Dive into the archives.


  • Screen/Play Symposium at AFFF (1)

    Can (fantastic) films and computer games absorb each other’s ways of storytelling? This years Amsterdam Fantastic Film Festival (AFFF) hosted a small symposium to tackle this (for a traditional film festival) daring question. In order to do so, the festival managed to form a quite varied panel of dicussion, being made up of JT Petty, [...]

  • Orientation Days Game (1)

    The Game Design workshops at the Orientation Days (last week), sparked some interesting, in part strange ideas. Potential students were asked to sketch out certain parts of a game, such as the game environment, their avatar, and to come up with a storyline (in a group process). As I enjoyed helping out in the workshops, [...]

  • low-res midi controlled pong

    Ok.. we won’t comment on the usefulness of this technology.. but hey! it is just a demonstration of the unlimited connection-power of Processing :) The computer playing Pong with itself. The motorfaders from the Behringer BCF2000 can either used as user-input or taken over by the PC. The display was taken from a bus-stop, and [...]

  • Head-up Display in FP(S) Games

    About half a year ago I started on a paper/essay about head-up displays (HUDs) in first-person games, observing that Greg Wilson’s writings from 2006 are still holding. This is not just the case in console games, but also in PC-games. See below, a Quake/CPMA HUD, probably from around 2001, and the lack of a HUD [...]