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* Wandering in a city's evocation oscillating between etching and architecture. | * Wandering in a city's evocation oscillating between etching and architecture. | ||
* Wandering in a city's evocation oscillating between scorias and raw mass. | * Wandering in a city's evocation oscillating between scorias and raw mass. | ||
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+ | === Game === | ||
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+ | An interactive version of the project will come out during 2017, thanks to the [http://polymorph.cool polymorph engine]. | ||
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+ | === 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. | 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. |
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.
pour la fin de journée ou autre, une ambiance + chaude: fond jaune/orangé, écrasement des contraste vers le noir
détails:
online identity ∋ [ social ∋ [mastodon♥, twitter®, facebook®, diaspora, linkedin®]
∥ repos ∋ [github®, gitlab♥, bitbucket®, sourceforge] ∥ media ∋ [itch.io®, vimeo®, peertube♥, twitch.tv®, tumblr®] ∥ communities ∋ [godotengine♥, openprocessing, stackoverflow, threejs]]