Tag Archives: cgi
marco tempest
… get to the poetry faster This is way overdue. It must have been in the late 1980s or early ’90s that for the first time I saw ↑Marco Tempest perform live. It was at one of those bigger magicians’ … Continue reading →
ngon
It’s been some time since I regularly paid visits to ↑Second Life (SL). This is mainly because two of my best friends—master designers, creative geniusses, and overall great guys acid Zentih and ↑Detect Surface—seemed to have left SL for good. … Continue reading →
environmental malfunction
After our conversation in the elevator unfortunately is interrupted by ↑Francis Pritchard entering, ↑Megan Reed has to go and meet ↑Athene Margoulis, ↑David Sarif‘s executive assistant. The latter is my boss, the founder and CEO of ↑Sarif Industries, whom I … Continue reading →
tie rendering
It seems like I can’t resist the gravity of the vast ↵moc- and afol-scene. And thick participation means, among other things, sharing practices. So I followed the comprehensive tutorial ↑Converting LDR Files to POV Files for Rendering by Jeroen de … Continue reading →
cyberanthropology
My new book ‘↑Cyberanthropology‘ has been published. You absolutely are invited to order it online ↑via amazon [I have absolutely nothing against you clicking the like-button there] or ↑via Peter Hammer Verlag. Offline every decent bookshop can get it for … Continue reading →
flowchart shaders
Biohazard’s modding tool, the ↑Source Shader Editor, is a ↑WYSIWYG editor, which ‘allows the user to create, compile and implement new ↑shaders easily into a source ↑mod without any preliminary knowledge of HLSL. The shaders are based on nodes which … Continue reading →
mocs and afols
It may or may not be by accident, but ‘moc’ and ‘mod’ sound very similar. And indeed, both are close kin. The abbreviation ‘mod’ means ‘modification of a computer game,’ the playable addition to commercial computer-game software, produced by private … Continue reading →
postapocalyptic interviews
At level-design.org there is an interesting ↑interview with Hélder Pinto aka [HP], my old friend from the Max-Payne modding-scene who became a level artist at Crytek. The above is an example of his art, the devastated Madison Square as it … Continue reading →
guy headroom
The screenshot above I grabbed from ‘↑A Message from Anonymous—12/16/2010‘ on YouTube. No, I won’t really comment on ↑Anonymous for now—my esteemed colleague ↑Biella Coleman already covers it nicely from an anthropological vantage point: ‘↑Anonymous: From the Lulz to Collective … Continue reading →