Donating postcards

To Haiti With Love

June 19th, 2010

 

When the massive earthquake struck Haiti in January you couldn’t help but be moved by the human suffering and devastation it caused. Several months on the immediate crisis that hit the nation has subsided, but the people are still in need of help. Working with our friends at Brooklyn Brothers, our staff donated their time to create a fund-raising site which, in a small way, may alleviate some suffering.

The result is To Haiti With Love. For a small donation to the AAPKI Foundation, users can send digital postcards from leading artists from all over the world.

 

Interactive Production Company: Specialmoves
Agency: The Brooklyn Brothers

http://www.tohaitiwithlove.co.uk/

Simple Machines: Twitch is Webby-nominated!

April 13th, 2010


Is Twitch happy about his Webby Award nominee?  Yes! He is!

Simple Machines has been Webby-nominated for the Education category. Well done little Twitch!

> Read more about MSI Simple Machines

Nuok Interview: “Oggi a New York: Riccardo Giraldi”

February 11th, 2010

An online magazine for lifestyle, food, art and culture, updated daily and indispensable for travelers, residents, dreamers and anyone who wants to know the unknown side of NY.Nuok tells the other side of Italian creativity. The Italian talent will not disperse: mingle. Nuok ‘s Immigration Italian Creativity for all those who dream, live or simply love this city.

I got interview by my friend Alice Avallone on Nuok. An online magazine and community about italian creatives living abroad.
The interview is in Italian, but google translator is your friend:

http://www.nuok.it/2010/02/oggi-a-new-york-riccardo-giraldi/

Hello Specialmoves

December 19th, 2009


A new exciting experience!

In October 2009 I joined the great family of Specialmoves in London as Interactive Director! A big thanks to unit9 and Helpful Strangers  for the last 3 great years together!

No more programming for a while, now that I have some proper mustache is time to look creative and focus on research, user experience and interaction design!



giraz2d – test 1: cameras

October 15th, 2009

Please enable Javascript and Flash to view this Flash video.


This is the first public test of the 2D game engine – called giraz2d – that I am working on. This is a very early not optimized version. The test is meant to show some of the camera capabilities.

There are five views on the screen. Each view renders all the visible game actors existing in the world into its viewport.
Each view uses Renderer component of each actor to display the actors. Each view is also connected to one camera existing in the world to define the actors relative positions.

The bigger view is connected to the MainCamera. The View has a GameViewController attached to that controls and parse the mouse and keyboard input.

The smaller views on the side shows you different cameras output: (from the top)

  1. Camera following the mouse with a spring
  2. Camera as child of the big circle-cloud (note how the rotation of the object matters)
  3. Camera following the small dot (no spring)
  4. Camera following the small dot with a spring

Also you may have notice that the TV has set as “texture” the bitmapdata output of the following-mouse-camera. This creates a cool effect when you drag for example the small dot over the tv.

The engine is written in AS3, I took inspiration from Mike McShaffry Game Development book, Colby Williams cheezeworld engine, unity3D component structure, and many other interesting projects found around the web.

It uses components more or less in the same you would use them in unity3D. The physics engine I am using in this example is Erin Catto’s box2d (which is very cool) and in theory, thanks to the components structure,  you should be able to change it and implement the physics engine you prefer the most.

There is still a lot of work to be done before you can call this a game engine. At the current stage it is good enough for me use it as framework for my projects and I will try to update it as soon as I have some time.
If you are interested in the project drop me an email at riccardo.giraldi@gmail.com

Simple Machines on .net showcase

September 10th, 2009

Hurray, Simple Machine’s project is picked up in the .NET showcase in this months issue!


Simple Machines is site of the day!

July 8th, 2009

MSI_fwa21

We made it!

Simple Machines is site of the day today hooray!
That’s the evidence that physics can be very cool, so if you haven’t tried the whole experience yet it’s definitely time to give it a go! Who’s going to help Twitch this time?

view project

The FWA

Awesome Strangers

Helpful Strangers 2009

June 29th, 2009

helpful stangers website

 

Helpful Strangers in 2009 had a new shiny website!
Everything about our latest projects, useless news and maaany awards.

Based on wordpress, the site uses that fancy plugin called flutter which makes it even better.

Playing with Physics

MSI – Simple Machines

June 7th, 2009

msi-simplemachines-1


A microsite for the Museum of Science and Industry of Chicago to teach children physics in a fun and engaging way. Help Twitch, the reluctant hero of the site to construct machines out of a wide variety of objects and learn principles of Physics on the way.

We blend intuitive interaction, realtime physics simulations and storytelling to create an experience that will make you love physics.

msichicago.org

Agency: Museum of Science and Industry Chicago
Brand: Simple Machines

Interactive Director: Fredrick Avén
Tech lead: Riccardo Giraldi
Producer: Valentina Culatti Alisi
Art Direction and Design: Elena Lombardi, Anders Andersson, Fredrick Avén, Riccardo Giraldi

Interactive Production Company: unit9 / helpfulstrangers



msi-simplemachines-2

Here it is! We are proud to show MSI Simple Machines!
Try the games, help Twitch and learn about Physics – and yes, you can also waste your day feeding Twitch with chocolate and sugar.

This is the very first project where our Swedish office – Helpful Strangers – has put its lovely hands on both the design and the development.
Four games, great characters, and lot of fun!


MSI Simple machines has been selected as Site Of The Day on theFWA.com shortlisted at the 57th Cannes International Advertising Festival and at the 14th Annual Webby Awards.


MSIspaceman_expressions1

 

Twitch, one of the most adorables characters i’ve ever seen on a website stars this fantastic microsite done by Unit9 for the Museum of Science and Industry of Chicago to teach children physics in a fun and engaging way. But it’s hard not to enjoy even not being children anymore.

on adverblog.com


MSITwitch_polaroid-550x412

 

 

 

MSI_fwa21

Simple Machines is site of the day today on THEFWA.COM  hooray!

 

 

 

MSI Simple Machine’s project picked up in the .NET showcase!

 

The many talents of Mr. Patrick Smith

June 7th, 2009

vectopark

I had the pleasure to interview Mr. Patrick Smith, creator of Windosill - call it game, call it interactive experience, call it piece of art, call it however you want: it is not important, it is just wonderful.

Mr. Patrick Smith has many talent and Windosill explains better then any word what those talets are.

A jubilation of creativity.


Who is Patrick Smith? What is our professional background?

I have a fine arts backgrounds — a BFA degree in Painting from Washington University, in St. Louis, Missouri. Most of my experience with animation and programming is self-taught.

Today, I still paint and draw (http://smithpix.net) as well as create interactive animations (http://vectorpark.com). The two kinds of work are quite different, but many ideas flow between them.

windosill

Samorost has been for a long time a reference for this kind of interactive experiences. Today Windosill has done a big step into the right direction. What’s behind Windosil? Where did you take inspiration from?

I think most of my inspiration comes from other artists. I can think of many, but a few influences include the surrealist and metaphysical painters (particularly Magritte, de Chirico, and Miro), the animators Max and Dave Fleischer, the sculptor Alexander Calder, and the cartoonists Chris Ware and Jim Woodring. There are many more, but those are a few who come to mind.

I also enjoy several Italian Renaissance painters — mostly Paolo Uccello and Piero della Francesca. The clarity of their forms and spaces really touches my mind and inspires me.

You may be surprised to hear that I don’t look at very many games! Even very clever games are often limited in their idea of what you are supposed to do. I gave Windosill a sequence and a structure because I felt it needed one, and some parts do require work by the user. But the purpose is not to “win the game.” Instead, the game is a vehicle to explore ten different environments. The purpose is simply to explore and play and enjoy.

windosill-1

Windosill is a great combination of visuals, sounds and interactivity. Did you do everything yourself?

I did all of the artwork, animation, and programming myself.

Most of the sounds come from the FreeSound project:

http://www.freesound.org/

It is an excellent resource! There are thousands of sound effects, and most of them can be used for free if the creator is given a credit.


Are you thinking of making an online version of the game?

No, I don’t have any plans to. This is the first time I’ve made a downloadable game, but I’m very happy with it so far. It performs more smoothly than it would in a browser, and I think people like to feel that they ‘own’ it.


The complete version of the game is online for 3$ only – does it really pay off?

It’s too early to know. So far, it is doing well, but I don’t know how large the audience for a game like this is. When I was deciding on a price, however, I decided that I would prefer to sell it to as many people as possible. $3 seems to me like a price that won’t scare anyone away.


021009

We found Windosill a very peculiar environment, the user feel increbile confortable and every element of the game seems to fit perfectly.
What is the process you follow when it comes to create such interactive experiences?
(ie. Do you start drawing on paper all the ideas? oh btw, do you have any sketchs that we can show?)

My process varies from project to project, but for Windosill, a new ‘room’ would usually begin as a pencil drawing in my sketchbook. Many ideas never leave that stage,  but if I like it, I will usually do some more detailed sketches, and finally, a drawing in Illustrator to work out the shapes and colors. Then I program it and animate it in flash.

Of course, that is a simplification of the process. It is not always so linear. Often, I will go back-and-forth between drawing and programming — sometimes the result is not quite what you imaging it will be, and so have to adjust or rethink your ideas.

And, by the way, I keep a drawing blog, and here are the images I’ve posted for Windosill. You can use whatever you like to illustrate the interview:

http://smithpixdaily.blogspot.com/search/label/windosill


Do you think that such a project would still be possible having a big team working on it or do you think that working alone is an essential aspect to get exactly what is in your mind?

Working by myself feels a bit lonely sometimes, but I think perhaps it’s the only way. If I imagine something, I want to create it myself. That doesn’t leave much room for other people! But maybe if I had a team I would discover a new way of working?


We are getting now used to 3D online experiences as much as 2D physics experiences. Your is a combination of 3D and Physics with the plus of being all in vector. Technically can you tell us something more specific about Windosill?

Projecting forms as vector shapes allows a lot of flexibility in mixing 2d animation with 3d animation smoothly. Windosill may feel like a single integrated system, but it is really a patchwork of different techniques. Using a consistent visual systems helps me ties thing together and keep it feeling seamless and whole.

There is also something enjoyable to the eye about flat shapes that represent 3d forms. I try to give the user’s brain enough clues to understand what they are seeing as a 3D form, but without any unnecessary detail. (This isn’t something new I’ve invented, by the way — it’s something you see a lot of in 20th art, and also in some Renaissance painters. Ucello, for example, is wonderful at depicting volumetric forms with flat shapes.)


Did you use any library (ie papervision, box2d) to build it?

No, the 3D and physics code is entirely my own. I don’t like using tools I don’t understand, and the best way to understand a tool is to build it yourself.

feedthehead

feedthehead (http://www.feedthehead.net/)  is another great example of what we call interactive experiences.
I never managed to finish it. Yeah that is not a question but more an outlet ; )

You will get it if you keep trying…


On your site (http://vectorpark.com/) there are several beautiful experiences – some of the elements appear in more then one game (ie. the legs). Can we say that they are all linked in an evolution process? Which of the projects is your favourite?

There is certainly some kind of evolution at work, but it’s not something I think very hard about. For each project, I just try to come up with something that I think will be fun or interesting to make and to play. So, the evolution is unconscious.

It’s difficult to say which is my favorite, because each project reflects my thinking at the time. In some ways my favorite is “Park”. It was the first thing I made for Vectorpark — it was an exploration for me to make it, and I think it’s also an exploration for the user. In some ways it’s the most personal project on Vectorpark.


Have you already in mind your next interactive (animation as you call it) project?

I have a few ideas, but they probably need a little time to develop…


What was your dream when you were a child? And what is your dream today

Good question. As a child my favorite thing was to draw pictures all day. That still sounds like a perfect day to me!


Thank you so much for your time!

Thanks for the interesting questions!

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