Snail Run

The Card Players


There is a curious sub-history of the use of playing cards in artistic production; it is one of the more interesting of the obscure subjects of art, but can also become the objet d’art itself (play as œuvre).

Graphisme Algorithmique

Game Gazer

UCLA Gamelab

Benjamin Gattet, Workshop UCLA Game Lab + HEAD Media Design Tyler Stefanich, Workshop UCLA Game Lab + HEAD Media Design Workshop UCLA Game Lab + HEAD Media Design


Artifactual Playground

In 1958, the American physicist William Higinbotham created what is one of the first instances of what we would today call a modern “video game”. The game, named Tennis For Two, was built at the Brookhaven National Laboratory for their yearly open-house presentations of the lab’s activities. The game was built using an oscilloscope and a programmable analog computer, the Donner Model 30. It simulated a simple tennis match between two players, with a sideways perspective of the net and a ball bouncing back and forth, controlled by two player-manipulated inputs.

Proteus Proteus /clouds/

Boot Camp

Light & Grow, Solkin Keizer, Seogjun Park, Marion Tamé Light & Grow, Solkin Keizer, Seogjun Park, Marion Tamé

The IOC And Me

Swiss Game Lounge


Exhausting gameplay

A significant percentage of video games employ in one way or another the figure of death. The thanatological sub-species of video game representations are practically endless: dismemberment, infection, untreatable wounds, explosion, etc. Players can be eaten, crushed, sliced, diced, quartered, electrocuted, impaled, and so on. Many of these representations are more or less approximate: in Doom, for example, a player’s state of “health” is represented by an abstract percentage value where players do not die of any specific organ failure, but instead from some sort of provoked exhaustion. In role playing games, players kill their opponents in a similar manner, i.e. by reducing this all-encompassing numerical value of their enemies to zero. In other games, players simply keel over, or disappear in a puff of smoke when touched, as in Pacman. In Super Mario Bros. players can just run out of time. Death in gaming is more a question of symbol than of substance. While we are still in the realm of simulation, the simulation is so figurative as pull us into an wholly other realm of representation. In his 1972 article on transcendence, gaming and “computer bums”, Stewart Brand used the term “symbolic” to describe the flickering figurations of death slowly taking over university computer science research consoles: “Fanatic Life and Symbolic Death Among the Computer Bums“.

Inume Pass In the Kai Provence, Hokusai Journey, That Game Company

Wrist Watch


We are currently building a lot of game prototypes as part of our Ünterplay project at the Media Design department of the HEAD —Genève. A lot of these games require sprites of some sort. So here is a simple demo project showing how to integrate ofxSprite into a basic OpenFrameworks project for iOS. This same technique should also work fine on Mac OS X, Windows and Linux, as the only other dependency is ofxAssets.

Code Impressions

Code impressions, Julien Gachadoat + Mark Webster

Art + Recherche

Mur communicant from abstractmachine on Vimeo.

Design Open House


Graphisme génératif

  • Workshop: Graphisme génératif
  • Instructor: Douglas Edric Stanley
  • Location: —HEAD, Genève
  • Date: 31/10/2011-4/11/2011
  • Participants: Julia Garcia, Laura Couto Rosado, Nadezda Suvorova, Camille Dedieu, Roger Guindon, Patrick Donaldson, Kim Andenmatten, Amandine Baud, Annja Müller, Pierre-Alain Schilling, Yann Anspach, Marta Revuelta, Gention Cenko, Marie Rossi, Lucas Bertinotti, Angela Cardona, Emily Bonnet, Jakub Svehla, Laetitia Sejmowski, Jimmy Roura, Camille Rattoni
  • Documentation: Raphaëlle Müller —HEAD

Wsp Graphisme Generatif_HEAD©R.Mueller-3593 Wsp Graphisme Generatif_HEAD©R.Mueller-3594

Whole generation by Pierre-Alain Schilling and Jakub Svehla



TimeHue is a clock that represents time as a series of hue values ranging from 0° to 360° within in the HSL color space.


« Photo/Nykto » is an experimental game conceived by Annelore Schneider and Douglas Edric Stanley as part of the « Unterplay » project at the Master Media Design —HEAD, Genève. It is a game for nyktophobes and photophobes. It is played by switching on and off the lights in order to avoid reaching the edge of the screen. The score increases exponentially near the edges, and speeds up with each change from light to dark and back.

互动编程艺术 (Processing)

Processing 互动编程艺术 Processing 互动编程艺术 Processing 互动编程艺术

Le passager futé

Le passager futé (Geek Run adaptation) from apelab on Vimeo.

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