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Kokoromi
''Kokoromi'' is a group with the intent of promoting video games as an art form, and experimental gameplay worldwide. The collective consists of game pioneers and curators Damien Di Fede, Phil Fish, Heather Kelley, and Cindy Poremba. Most of the members met in 2005, working on a small game project for a cultural event in Montreal. Throughout its growth, the ''Kokoromi'' collective has organized several game related shows, including the Gamma events (Gamma: Audio Feed, gamma 256, GAMMA 3D and Gamma IV), usually encouraging designers to consider gameplay in experimental ways. Often, these events foster new talent on the independent gaming scene. Award-winning games submitted to and launched at Gamma have included Jason Rohrer's Passage, Steph Thirion's Faraway, The Copenhagen Game Collective's B.U.T.T.O.N., and Kokoromi's own '' SuperHyperCube''. The group has also designed several independent game projects that follow its unique vision, most recently the dance party game ''Dancingul ...
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Kokoromi - Cindy Poremba, Phil Fish, Heather Kelley, Damien Di Fede - Gamma 256 (2007) (1)
''Kokoromi'' is a group with the intent of promoting video games as an art form, and experimental gameplay worldwide. The collective consists of game pioneers and curators Damien Di Fede, Phil Fish, Heather Kelley, and Cindy Poremba. Most of the members met in 2005, working on a small game project for a cultural event in Montreal. Throughout its growth, the ''Kokoromi'' collective has organized several game related shows, including the Gamma events (Gamma: Audio Feed, gamma 256, GAMMA 3D and Gamma IV), usually encouraging designers to consider gameplay in experimental ways. Often, these events foster new talent on the independent gaming scene. Award-winning games submitted to and launched at Gamma have included Jason Rohrer's Passage, Steph Thirion's Faraway, The Copenhagen Game Collective's B.U.T.T.O.N., and Kokoromi's own '' SuperHyperCube''. The group has also designed several independent game projects that follow its unique vision, most recently the dance party game ''Dancingul ...
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Phil Fish
Philippe Poisson (born November 1, 1984), better known as Phil Fish, is a French Canadian former indie game designer best known for his work on the 2012 platform game ''Fez''. He was born and raised in Quebec, where his experiences with Nintendo games in his youth would later influence his game design. He studied game design at the Montreal National Animation and Design Centre, and worked at Ubisoft and Artificial Mind and Movement before starting Polytron in 2008. Fish was a founding member of Kokoromi, a collective that explores experimental gameplay ideas, and organized Montreal's annual GAMMA games events. While ''Fez'' was in development, Fish worked on other unreleased games at Polytron including '' SuperHyperCube'' and ''Power Pill''. ''Fez'' was released in April 2012 to widespread acclaim after a protracted five-year development cycle. Its final phases of development were shown in the 2012 documentary '' Indie Game: The Movie'', which brought Fish fame unusual for g ...
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Polytron Corporation
Philippe Poisson (born November 1, 1984), better known as Phil Fish, is a French Canadian former indie game designer best known for his work on the 2012 platform game ''Fez''. He was born and raised in Quebec, where his experiences with Nintendo games in his youth would later influence his game design. He studied game design at the Montreal National Animation and Design Centre, and worked at Ubisoft and Artificial Mind and Movement before starting Polytron in 2008. Fish was a founding member of Kokoromi, a collective that explores experimental gameplay ideas, and organized Montreal's annual GAMMA games events. While ''Fez'' was in development, Fish worked on other unreleased games at Polytron including '' SuperHyperCube'' and ''Power Pill''. ''Fez'' was released in April 2012 to widespread acclaim after a protracted five-year development cycle. Its final phases of development were shown in the 2012 documentary '' Indie Game: The Movie'', which brought Fish fame unusual for ga ...
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SuperHyperCube
''SuperHyperCube'' is a 2016 puzzle video game by Kokoromi and Polytron for PlayStation VR and SteamVR. Development An early version of the game was distributed as freeware in 2008. The developers were inspired by science fiction films and the Light and Space minimalist art movement. The team canceled Oculus Rift support after revelations that Oculus founder Palmer Luckey had financially backed Nimble America, an organization backing Donald Trump's 2016 United States presidential campaign. ''SuperHyperCube'' had been previously announced as timed exclusive for PlayStation VR. It was a PlayStation VR launch title, released on October 13, 2016. The game was later released for HTC Vive headsets via SteamVR Steam is a Digital distribution of video games, video game digital distribution service and storefront by Valve Corporation, Valve. It was launched as a software client in September 2003 as a way for Valve to provide automatic updates for their ... on November 7, 2017. ...
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Heather Kelley
Heather Kelley (aka ''Moboid'') is a media artist, writer and video game designer. She is a co-founder of the Kokoromi experimental game collective, with whom she produces and curates the annual Gamma game event promoting experimental games as creative expression in a social context. She regularly appears as a jury member for several computer gaming festivals (such as Indiecade). She is also a frequent public speaker at technology events. Her career in the games industry has included AAA next-gen console games, interactive smart toys, handheld games and web communities for girls. She has created interactive projections using game engines such as Quake and Unreal. Heather Kelley was Creative Director on the UNFPA Electronic Game to End Gender Violence, at the Emergent Media Center at Champlain College in Burlington, Vermont. For seven years, Heather served as co-chair of the IGDA's Women in Game Development Special Interest Group. In May 2014 she joined the Entertainment Techno ...
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Passage (video Game)
''Passage'' is a 2007 experimental video game developed by Jason Rohrer. Since its release it has become a significant entry in the burgeoning debate of video games as an art form. Rohrer himself has been an outspoken proponent of advancing the artistic integrity of the medium. In the game, the player spends five minutes experiencing a character's entire lifetime, with results that many commentators have described as emotionally powerful. Rohrer has described the title as a " memento mori" game. Gameplay In form, ''Passage'' most resembles a primitive side-scroller in which players control a male avatar that can move from left to right as time progresses. There are no instructions. The environment is a two-dimensional maze with treasure chests scattered throughout, some in relatively hard to reach places. Points are earned for collecting these chests. After a short time, the player will encounter a female character who will marry the protagonist if touched; this choice, however, w ...
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Video Games As An Art Form
The concept of video games as a form of art is a commonly debated topic within the entertainment industry. Though video games have been afforded legal protection as creative works by the Supreme Court of the United States, the philosophical proposition that video games are works of art remains in question, even when considering the contribution of expressive elements such as acting, visuals, stories, interaction and music. Even art games, games purposely designed to be a work of creative expression, have been challenged as works of art by some critics. History In 1983, the video game magazine '' Video Games Player'' stated that video games "are as much an art form as any other field of entertainment". The earliest institutional consideration of the video game as an art form came in the late 1980s when art museums began retrospective displays of then outdated first and second generation games. In exhibitions such as the Museum of the Moving Image's 1989 "Hot Circuits: A Video ...
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Jason Rohrer
Jason Rohrer (born November 14, 1977) is an American computer programmer, writer, musician, and game designer. He publishes most of his software into the public domain (Public domain software) and charges for commercial platform distributed versions of his games, like on the iPhone appstore or Steam (service), Steam. He is a graduate of Cornell University. From 2004 until 2011 he practiced simple living, stating in 2009 that his family of four had an annual budget of less than $14,500. They have since relocated from Las Cruces, New Mexico, Las Cruces, New Mexico to Davis, California, Davis, California. In 2005 Jason Rohrer worked on a local currency, called ''North Country Notes'' (NCN), for Potsdam, New York. In 2016 Rohrer became the first videogame artist to have a solo retrospective in an art museum. His exhibition, ''The Game Worlds of Jason Rohrer'', was on view at Davis Museum at Wellesley College, The Davis Museum at Wellesley College until June 2016. Games Rohrer has p ...
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Fez (video Game)
''Fez'' is a 2012 indie puzzle-platform game developed by Polytron Corporation and published by Trapdoor. The player-character Gomez receives a fez that reveals his two-dimensional (2D) world to be one of four sides of a three-dimensional (3D) world. The player rotates between these four 2D views to realign platforms and solve puzzles. The objective is to collect cubes and cube fragments to restore order to the universe. The game was called an "underdog darling of the indie game scene" during its high-profile and protracted five-year development cycle. ''Fez'' designer and Polytron founder Phil Fish gained celebrity status for his outspoken public persona and his prominence in the 2012 documentary '' Indie Game: The Movie'', which detailed ''Fez'' final stages of development and Polytron's related legal issues. ''Fez'' met critical acclaim upon its April 2012 release for Xbox Live Arcade. The game was ported to other platforms following the expiration of a yearlong exclusivi ...
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Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements. In card games, the equivalent term is play. Overview Arising alongside video game development in the 1980s, the term ''gameplay'' was used solely within the context of video games, though now its popularity has begun to see use in the description of other, more traditional, game forms. Generally, gameplay is considered the overall experience of playing a video game, excluding factors like graphics and sound. Game mechanics, on the other hand, is the sets of rules in a game that are intended to produce an enjoyable gaming experience. Academic discussions tend to favor ''game mechanics'' specifically to avoid ''gameplay'' since the latter is too vagu ...
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Roboexotica
Roboexotica (sometimes spelled: ''Roböxotica'') is an annual festival and conference where scientists, researchers, computer experts and artists from all over the world build ''cocktail robots'' and discuss technological innovation, futurology and science fiction. Roboexotica is also an ironic attempt to criticize techno-triumphalism and to dissect technological hypes. The festival is currently produced by art collective monochrom. Until 2018, the festival was a cooperation of monochrom, Shifz, and the 'Bureau for Philosophy' (of the Department of Philosophy, University of Vienna). The festival is usually held in the end of November or early December. Overview The annual international festival consists of an exhibition, a conference, social events, and the ACRA (Annual Cocktail Robot Award). The exhibition presents robots that can mix cocktails, serve cocktails, consume cocktails, have bar conversations, light or smoke cigarettes or manage to impress the jury with (quote Roboe ...
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Indie Video Games
Indie is a short form of "independence" or "independent"; it may refer to: Arts, entertainment, and media Gaming * Independent video game development, video games created without financial backing from large companies * Indie game, any game (board-based, video, or otherwise) published or produced outside mainstream means; a subset of third party game **Indie Fund, an organization created by several independent game developers to help fund budding indie video game development **Indie Game Jam, an effort to rapidly prototype video game designs and inject new ideas into the game industry **Indie role-playing game, a role-playing game published outside of traditional, "mainstream" means ***Indie RPG Awards, annual, creator-based awards for Indie role-playing game products Music *Independent music, subculture music that is independent of major producers **Indie dance, or alternative dance, a type of dance music rooted in indie rock and indie pop **Indie electronic, a music genre ** I ...
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