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	<title>artserf.net</title>
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	<link>http://www.artserf.net</link>
	<description>Portfolio Overview -- Inquire for additional, detailed examples.</description>
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		<title>The promise of Pet Society</title>
		<link>http://www.artserf.net/2010/01/06/the-promise-of-pet-society/</link>
		<comments>http://www.artserf.net/2010/01/06/the-promise-of-pet-society/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 19:28:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Blog]]></category>

		<guid isPermaLink="false">http://www.artserf.net/?p=101</guid>
		<description><![CDATA[I&#8217;ve been a big fan of Playfish&#8217;s Pet Society game. Like a lot of game developers, I began playing the game in order to scope it out. Eventually I spent $80 on objects for this little creature and its tiny house. By the time I stopped playing, I was a Level 24 Pet. I wasn&#8217;t [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been a big fan of <a href="http://playfish.com">Playfish&#8217;s</a> <em>Pet Society</em> game. Like a lot of game developers, I began playing the game in order to scope it out. Eventually I spent $80 on objects for this little creature and its tiny house. By the time I stopped playing, I was a Level 24 Pet. I wasn&#8217;t spending enough time in the game to feel that my money had bought me any kind of different experience. </p>
<p>In truth, my money had NOT bought me any kind of different experience &#8211; merely stuff. I love stuff, don&#8217;t get me wrong, but my significant investment in the game wasn&#8217;t allowing me to level up any faster. There was no added interactivity or further engagement to be had. As far as I&#8217;ve been able to tell as a player, when Pet Society gets a new feature it is released to everyone regardless of level.   </p>
<p>Since the time that I began playing, in the spring of 2009, Playfish has added a hand-holding first-five-minutes experience that the game originally lacked. Pet Society actually forced all players to go through the new FFM experience when it launched. As a player I was annoyed that I had to tick their boxes (and rip up one of my precious fruit trees to plant a flower!) but as a developer/researcher I was actually interested to see the new experience. Essentially you just navigate around the various menus and perform a few tasks. Icons glow, messages pop up, etc. I smell a questing system!</p>
<p>This belies the promise of Pet Society. It took me a long time to figure out what was fun for me in Pet Society. I didn&#8217;t enjoy the minigames you play with your pet which are part very simple watch-and-click games/part Nintendogs grooming. I discovered that the fastest way to level up was to visit my friends who were playing the game and feed them one piece of food. This became very monotonous. So, my fun was shopping; really, the collection of stuff. </p>
<p>Eventually I became so bored that I stopped playing. I can&#8217;t help but think how much more fun the game would be if they wed the collecting-stuff behavior to a light questing system. I&#8217;d have some reason to stay in the game and continue spending money. But perhaps questing is a subscription model behavior. Pet Society did already get me for $80 after all. </p>
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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>
				<category><![CDATA[Portfolio]]></category>

		<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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		<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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		<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>
				<category><![CDATA[Portfolio]]></category>

		<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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		<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>
				<category><![CDATA[Portfolio]]></category>

		<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>
				<category><![CDATA[Portfolio]]></category>

		<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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		<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>
				<category><![CDATA[Portfolio]]></category>

		<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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		<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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