Félix Curto at Domus Artum 2002

I rarely write about art mostly because it has that flavor of an art history assignment from grad school, but I was in Salamanca for the ICCC and felt I really needed to get some contemporary art. I had muddled around in Madrid and my Google Fu was off so I left mostly empty handed, but hungry.

My first night in Salamanca I stumbled into the Tres Acordes Fest being held at the contemporary art museum and I was blown away. The music was great, a mix of sca, rap and other styles, but the artists were tight and the crowd was local. The beer was tasty too.

I was a little concerned that the Feast of St John would get in the way of visiting the museum http://domusartium2002.com/ the next day but I was wrong. The museum has a wonderful exhibit space that looks like a former prison, and whereas the vibe from the prison is chilling, it works oddly well for a contemporary art museum.

There were three artists on exhibit when I visited but I am going to focus on one of them. Félix Curto. Coming into the exhibit with no knowledge of the space or the artist served me, and I rode an amazing arc from the usual “WTF” that I often feel with contemporary art to open astonishment after Curto showed a deft mastering of medium after medium. Curto’s persistence with media and message about the west of America and the people that they encountered there is overwhelming.

After experiencing the huge volume of image collections and collections of images and into photography and then marking objects (including a car) I am blown away. In the end I loved this exhibit, and recommended it to the other attendees. The DA2 is an amazing space for having put on such an ambitious and delightful exhibit.

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my favorite art still starts fights

I visited my favorite piece of public art in San José today and it still makes me so very happy. It is funny that I so recently got in a fight about this, apparently there are some people with some lingering hurt feelings about this work, even in my circle but I have to say that as an iconic work, it always makes me smile. The artist Robert Graham was treated somewhat poorly in the commissioning of the work so he let his feelings influence the final work as it was presented to San José.

The irony is that this work has had a hugely positive effect on the way that artists are treated in the public art system, and the way the community is engaged.

I have to say too that it is a joy to see kids playing on the turd, and my favorite intervention was a number of years ago when an artist attached some sculpted flies and renamed it “Poo Platter.”

It must be difficult as a person bringing art to the city to see it become a joke, but I am sincere when I look at this and say that I admire the work and the story of how it came to “rest” here. There is no sense looking for a big dog either, but the impact of the work can be seen in tons of public art around San José.

https://www.mercurynews.com/2017/08/23/san-joses-quetzalcoatl-the-story-behind-the-statue-we-love-to-mock/

More Processing Portraits (Spring 18)

I really love this project, Art 74 Spring 18, Processing Self Portraits:

Student Work

self portrait in code: processing

Extra Life 2017

Tune in here: http://twitch.tv/sjsugamedev

Join the Game Dev Club at SJSU for a 24 hour live stream for Extra Life!

Extra Life is a charity organization that raises money for Children’s Miracle Network hospitals and this will be the Game Dev Club’s 4 years in a row participating! We are raising money for https://give.ucsfbenioffchildrens.org/

Be sure to donate to our Extra Life campaign here: https://www.extra-life.org/index.cfm?fuseaction=donorDrive.participant&participantID=285429

You can find the list of games we’re streaming here:
https://docs.google.com/spreadsheets/d/1vY5KStPJEmUn5L7vrkDOgd3CbICqUuuedkWj7lq2x0g/edit?usp=sharing
As well as a list of donation incentives here:
https://docs.google.com/document/d/1DWaJVt3rAvFvaZYSgG-CU5oopPk9yHCYMWyPRjVDetU/edit?usp=sharing

http://twitch.tv/sjsugamedev – to watch the stream live.

Peak GIF

“Peak GIF, an event based on M. King Hubbert’s theory, is the point in time when the maximum rate of extraction of loops is reached, after which it is expected to enter terminal decline. Peak GIF theory is based on the observed rise, peak, fall, and depletion of aggregate production rate in GIF fields over time. It is often confused with GIF depletion; however, peak GIF is the point of maximum production, while depletion refers to a period of falling reserves and supply.”

CSUSA Game Dev Studio: First Milestone

We set the daily meeting schedule, with the plan to meet with artists and programmers less often:

10 am Producers
1030 am Designers
11 am Artists
11:30 Programmers

2pm All Hands meeting (every day)

It was obvious in the beginning that people didn’t understand the roles of Producer and Designer, and our guest artists in each area did an amazing job of educating and motivating. The challenge was that the producers would get stuck managing because of inexperience, we shortly switched to a series of two day sprints for M/Tu and W/Th in the last week with Friday being about show setup.

Wed, Thu, Fri, Sat of the first week focused on basic skills with JP doing Unity workshops on Getting Started, basic platformer, scenes, doors & keys, and GUI.

Guy from the group had taught Maya workshops and volunteered to help with Maya tutorials on an intro level and dealing with rigging.

Wed started the meeting cycle and introduced the teams to the arcade cabinet, also intro to unity (almost everyone came to this) and intro to Maya.

Thursday we established that the first milestone would be Saturday at 2pm, we were scheduled to be off on Sunday, so this seemed like a good time to check progress, we also determined that we would have team meetings with their scrum boards after the 2pm demo and check in. This was to focus on the production cycle and to give critique to the entire team.

Friday morning meetings went well (though there were issues, more on this later) and JP began addressing additional issues in the Unity tutorials.

Saturday came and we limited morning meetings to producers and designers to let more development happen. Many of the teams had half of their group in each meeting so it was difficult to get a whole lot done while half the team was away.

Demo’s took place at 2pm, and we expected problems. Wrong build, wrong controller, not all mechanics (we allowed them to have paper based mechanics where they had not implemented digital). Everything you can imagine in terms of technological issues happened. This was good, the lesson is “practice your presentation” don’t wait till the last minute.

We then met with each team. There was so much good going on with each presentation but critique has a tendency to reflect on what could be improved, we had to check ourselves and make sure we said that things were going well. We also had a team struggling and set aside extra time for them. Lots of extra time, we came back after dinner and were there till almost 11pm. I have never seen a meeting run by a kinder person than Mattie Brice, her patience and focus were phenomenal.

Sunday was a day off, this moment of rest was much needed.