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Colour cycling animations are used to compensate for the limitations of the chosen colour scheme, a technique commonly used on vintage videogame systems. Pixen and Photoshop were used as the graphics production platforms, with the majority of work done through Pixen, which is purpose designed for aliased, tile and sprite graphics production. The game was authored using Stencyl, chosen since its tile based graphics system approximates the constraints encountered by 2d arcade game developers in the 1980s and 1990s. Control is an art game experience that intends to provoke discussion and reflection on the limitations of the physical interface and the nature of the human computer symbiosis in videogaming. In Control however, the interface link actually becomes the game, mirrored back to the user by the visual interface through a low bitrate representation of their hand on a physical controller. In the bid for greatest accessibility, most often with the ulterior goal of maximised sales, the interface link is abstracted to become seamless and invisible. The journey through game controller evolution combined with the high difficulty level encourages increased awareness of and empathy towards the role of accessibility in videogame design.įor most games and interaction design pieces, the aim is to make the user forget that they are connecting to the computer through an interface. This serves not only as a historical reference, but also as a robust challenge for players interfacing through the games deliberately constrained control scheme. Controls narrative presents a timeline of controller complexity. These limitations in terms of both the control scheme and the audiovisual aesthetics serve to illustrate the distance in the communicative link between the digital and nondigital.
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It is a self reflexive artefact, a meta game that provides a critical articulation of interface constraints by using the arcade videogame interface to explore its own limitations. “Control” is an experimental prototype art game that embodies the interface divide between the real and virtual worlds, critically embodying the resolution divide between the real and virtual worlds as mediated through the arcade videogame interface. Stencyl, Pixen, Photoshop, Little Sound DJ, Audacity Multiple passes translate into multiple geometry transformations and multiple Z-buffer calculations, slowing the overall rendering process.Experimental art-game, 2013. Applying multiple textures in one pass almost always yields better performance than performing multiple passes. In addition to incredible material effects, the nfiniteFX engine achieves excellent performance and enables previously impossible pixel-level effects on consumer-level platforms, because of its ability to handle four textures in a single pass. Thus, programmable Pixel Shaders provide developers with unprecedented control for determining the lighting, shading, and color of each individual pixel, allowing them to create a myriad of unique surface effects. Rather than simply choosing from a preset palette of effects, developers can create their own. Furthermore, because the Pixel Shader capabilities in the NVIDIA nfiniteFX engine are fully programmable, Programmable Pixel Shaders then give artists and developers the ability to create per-pixel effects that mirror their creative vision. Per-pixel shading brings out an extraordinary level of surface detail-allowing you to see effects beyond the triangle level. This is an unprecedented level of hardware control for consumers. The GeForce3 can easily process this load through Pixel Shaders, and bring movie-style effects to your PC. That in turn creates a tremendous computational load. Depending on resolution, in excess of 2 million pixels may need to be rendered, lit, shaded, and colored for each frame, at 60 frames per second. Now, with programmable Pixel Shaders, images such as this one can be achieved.Ī Pixel Shader is a graphics function that calculates effects on a per-pixel basis. This object is an animated, bumpy, reflective surface-something that would have been impossible to render in real time with previous 3D hardware. By altering the lighting and surface effects, artists are able to manipulate colors, textures, or shapes and to generate complex, realistic scenes. Characters now have facial hair and blemishes, golf balls have dimples, a red chair gains a subtle leather look, and wood exhibits texture and grain.
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An infinite number of material effects replace the artificial, computerized look with high-impact organic surfaces. Pixel Shaders create ambiance with materials and surfaces that mimic reality.
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