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	<title>artserf.net &#187; Portfolio</title>
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		<title>Oil on Canvas, Merci (2006)</title>
		<link>http://www.artserf.net/2010/01/05/merci-oil-on-canvas/</link>
		<comments>http://www.artserf.net/2010/01/05/merci-oil-on-canvas/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:56:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.artserf.net/?p=70</guid>
		<description><![CDATA[Merci is a companion piece to Justin. This creature is a celestial being who lives in the dark matter between dimensions. Her head is fully immersed in the place between worlds, but her branches are weaving the veil itself. The light of the seeds in her branches and the light of the veil are meant [...]]]></description>
			<content:encoded><![CDATA[<p><em>Merci</em> is a companion piece to <em>Justin</em>. This creature is a celestial being who lives in the dark matter between dimensions. Her head is fully immersed in the place between worlds, but her branches are weaving the veil itself. The light of the seeds in her branches and the light of the veil are meant to be same. This creature is creating a world, seeding, and weaving it.</p>
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		<slash:comments>2</slash:comments>
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		<title>Video Direction, Shooting, Editing, SloMosquito (2005)</title>
		<link>http://www.artserf.net/2010/01/05/slomosquito-video-direction-cinematography-editing/</link>
		<comments>http://www.artserf.net/2010/01/05/slomosquito-video-direction-cinematography-editing/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:49:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.artserf.net/?p=67</guid>
		<description><![CDATA[Slomosquito was my admission to the SloMo Video Festival curated in 2006 by Ryan Junell. All submissions were one-minute long and were required to deal with the idea of slowness either visually or otherwise.
I shot several minutes of a group of mosquito larvae swimming in the shallow pool of a fountain with a Sony Handycam. [...]]]></description>
			<content:encoded><![CDATA[<p><em>Slomosquito</em> was my admission to the SloMo Video Festival curated in 2006 by Ryan Junell. All submissions were one-minute long and were required to deal with the idea of slowness either visually or otherwise.</p>
<p>I shot several minutes of a group of mosquito larvae swimming in the shallow pool of a fountain with a Sony Handycam. The mosquitoes each looked like one single flagella, whipping back and forth across the bottom of the fountain. I tracked one mosquito in particular and chose a few moments from that footage to slow down. I received permission from an electronic musician, Four Tet, to use his track “No More Mosquitoes.” I overlaid “No More Mosquitoes” with a British Broadcasting Corporation’s recording of a lecture from neurologist V.S. Ramachandran.</p>
<p>In the clip, Ramachandran is discussing the sensation of free will. According to his research, the brain experiences the conscious feeling of making a decision after the neurons have already fired committing to that decision. The brain delays the feeling of choice (the illusion of free will) until the moment that the body takes the step forward.  Effectively, your brain has already decided to step forward but the brain delays the decision to coincide with the action. Ramachandran suggests there must be an evolutionary purpose behind this lag; humans benefit from the feeling of making a decision being experientially linked with the action resulting from that decision.</p>
<p>Watching mosquitoes fling themselves back and forth across the shallow pool in my backyard reminded me of this part of the lecture. Is there also an evolutionary purpose for the mosquito to believe that it is choosing to cross the bottom of the fountain?</p>
<p><em>Slomosquito</em> was accepted into the SloMo Video Festival, which toured extensively. I was living in Los Angeles at the time and attended a showing of the festival including my film at the Hammer Museum.</p>
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		<slash:comments>4</slash:comments>
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		<title>Oil on Canvas, Justin (2007)</title>
		<link>http://www.artserf.net/2010/01/05/justin-oil-on-canvas/</link>
		<comments>http://www.artserf.net/2010/01/05/justin-oil-on-canvas/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:46:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.artserf.net/?p=65</guid>
		<description><![CDATA[Justin is a close-up of a celestial being, a plant-animal hybrid that grows and tends realities.These hybrid creatures live in the dark matter between dimensions. Justin’s roots and heart extend into the darkness but his mind is reaching into another space. Justin is in the same series with Merci.
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			<content:encoded><![CDATA[<p><em>Justin </em>is a close-up of a celestial being, a plant-animal hybrid that grows and tends realities.These hybrid creatures live in the dark matter between dimensions. Justin’s roots and heart extend into the darkness but his mind is reaching into another space. <em>Justin</em> is in the same series with <em>Merci</em>.</p>
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		<slash:comments>1</slash:comments>
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		<title>Stop-Motion Animation, Old Man and Cat (2006)</title>
		<link>http://www.artserf.net/2010/01/05/old-man-and-cat-stop-motion-animation/</link>
		<comments>http://www.artserf.net/2010/01/05/old-man-and-cat-stop-motion-animation/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:45:44 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.artserf.net/?p=63</guid>
		<description><![CDATA[Old Man and Cat was my final project for Aimee Bender’s Advanced Fiction Writing class at USC. After shooting and editing a short stop-motion animation, I packaged a DVD of the film with the puppets I sculpted, props, and a small diorama of the set. The result was a storytelling toy, meant to encourage its [...]]]></description>
			<content:encoded><![CDATA[<p><em>Old Man and Cat </em>was my final project for Aimee Bender’s Advanced Fiction Writing class at USC. After shooting and editing a short stop-motion animation, I packaged a DVD of the film with the puppets I sculpted, props, and a small diorama of the set. The result was a storytelling toy, meant to encourage its players to create their own stop-motion animations. The slide image was a still in the video. Photographer Sara Pine lit the set.</p>
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		<title>3D Modeling, Monster Hands (2007)</title>
		<link>http://www.artserf.net/2010/01/05/monster-hands/</link>
		<comments>http://www.artserf.net/2010/01/05/monster-hands/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:34:42 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.artserf.net/?p=60</guid>
		<description><![CDATA[Monster Hands was a craft exercise for my personal use. This was the second object I printed on the 3D printer at Bad Robot’s office. I wanted to make really creepy drawer pulls for my kitchen, so I sculpted these in Maya and used ZBrush to get the more detailed finish. I exported the resulting [...]]]></description>
			<content:encoded><![CDATA[<p><em>Monster Hands </em>was a craft exercise for my personal use. This was the second object I printed on the 3D printer at Bad Robot’s office. I wanted to make really creepy drawer pulls for my kitchen, so I sculpted these in Maya and used ZBrush to get the more detailed finish. I exported the resulting mesh to a very exact 3D program called Rhino. Rhino was able to connect to and print from the Eden 350v printer. The hands are about 3 inches tall.</p>
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		<title>World Creation, PMOG/The Nethernet (2006-2009)</title>
		<link>http://www.artserf.net/2010/01/05/world-creation-pmogthe-nethernet/</link>
		<comments>http://www.artserf.net/2010/01/05/world-creation-pmogthe-nethernet/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:31:25 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.artserf.net/?p=58</guid>
		<description><![CDATA[In early 2006, my GameLayers co-founder Justin Hall was about to give a talk at South by Southwest dealing with online play. A lot of our friends were playing World of Warcraft but neither of us had the time or dedication to spend 20 hours a week leveling an elaborate character. For the talk, Justin [...]]]></description>
			<content:encoded><![CDATA[<p>In early 2006, my GameLayers co-founder Justin Hall was about to give a talk at South by Southwest dealing with online play. A lot of our friends were playing <em>World of Warcraft</em> but neither of us had the time or dedication to spend 20 hours a week leveling an elaborate character. For the talk, Justin and I conceived of a massively multiplayer online game that you could play just by surfing the web. At the time, Justin was a graduate student in interactive media and needed a thesis project. With my help, he decided to produce a prototype of our game concept for the University of Southern California School of Cinematic Arts, Interactive Media Division.</p>
<p>I was responsible for grounding the concepts into specific interactions, the game, story and visual design. I began with the world: What kind of people lived there? What was the architecture of this place between the real world and the world of information?</p>
<p>I developed the backstory for<em> PMOG: The Passively Multiplayer Online Game</em> while earning my Bachelor’s degree from the University of Southern California. In addition to studying magical realism fiction writing with Aimee Bender, I took several Victorian literature classes. I set <em>PMOG/The Nethernet</em> in a digitized Victorian world, a look generally known as steampunk. I fell in love with the idea of Victorian-era London as similar to the structure of networked information. Both are dramatic mazes of people, structure, and story.</p>
<p>I started by writing short stories that became the “Histories” of this Victorian internet world. The Histories mentioned characters that were later brought out of the fiction and into the live game as Non-Player Character (NPC) virtual puppets. I worked with the community manager at GameLayers, and a volunteer force of player Stewards to run live events using the NPCs. Stewards helped us keep in touch with the rest of the player base, enforced the social rules, and maintained the community standards. Between the Histories, the NPCs, the theme and setting, and my work with the community, I established and perpetuated the fictional universe for <em>PMOG/The Nethernet</em>.</p>
<p>The image on here was the illustration from a story in the Codex fiction, drawn by Colin Adams under my direction.</p>
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		<slash:comments>2</slash:comments>
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		<title>Art Direction, The Nethernet (2009)</title>
		<link>http://www.artserf.net/2010/01/05/the-nethernet-art-direction/</link>
		<comments>http://www.artserf.net/2010/01/05/the-nethernet-art-direction/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 23:28:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.artserf.net/?p=55</guid>
		<description><![CDATA[Ultimately I believe the theming of PMOG and The Nethernet had niche appeal. My friend Alan Yu, who is himself the founder of the iPhone games studio ngmoco:), told me that you can innovate on one of three things: platform, gameplay, or theme. As first time entrepreneurs and game developers, we innovated on all three [...]]]></description>
			<content:encoded><![CDATA[<p>Ultimately I believe the theming of <em>PMOG </em>and <em>The Nethernet</em> had niche appeal. My friend Alan Yu, who is himself the founder of the iPhone games studio ngmoco:), told me that you can innovate on one of three things: platform, gameplay, or theme. As first time entrepreneurs and game developers, we innovated on all three with <em>PMOG/The Nethernet</em>.</p>
<p>After launching in mid-2008 as <em>PMOG</em>, we realized we needed to make the game more approachable. I lead a rebranding effort and renamed the product <em>The Nethernet</em>. Television producer Jesse Alexander and games producer Alice Taylor from the UK’s Channel 4 advised me as I worked to adapt our web MMO for a broader audience.</p>
<p>The art direction of <em>The Nethernet</em> was meant to be a more mainstream approach to the steampunk theme that was present in <em>PMOG</em>. In large part we kept the general steampunk theme to bring along our community and be able to iterate quickly. I like to think of <em>The Nethernet</em> style as Disney-does-steampunk. The illustrator Colin Adams drew all of the images on this slide with my direction.</p>
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		<slash:comments>3</slash:comments>
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		<title>Game Design, PMOG/The Nethernet (2006-2009)</title>
		<link>http://www.artserf.net/2010/01/05/pmogthe-nethernet-game-design/</link>
		<comments>http://www.artserf.net/2010/01/05/pmogthe-nethernet-game-design/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 21:55:18 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.artserf.net/?p=52</guid>
		<description><![CDATA[The simplest and fastest way for GameLayers to make a massively multiplayer online game out of web surfing was to deliver the game through a downloadable toolbar. We chose to make a toolbar for Mozilla’s Firefox browser, with plans to expand to other internet browsers once we established a core rule set.
I made flow charts, [...]]]></description>
			<content:encoded><![CDATA[<p>The simplest and fastest way for GameLayers to make a massively multiplayer online game out of web surfing was to deliver the game through a downloadable toolbar. We chose to make a toolbar for Mozilla’s Firefox browser, with plans to expand to other internet browsers once we established a core rule set.</p>
<p>I made flow charts, wrote Google documents, and created spreadsheets to communicate the design of the game and user experience to the programmers. I also made animations, filed tickets with the bug-reporting system the company used, annotated thousands of screenshots, and designed or led the design for each game’s website.</p>
<p>The game design of <em>PMOG/The Nethernet</em> was centered around the basic actions of surfing the web. <em>“The player goes to a website, and &#8230;” “They like the site and&#8230;” “They don’t like the site, and &#8230;” “They connect with the site, and&#8230;” </em>For example, a player visits NewYorkTimes.com and reads an article that they disagree with. They leave a Mine on the URL. Later, another player reads the same article and by loading the same URL, triggers the Mine. The second player loses a few currency points and has an opportunity to attack or message the first player.</p>
<p>The Mine was the first tool that I designed, illustrated here in the upper left. Mines were damage-causing weapons that players left on websites. When other players subsequently arrived at the site, their browser window would shake and they’d lose points. Mines were the <em>“I don’t like it”</em> of the game and a way to prank other players.</p>
<p>The diagram here is a flow chart for the interaction between a Mine and a St. Nick. A St. Nick is a pre-emptive move against a player who wants to leave a Mine on a website. Players attach St. Nicks to each other; when a player with a St. Nick attached to them tries to leave a Mine on a website, the Mine is destroyed. The St. Nick is the illustration on the right.</p>
<p>By either leaving a mine on a website or attaching a St. Nick to a rival, the player accumulates points. The orange and green boxes represent “player x” earning increases in two character statistics: the Chaos faction and the Vigilante class.</p>
<p>There were two opposing sides in <em>PMOG/The Nethernet</em>, Order and Chaos. Centering <em>PMOG/The Nethernet </em>around the struggle between Order and Chaos fit the space of the internet. The internet is a huge mess of information, with different companies, people, and rule sets interacting and struggling for dominance. Players who choose the faction of Order are generally the type of internet users who correct grammar on Wikipedia; players who choose the faction of Chaos are the type who send their friends distracting links.</p>
<p><em>PMOG/The Nethernet</em> was one of four games nominated for Massively Multiplayer Online Game of the Year in 2009 by the Academy of Interactive Arts and Sciences. We lost to <em>World of Warcraft: Wrath of the Lich King</em> from Blizzard Entertainment.</p>
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		<title>Art Direction, Dictator Wars (2009)</title>
		<link>http://www.artserf.net/2010/01/05/dictator-wars-art-direction/</link>
		<comments>http://www.artserf.net/2010/01/05/dictator-wars-art-direction/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 21:52:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.artserf.net/?p=49</guid>
		<description><![CDATA[Before Super Cute Zoo, Dictator Wars was the first social RPG that GameLayers published on the Facebook application platform. The player is a newly-minted dictator; their first action is to declare a state of emergency. Because of the political and potentially violent nature of the content, we knew we wanted a cartoonish art style to [...]]]></description>
			<content:encoded><![CDATA[<p>Before <em>Super Cute Zoo</em>,<em> Dictator Wars</em> was the first social RPG that GameLayers published on the Facebook application platform. The player is a newly-minted dictator; their first action is to declare a state of emergency. Because of the political and potentially violent nature of the content, we knew we wanted a cartoonish art style to make the satire clear when we asked players to arrest dissident bloggers, enrich uranium, or ride around on an aircraft carrier.</p>
<p>I hired the illustrator Colin Adams for <em>Dictator Wars</em>, having used him successfully for <em>PMOG </em>and <em>The Nethernet</em>. Originally, I had contracted Colin to render steampunk styles but his take on dictatorship was appropriately fun and lighthearted. I communicated a list of characters and items to Colin via email, most often providing a source image online for him to reference.</p>
<p><em> </em></p>
<p>Working this way we generated distinct characters, items, vehicles, and illustrative images for Dictator Wars. I then remixed these pieces into advertising content and promotional materials for the game.</p>
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		<title>Art Direction, Super Cute Zoo (2009)</title>
		<link>http://www.artserf.net/2010/01/05/art-direction-for-super-cute-zoo/</link>
		<comments>http://www.artserf.net/2010/01/05/art-direction-for-super-cute-zoo/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 21:50:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.artserf.net/?p=42</guid>
		<description><![CDATA[The executive team at GameLayers (myself, the Chief Executive Officer, and the Chief Technology Officer) decided to use our Social RPG engine to make a game to target the over-25 female demographic. We wanted to come to market with a “cute animals” nurturing theme instead of the female power fantasies common in titles for the [...]]]></description>
			<content:encoded><![CDATA[<p>The executive team at GameLayers (myself, the Chief Executive Officer, and the Chief Technology Officer) decided to use our Social RPG engine to make a game to target the over-25 female demographic. We wanted to come to market with a “cute animals” nurturing theme instead of the female power fantasies common in titles for the demographic like “Diva Wars” and “Fashion Wars.” I felt strongly that games like “Pet Society” motivate engagement and monetization better than games that ask women to compete with each other.</p>
<p>I found <em>supercutezoo.com</em> was available. After researching online I found that hugely popular YouTube videos and websites like CuteOverload.com centered around exotic baby animals. I thought that a sensible way to combine all these stories of cuteness would be to have the player inhabit the role of a zookeeper. I took a day and toured the San Francisco Zoo, then spent several more days paging through DeviantArt.com to find a vector-based artist who could pull off the concept of Super Cute Zoo.</p>
<p>When hiring, I initially look at work that freelance artists do on their own. If an artist is making something that she otherwise creates for free, she approaches the assignment with a developed taste for the material and can deliver nearly-perfect pieces quickly. The human characters and animal characters for Super Cute Zoo were done by the artist Phil Carnehl. Phil was a joy to work with as he was passionate about games and drawing cute animals. He drew 81 animals and 34 human characters for me. I facilitated the communication between Phil and the freelance Flash animators we contracted to build the interactive pets feature you’ll see in Slide 2.</p>
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