Cards of the Future

So this technically did not come from the 108 class but from an individual study that I ran with Anthony and Kohl. Duo-study?

Anyhow this game is really shaping up, I gently insisted that the devs prototype and playtest on paper before, and that may have cost them a little coding time, but the underlying mechanics really benefited from it.

You can download and play it here:

And once again Jason does a great job of critiquing the game and giving solid advice.

that new picasso smell

I have to confess that I have not figured out totally what it is about the Style Transfer and Picasso, but I tend to love the images. I have been pushing a bunch of different types of images through and seeing what the results are. I have started to look at failed photos because it seems to pull details out of the images and then restyle them. Another aspect is anything that approaches noise. This first video is long shot of Pae White’s 127 foot long tapestry. The video itself is difficult to resolve when watching it, and has a very chaotic and noisy feel to it, but after the Style Transfer it pulsates with Picasso. You can hear the museum in the background. I love that it resolves, and then gets dirty and noisy and then resolves again into the gorgeous primary colors losing the shapes and forms of the original.

The second video is longer and harder to resolve when it starts, mostly a black square, as the little bits get introduced we see that it is a game of snake. (eat the dot and the tail grows) it most certainly is not human driven, but who cares. Original credit to Omar Ghatasheh. The game itself fascinates me, but beyond that, I love the way the image shifts and becomes recognizable. The systematic motion seems a little chaotic at the beginning but has to become more patterned as the game continues. Finally we see “the end.”

Moar Games!

Thanks again to Jason for doing a great job playing and giving feedback to these novice game developers.

This batch of games is a little more challenging, the videos are there so that you can see a critical playthrough and because the commentary and advice are really quite good. Jason is able to find something valuable in just about every game.

Working with novice game developers, especially so many of them, is a bit of a challenge but anyone who got this far actually did achieve something. I am including the whole list here, and probably have a couple more posts to go. is the whole list.