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After deciding to call it quits at 1ish (I would later head back out to hit those last two sales, but I really had to go #2 and hadn't eaten or drank anything besides a protein shake), I passed a sale on my way home. I stopped, and poked around a little...and saw a little bag in the corner, familliar SNES cables hanging out. I peeked in and saw a cracked SNES, half a racing set, Maximum Carnage, and frickin' CHRONOTRIGGER. I offered the sale runner $5 which she gladly accepted.
I'm tossing this foot pedal thing out since its just going to be in the way, unless someone messages me immediately wanting to pay me to ship it to them.
$5
I took a pic of this screen from 'Vandal Hearts' on Playstation a while back. I thought it was quite humorous.
Back playing Minecraft after a 6 month break. So much has changed!!!
... I am using Misa's Minecraft Texture Pack.
The entrance of one of my favorite Disneyland attractions, made me remember the good old days of halloween with my older brother.
La entrada de mi atracción favorita en Disneylandia, me hizo recordar los buenos viejos tiempos de halloween con mi hermano mayor.
Optimal full band paths for songs in Rock Band 2.
For more information: rockband.scorehero.com/forum/viewtopic.php?t=30428
Optimal full band paths for songs in Rock Band 2.
For more information: rockband.scorehero.com/forum/viewtopic.php?t=30428
Taken in the exhibition
Videogames: Design/Play/Disrupt
(September 2018 to February 2019)
Videogames: Design/Play/Disrupt explores the medium since the mid-2000s, when major technological advancements, such as increased access to broadband, social media, smart phones and newly available means of making, profoundly changed the way videogames are designed, discussed and played. This change has opened the door to new voices and ideas, allowing the medium to break beyond its perceived boundaries and aspire to new horizons.
What does it take to make a videogame? Rarely seen design materials from the desks and hard drives of leading designers sit alongside specially commissioned multimedia installations to provide new perspectives and insights into the craftsmanship and inspiration behind a selection of groundbreaking contemporary videogames.
From the cinematic blockbusters of large AAA studios to the modest and often intimate work of independent designers, this section of the exhibition presents an eclectic and diverse range of voices and work from across game design. All are united by their ambitions to break boundaries.
As tools to make games have become more available and distribution has broadened, game designers have begun to engage more widely with social and political debates. The second section of the exhibition presents the work and voices of the influential game makers and commentators who are leading critical discussion and debates that challenge not only ideas about videogames and what they should be, but how this relates to society as a whole.
Online player communities connected through servers and social platforms create, collaborate and spectate together. From mind-blowing megastructures built in Minecraft to the vast array of fan art that embraces and extends beloved virtual worlds, their work sees them transcend the role of the designer to democratise design on a vast scale. A large scale immersive installation in this section celebrates the dazzling imagination and creative chaos shown by videogame players.
From the online to the offline the playful exhibition finale looks to the rise of a new DIY arcade scene. Handmade arcade cabinets and interactive installations of spectacle and performance provide a punk alternative to the traditional arcade space that playfully reminds us of the social power of videogames.
[V&A]
Trakya universitesi, Guzel Sanatlar Facultesi, Resim Bolunu, Karaagac 22050,Edirne, Turchia
umit_tekindag@hotmail.com