SwanQuake: The User Manual

INTRO

The User Manual opens Gibson/Martelli’s SwanQuake project up to discursive reflection and expansion through its selection of articles and essays.

In the first section, the User Manual takes you through some of the processes of making SwanQuake including sound composition, choreography and computer animation work. Also in section one is a modicum of do-it-yourself instructions and two views on Gibson/Martelli’s  (igloo) work in relation to the wider field of digital arts practice and culture.

In the second section, the User Manual broadens the scope of the discussion to include the ontology of game art, analysis of perspective in 3-D spaces, ‘uncanny’ realism and collisions between game artistry and commerce.

Editor: Scott deLahunta.
Authors: Johannes Birringer, Helen Stuckey, Shiralee Saul, Bruno Martelli, Ruth Gibson, John McCormick, Katharine Neil, Alex Jevremovic, Adam Nash, Helen Sloan, Stephen Turk, Marco Gillies, Harry Brenton & David Surman.

Published by: Liquid Press/ i-DAT (Plymouth University).

‘The essays contained in the user manual provide a cultural, historical and technological context for SwanQuake. igloo’s work is an excellent example of the adaptation of game systems to fine art and this means that the essays also serve as an informative (and very well referenced) entry point for current debates around ‘game art” – Rob Myers for Furtherfield

Available from Amazon.co.uk here.

CONTENTS

0.1 Quick Start Guide Scott deLahunta.
0.2 DIY: 10 steps 10 minutes 1 level Bruno Martelli.
0.3 Pushing Polygons #1 (interview with Bruno Martelli & Alex Jevremovic)


SECTION 1

1.1 Choreographing Cycling Anims Scott deLahunta.
1.2 Real Time Art Engines 2: Sound In Games Adam Nash.
1.3 Data Art & Interactive Landscapes Johannes Birringer.
1.4 Cultural Resonance: Participation, audiences and interface Helen Sloan.
1.5 Pushing Polygons #2

SECTION 2

2.1 Art is DOOMed: The spawning of game art Shiralee Saul & Helen Stuckey.
2.2 Quake ‘n Space: Duchamp’s Game 40 Years After Stephen Turk.
2.3 Uncanny Valley: Realism in visualisation and character design Harry Brenton, Marco Gillies & David Surman. Edited by Helen Sloan.
2.4 Gaming, Uncanny Realism and Technical Demonstration David Surman.
2.5 My game in your gallery? Professional game developers as artists Katharine Neil.
2.6 Pushing Polygons #3.


2.7 Credits /Biographies.
2.8 Index.

0.1 Quick Start Guide Scott deLahunta.

QSG

0.2 DIY: 10 steps 10 minutes 1 level  Bruno Martelli

DIY

1.1 Choreographing Cycling Anims Scott deLahunta.

ScottdeLahunta

1.2 Real Time Art Engines 2: Sound In Games  Adam Nash

ADAMNASH

1.3 Data Art & Interactive Landscapes Johannes Birringer

JohannesBirringer

1.4 Cultural Resonance: Participation, audiences and interface  Helen Sloan

HelenSloan

2.1 Art is DOOMed: The spawning of game art  Shiralee Saul & Helen Stuckey.

Saul&Stuckey

2.2 Quake ‘n Space: Duchamp’s Game 40 Years After  Stephen Turk

StephenTurk

2.3 Uncanny Valley: Realism in visualisation and character design
Harry Brenton, Marco Gillies & David Surman. Edited by Helen Sloan

UncannyValley

2.4 Gaming, Uncanny Realism and Technical Demonstration  David Surman.

DavidSurman

2.5 My game in your gallery? Professional game developers as artists  Katharine Neil.

KatharineNeil