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+ | <div class="vimeo-counch" style="background:#eee"> | ||
+ | <iframe src="https://player.vimeo.com/video/206641568?title=0&portrait=0&byline=0" width="800" height="450" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe> | ||
+ | </div> | ||
+ | <div class="vimeo-counch-pusher"> </div> | ||
+ | </html> | ||
− | + | DC-2017-03-0322-20-50-fly throungh - 2017 - screengrab of the realtime version | |
− | == | + | <html> |
+ | <div class="vimeo-counch" style="background:#eee"> | ||
+ | <iframe src="https://player.vimeo.com/video/60733391?title=0&portrait=0&byline=0" width="800" height="450" frameborder="0" webkitallowfullscreen mozallowfullscreen allowfullscreen></iframe> | ||
+ | </div> | ||
+ | <div class="vimeo-counch-pusher"> </div> | ||
+ | </html> | ||
− | + | Disrupted cities [teaser] - 2013 | |
− | == | + | * Wandering in a city's evocation oscillating between etching and architecture. |
+ | * Wandering in a city's evocation oscillating between scorias and raw mass. | ||
+ | |||
+ | == Game == | ||
+ | |||
+ | An interactive version of the project will come out during 2017, thanks to the [http://polymorph.cool polymorph engine]. | ||
+ | |||
+ | == Videos (old, 2013) == | ||
+ | |||
+ | The first version of this work unit was shown on 3 screens, each one displaying a different sequence of the whole video. It is articulated in 3 phases: shore / meander / dormer. | ||
+ | |||
+ | '''video credits''' | ||
+ | |||
+ | * loïc reboursière [ sound & editing ] | ||
+ | * françois zajéga [ images & editing ] | ||
+ | |||
+ | Disrupted cities is the result of a collaboration with Loïc Reboursière. | ||
+ | |||
+ | It is divided in three sequences: shore > meander > dormer. | ||
+ | The sequences are displayed on three screens, side by side. | ||
+ | |||
+ | == History == | ||
+ | |||
+ | * first version of the project, presented @ jumble art2 in Lille on the 22/02/2013 | ||
+ | |||
+ | == Devlog == | ||
+ | |||
+ | * [[WorkUnit:Disrupted Cities - devlog | follow graphic researches of the game here]] | ||
+ | * [[WorkUnit:Disrupted Cities - road network | follow road network generation development here]] | ||
+ | * [[WorkUnit:Disrupted Cities - docs | documentation]] | ||
+ | |||
+ | You can also check the [http://polymorph.cool/tag/disrupted-cities/ polymorph website] for early notes. | ||
+ | |||
+ | [[Category:3D]] | ||
+ | [[Category:generative]] | ||
+ | [[Category:art]] | ||
+ | [[Category:polymorph]] | ||
+ | [[Category:etching]] | ||
+ | [[Category:game]] |
DC-2017-03-0322-20-50-fly throungh - 2017 - screengrab of the realtime version
Disrupted cities [teaser] - 2013
An interactive version of the project will come out during 2017, thanks to the polymorph engine.
The first version of this work unit was shown on 3 screens, each one displaying a different sequence of the whole video. It is articulated in 3 phases: shore / meander / dormer.
video credits
Disrupted cities is the result of a collaboration with Loïc Reboursière.
It is divided in three sequences: shore > meander > dormer. The sequences are displayed on three screens, side by side.
You can also check the polymorph website for early notes.
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