinking the same way as history
addresses the archaeology of objects: while associating so different worlds yet
animated by the same tensions, we opt for an archaeology of open aesthetics, as
shown by the essays here collected.
At the beginning of the Third Millennium the
heirs of Spacewar! have become the
biggest cultural industry in the world, with a large catchment area and true
opportunities for communication and education. Professional photographers,
graphic designers, speed painters, animation artists, computer programmers…
They all devote years to producing video games. We grew up with them, and many
more are growing up at this very moment.
And yet, we all look inside a frame, the center
of both knowledge and experimentation: artwork, portable console, screen or TV.
[Debora Ferrari, Luca Traini -
2010 - Skira ed., Milan]
giovedì 5 settembre 2013
L'ASPETTO LUDICO DELL'ARTE CONTEMPORANEA, un corso per divertirsi con la storia e gli autori
L'ARTE è IN GIOCO, 110 anni di arte
contemporanea ludica:
da Dada alla Game Art
[corso ideato e curato da Debora Ferrari]
Op-Art di Vasarely |
11 lezioni, una per ogni decennio dal 1900 al 2010 per
capire la trasformazione dell'arte contemporanea e arrivare a scoprire l'arte
del futuro, in realtà già presente: la Game Art, l'arte dei videogiochi.
Portal |
L'aspetto ludico ha sempre affiancato le arti, ma oggi più
che mai siamo dentro uno sviluppo rapido e immersivo delle arti, l'ARTEINMENT,
una modificazione fra arte e intrattenimento.
mostra DADA, 1920 |
Come 100 anni fa per il cinema, queste nuove forme sono
molto amate e diffuse e faticano a essere accolte dalla massa elitaria, ma sono parte della nostra vita culturale odierna e di una 'gamification'
dell'esistenze che abbraccia ogni ambito.
Sala di Neoludica a Venezia, 54.Biennale Internazionale d'Arte (foto Paolo Della Corte) |
Visione di opere, excursus sui personaggi, letture di
manifesti, spiegazioni della concept art e visione di progetti indie che mutano
radicalmente il concetto di arte interattiva.
Opera di Piero D'Orazio |
Tetris di Alexey Pajitnov |
A CHI SI RIVOLGE IL CORSO: ad appassionati di ogni età, a giovani studenti e artisti, a game designer che vogliono comprendere l'arte contemporanea per trarre ispirazione.
per info, luogo, costi e dettagli cliccare qui
[fra qualche giorno questo post sarà reperibile nella pagina 'Corsi e workshop']
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