Business hours are over! Baby!
(The photo is from c/o pop 2007 and obviously not from my stand but I like the face of the guy in green shirt. He's so inTENSE!)I would like tow rite a few impressions I've got from
c/o pop this year. It was my first time there and my first exhibition and I really enjoyed it. I'm defiantly planning on exhibiting next year, too! So here is what I've learned:
What went right:
- I was a bit afraid that showing a game on c/o pop was a bit out of place because it had almost nothing to do with music. I was wrong. The Affair area is suits this kind of projects perfectly. On top of that, because it is not a dedicated games trade fair, you expose your project to and audience outside of your expertise and you get less competition. Good idea overall!
- I've leaned a ton of new, cool people which I realized is tremendously helpful for an indie developer like me. I see now that this is also the way things get done in Europe generally, where the infrastructure and social networks are very dense.
- The game features cool technology, which is interesting for people on its own. This was planned deliberately as you could read in my thesis but seeing how it works in real life was very assuring.
- The game also has a very unique visual style which people can relate to on different levels. Some recognized the places I photographed. Some were generally fans of fucked-up industrial areas. This - again - was deliberately planned but it was even more assuring finding out how people reacted.
- Having a portfolio is good. Because people can immediately check out your work if you give them your address. Having the address on a business card is even better.
What went wrong:
- Never use a beamer (=digital projector) if you don't have a room with EVERY FRIGGIN WINDOW SEALED OFF. A digital projector has the advantage of producing a large image quickly but it just doesn't work if there is any kind of natural light in the room. I made that experience too often now. If you can't seal off the windows, don't even try. Setting the whole thing up so that people don't accidentally cross the beam is difficult enough. I've ended up only frustrated since there were times where you could see NOTHING and my game does depend of visuals. Next time, I get myself a nice big flat screen TV. In fact, this solution might be even preferable in almost every case.
- I had the wrong kind of game. Even if people found the technology and the viusal style cool, the completely missed out on the mood and the story. These things are just impossible to show off in this kind of environment. They are better experienced alone and sealed off from other people. So next time I might want to try to show more action-oriented games.
- The game was not finished. That's really a bummer. An unfinished game looks less impressive and the whole presentation does become slightly pointless. I would have liked to give out flyers with the web address of the working game or even giveaway copies. Now I don't even have a website up.
- Didn't have a business card. I've ordered some from Moo Mini Cards but they didn't arrive in time. The first day way very bad since I had NOTHING. On the second day I've managed to print some on my home printer but they weren't as spiffy as the Moo Cards. Oh well.
So overall great opportunity! I've gained a lot of EXP and I now know how to do better next time. :-)
Seen the new
videos from the upcoming Star Wars: Force Unleashed already?
Compared to the
Euphoria animated Stormtroopers, the Apprentice just seem so... videogame-y. I suppose he has to use "choppy" animations which cancel each other so player inputs feel snappy.
But than again, there's
Altaïr, so it
can be better.
So far the Force abilities look cool, but I'm not so much impressed by the fighting, and the
Apprentice looks like a metrosexual, skinhead-version of Anakin "God-what-have-I-done?-but-OK-lemme-turn-evil" Skywalker.
Some blu moppelhase for you!
Some blu moppelhase for you!
Das Designmagazin berichtet in der aktuellen Ausgabe über die Collage und das damit verbundene sellingthe.net-Projekt. “Kunstprojekt “selling the net” Original oder Kopie? Die Arbeiten des Kölner Multimediakünstlers Florian Kuhlmann entziehen sich solchen Zuordnungen. Mit seinem aktuellen Projekt ’selling the’ (www.sellingthe.net) setzt sich Florian Kuhlmann nun direkt mit dem Konzept von Original und Urheberschaft auseinenander. …”
( Page Ausgabe 09/2008 )
nach rebel:art packt nerdcore spectaculartakeoverbattle.de und die anderen collagen in den blog. die besucherzahlen steigen und steigen, der 4000te besucher kommt vorbei und die originale gehen über stumbleupon.com, pranks.com, dirty.ru, adesgana.com und tumentecrea.es bis in die usa, russland und spanien.
thejunction bringt einen artikel über die arbeit, die collagen und die hybridhappenings. zahlreiche andere blogs berichten. dank an die blogs, das ist gut so und macht freude.
rebel:art packt spectaculartakeoverbattle.de in den blog und die besucherzahlen steigen gerade mehr als exponential. über 2500 besucher in 2 tagen – kein schlechtes ergebnis für eine ausstellung.
mit dank an rebel:art.
http://www.rebelart.net/diary/?p=600
gruppenausstellung ( vom 05.07.2008 - 31.10.2008) in der leipziger essential existence gallery zusammen mit den königen der netzkunst von ubermorgen.com, sowie studenten der leipziger kunsthochschule.
http://www.myspace.com/2egallery


ausstellungsprojekt in düsseldorf “unter freiem himmel” dystopiadeathsta.de ist in der klosterstrasse 112 zu sehen.
weitere infos unter:
http://www.mitohne.de/unter-freiem-himmel/Plan
wie immer natürlich als original nur im netz.
zu finden unter www.dystopiadeathstar.de
das original zum download:
www.dystopiadeathstar.de/originale
und das unikat zu kaufen unter:
www.sellingthe.net
Meta-Unlimited geht mit neuem Design an den Start. Basis ist Worpress mit angepasstem Design.
www.meta-unlimited.com
Ultra-creepy use of 3D-binaural audio recording techniques, all wrapped up in a funny little story about a virtual visit at a virtual barbershop. Grab some weed and your headphone and get ready for a massive attack of goosebumps!
A pixly artwork for the netmusic-compilation series Boring Music Vol. 5. The Boring Music Series is compiled and maintained by the very Sven Swift, who also writes regularly reviews for the Phlow-Magazine. He also runs the netlabel 12rec.

See, feel, listen - download.
A pixly artwork for the netmusic-compilation series Boring Music Vol. 5. The Boring Music Series is compiled and maintained by the very Sven Swift, who also writes regularly reviews for the Phlow-Magazine. He also runs the netlabel 12rec.
See, feel, listen - download.
A new coverartwork for the 2063music-netlabel.
A new coverartwork for the 2063music-netlabel.
mit ‘cave goes pop’ auf reisen, diesmal zur re:publica08. vortrag zur arbeit mit secondlife etc.
die hand ist der teil des körpers der im cyberspace den körper führt. hier führt die hand einen kurzen trip die a3 richtung süden entlang. erste desktopperformance. netzkunst. geht aber auch als splitscreen-installation. klar körper und raum als auch sowas wie cyberspace gehören zusammen. die hand ist teil des körpers und dieser körperteil bewegt sich hin und her, in der
desktopperformance.de
eine 20 minütige reise über google.maps.
Das Goethe-Institut hat ein lesenswertes Dossier über “Medienkunst in Deutschland” veröffentlicht. “Das Dossier unternimmt den Versuch eines Streifzuges durch die Geschichte und Zukunft der Medienkunst. Es stellt wichtige KünstlerInnen, ihre Arbeiten, Ausbildungsstätten, Preise und Festivals vor und gibt weiterführende Buch- und Linktipps.”
[via netzpolitik.org]