Ivor Diosi
ARTISTIC GAME MODIFICATIONS
Hands-on for new media artists wishing to learn how to start using game engines for creating interactive 3D installations

7th saturday 14:00 - 18:00
8th sunday 11:00 - 18:00
9th monday 17:00 - 20:00
Games running on a PC are often designed with change in mind, and this consequently allows modern computer games to be modified by gamers without much difficulty.

These changes - called mods by those who make them - can add extra replay value and interest. The Internet provides an inexpensive medium to promote and distribute mods, and they have become an increasingly important factor in the commercial success of some games. Developers such as id Software, Valve Software, Bethesda Softworks, Firaxis, Crytek, The Creative Assembly, and Epic Games provide extensive tools and documentation to assist mod makers.

As early as the 1980s, computer game mods have also been used for the sole purpose of creating art, as opposed to an actual game. The core software inside every game - called the game engine - in fact today represents the state-of-the-art in interactive real-time 3D graphics. The best of the engines can be seen as wonderful and powerful tools for the new media artists to realise their artistic visions.

This workshop will provide an introduction to the compelling world of game mod creation - with a special focus on using game technology to create works of interactive art.

Day I - Introduction

Overview of current game technologies and interesting works of art created as game modifications.
Introduction to game engines and editing - Unreal 2004 - Unreal 3 - Crytek - Quake IV nuPlay and others

Target audience: general public
Prerequisites: None
Day II - Hands-on learning

Basics of importing assets (3D models - textures etc) into game editors - level editing - basics of scripting.
The intent is to introduce the paradigm and work pipelines of using a game engine as a tool for rapid prototyping of an interactive installation

Target audience: new media / digital artists
Prerequisites: modelling (preferably 3DS Max - Maya and XSI also OK) - texturing or digital graphics experience (preferably Photoshop) (optional : programming skills or just basic understanding of programming concepts)
Platforms: Unreal 2004 - Unreal 3

Day III - Advanced hands-on learning

Autopsy of the "Orla Ray" installation (hands-on "making of Orla Ray") - showing step-by-step what the author wanted to achieve; what problems did he face and what he did to solve the partial problems and challenges and reach the final result.

Target audience: new media / digital artists
Prerequisites: to actively participate - programming skills will be necessary (preferably C++) and a good understanding of programming concepts (object-oriented programming) - optional : modelling skills (preferably 3DS Max) - knowledge of analytic geometry Non-programmers might also gain invaluable insights into working on larger-scale team projects involving programming.
Platform: Unreal 3

The participants may attend all three workshop or any one of them according to their choice and skills.