personal relationships

Description (in English)

Daniel Merlin Goodbrey’s Icarus Needs is part of a series of works in which Goodbrey draws on the dual aesthetics of comics and classic video games. Built in Flash, the piece is strongly visual and provides a world of panels to explore. The player moves Icarus through the panels using standard keyboard controls, encountering dream-like objects (such as an oversized telephone) and hitting many dead ends and simple item-based puzzles that block progression out of the dream. The game as dream metaphor is explored fully (as one fragment of text warns, “Don’t fall asleep playing video games”) and creates a compelling world of flat 2D visuals in different monochromatic palettes. Icarus Needs is a hypercomic adventure game staring everyone's favourite mentally unhinged cartoonist, Icarus Creeps. (Source: ELC 3)

The goal of the game is to find his girlfriend, save her and escape the game. He need's to complete different tasks to do so. The tasks are puzzles that Icarus needs to solve, and when a mission is given is either by Icarus himself or another character. He communicates trough talking bubbles. 

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Description (in English)

Opacity is a 4-part short interactive story.We live in an age of obsession with transparency especially in politics and business.But in our personal relationships, what is the point of being transparent to oneself and to others ? The following interactive narrative commends a kind of opacity which is meant as an in-between. It is the story of a journey from a dream of transparency to a desire for opacity.(Source: Author's description on work's website)

I ♥ E-Poetry entry
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Technical notes

The work is produced in HTML5. A version of the work for smartphones and tablets is in development

Contributors note

Sound Design: Hervé Zénouda

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Description (in English)

(wot we will hv of wot we r smthing past)

'What we Will' utilises the potential of QuickTime interactive movie formats, particularly its photographic panoramas. This is combined with live-recorded and composed soundscapes which are embedded in the navigable movies. Structuring the piece, there are further layers of dramatic, textual and literal art elements. There is also a more familiar exploration of dramatic potential through human characters, fragmentary personal histories, memories and secrets, all helping to construct a non-linear narrative and emotional structure. As we experience the 24-hour cycle of their day, we are uncertain as to whether any particular moment follows or, rather, proceeds what we have seen before.

Designed for presentation using standard browser technologies over the Web on a broadband link, 'What We Will' provides the user with a configuration of interactive photographic panoramas and topographically associated aural and musical soundscapes in binaural stereo. Apart from navigation around the panoramas - around locations of the city associated with the characters - linked hotspots give access to other related panoramas and secret 'whispers'. The literal and synaesthetic 'whispering' graffiti of the locations and their panoramic surrounds generate a rich affective structure of image, music and text.

(Source: Press Release on project site)

 

Technical notes

Navigate the panoramas by clicking down and slowly moving your mouse. When the cursor changes to a globe, click to open a new panorama. Headphones or a stereo sound system are recommended. A complete tour may take up to an hour. Recommended browsers are Firefox and Safari.

Contributors note

A collaboration with Giles Perring, Douglas Cape, and others.