Skip to content

A PLAY EXPERIENCE MAKER'S WORK LOG FOR FUTURE SELF©2001 – 2023 Kyle Li 李肅綱 All Rights Reserved.

Category: games

Pong Vest

Posted on October 20, 2007 by Kyle Li

::first vital sign

PONG VEST is a game vest that transforms a social phenomenon into a fun and awkward experience right where it happens.

Does it really matter where you play the game? Will the context enhances, or subverts the game experience? It is going to be a mixture of all. My vital sign for this first assignment is human gesture and the particular one I am looking into is men’s most mysterious phenomenon-”nipple grabbing.” In my participant observation, grabbing each other’s nipples is an interesting activity among men. They are sensitive; they are weak; They are the best targets for a friendly attack. It is usually the last minute enhancement to a joyful picture of close friendship. We’ve seen this happened countless time among us so now it is time to spicy it up! PONG is hands down the best solution to this project. Despite the fact that PONG is the best example for a paddle controller game, this historical landmark symbolizes the beginning of our body as a playground.

::precedents:

Instead of detecting a vital sign and have the wearable react to it passively I want the wearable to take over the initiation and then trigger the vital sign. Jennifer’s Intimate Controller will not become an intimate wearable until the interaction begins when the players touch the predesignated buttons in their underwear. (This reverse process also applies to most of the sensorless LED garments.)

A. Game controller and underwear- Jennifer Chowdhry and her Intimate Controllers

Jennifer Chowdhury, the mind behind what is either the stupidest or the greatest idea of all time, started by making a bra into a paddle controller. Touching the left breast made the paddle go left, and touching the right one made it go right. Building off of that, she came up with the controllers that has six different sensors in it, and for the fellas there’s a set of boxer shorts with another six sensors.

B. massage-me

Massage-me is a wearable massage interface that turns a video game player’s excess energy into a back massage for an innocent bystander.

C. Joseph Beuys

D. Lee Bontecou

E.Issey Miyake

C.D.E. Design wise, I look into works by Joesph Beuys, Lee Bontecou, and Issey Miyake. I want to bring out the awareness of a piece of cloth and the three dimensional aspect of it.

::methodology

>sketch out

click to enlarge

>testing the circuit on a breadboard

>solder them to a board and rearrange to make the circuit smaller

>hide the LCD serial output under the Stamp socket to save some space.

>mono phone jack as control input for easy detachment

>add serial port ( the four pin thingy ) for easy update

>screen testing

>the paddle controller is complete! (still need some skins)
>start sewing lately. I only know one way to sew and Alison taught me how to close it. I am covering the technology with fabric and will eventually move to bigger piece.
>it is done!

The Suicide Game

Posted on October 8, 2007November 1, 2020 by Kyle Li

Dr. Jesper Juul, a video game scholar, visited our program last semester. He is very knowledgeable in games and offered a different approach to game design compares to how it is being taught at Design and Technology. He is also the first PhD in Video Game I know. He led a semester-long independent study on experimental game design in DT and I was very fortunate to be apart of it with my teammate – Albert Dang. We had this idea of “leveling down over the course of the gameplay” from the beginning. Is it possible to create a game that the end goal is self-destruction instead of survival? The Suicide Game is the end product of this experiment. Dr. Juul and we wrote a poster of our collaborative game together and it was selected and presented in CoFesta DiGRA in Tokyo Japan (2007). I visited the game festival at Tokyo University and met Dr. Juul there. Many people there came over and greet Dr. Juul and thanked him for his works on the online FPS community. I didn’t realize how famous he was in the game industry till that moment!

229284_18528383744_2342_n
228369_18537358744_6481_n

read the poster: http://www.jesperjuul.net/text/suicidegame.pdf

Questopia

Posted on July 26, 2007April 26, 2019 by Kyle Li

Built a game to battle monsters to the eternity.

The Sims: In the Hands of Artists – 52 E. 7th Street

Posted on March 20, 2007April 26, 2019 by Kyle Li

[52 E 7th St] is an exploration of the voyeuristic tendencies that people have in public and private spaces.  It is a collaboration made possible by Albert Dang, Christopher Dye, Hee Jung, and Kyle Li. In the film Rear Window, Alfred Hitchcock demonstrates how observing others in this way often leads to blending perceptions of the eye with perceptions of the mind, thereby forming a dynamic narrative for the viewer to make interpretations of what he sees in both a conscious and subconscious manner.  The choice to use The Sims as a medium highlights how voyeuristic behavior objectifies our subject matter in order to make this process of interpretation more apparent.  As Scott McCloud elucidates in Understanding Comics, the abstraction of the form allows the viewer to project his own self on the depicted person.  Through the use of a live web camera feed into one of the artist’s apartments, [52 E 7th St] suggests that the projection of self from viewing the abstract also occurs when viewing real people in this way.

Digital rendering of the installation:

  • 3D diagram of the monitor placement
  • monitor placement

Dye: We wanted the scenes to be pretty mundane, as voyeuristic scenes actually are. You hope for something to go on, but it rarely does.
Li [Points to a scene of a kid on his computer]: This is what I do every day, from nine to two in the morning.

The Execution:

This project is part of a Sims 24 machinima game jam and competition. We won third place and exhibited in a show with other winners in Chelsea. My main role in the project is to design and create the free-standing sculpture that serves as a window complex to the virtual world of Sims.

This project is part of a Sims 24 machinima game jam and competition. We won third place and exhibited in a show with other winners in Chelsea. My main role in the project is to design and create the free-standing sculpture that serves as a window complex to the virtual world of Sims.

featured in:

New York Magazine article: Sim Art
GamesRadar: Sims and Art meet in New York
MTV News: The Sims at Parsons the New School for Design
Creativity On-line: Parsons the New School for Design meets the Sims

Mabbit

Posted on March 1, 2007April 25, 2019 by Kyle Li
Mabbit Controller

Something is going terribly wrong in the Cyberspace… Dr. Miyaki summons his favorite agent, Mabbit, to aid the investigation. Tab the body to run, and pinch both ears to send a shockwave of pain to the Mabbit’s circuit for destructive reflex!…

The goal of this project is to create a game interface that exercises those fingers we don’t normally use while playing video games. Since the early 80s, gamepads have become standard controllers for most of the home video game consoles. The first generation of gamepads consists of a directional pad (or joystick) and one to two buttons. It is a result (better?) of the competitive controller developments in the late 70s and early 80s. To master those standard controllers in the 80s, all a player needs are two healthy thumbs. The early 90s, Super Nintendo introduced two more buttons on the front of the gamepad, now players have to incorporate their index fingers into the control scheme. When Play Station came out at 1995, the controller has two more buttons that players have to either use both index and middle fingers or move their index fingers fast between the two front buttons (four on both sides). Gamepads that are designed after Play Station are basically built on top of it with more works for thumbs (Analog sticks and more buttons on the top). The number of fingers used in gaming didn’t change since then. There are special controllers that exercise all the fingers on one hand, such as ColecoVision Super Action controller (my all-time favorite), ASCII Grip (for RPG game in general), Play Station one-handed controller (for super robot war series), Guitar Hero, … etc. What about all the fingers on both hands? hmmm, interesting!

Fingers used in the home video games history (1980 to Current)

1980s

methodology
methodology

1990s

methodology
methodology
methodology
methodology

2000

methodology
methodology

2006

methodology
methodology

methodology:

I want to create a controller for the ring fingers and the pinkie fingers.

My First Electronic Game: Simon Says

Posted on February 10, 2007January 31, 2024 by Kyle Li

Normally, when I learn a new programming language, I build a simple game out of it. The process of building the game, usually a hangman game, helps me familiarize myself with most of the basic syntax in the new language. I did exactly that in my first physical computing class, I built a Simon Says game. Understanding how electronics work and its’ connection to human interaction is probably the greatest found for me here in MFADT. Growing up breaking every piece of technology I have for curiosity, and I am learning how to put it back together or, even better, repurpose them for my own artistic endeavors. To be able to extend my own design out of the screen to the physical world is a dream-come-true for me. Simon Says was the first thing I built in the Physical Computer class. Well, no matter what form it takes, it has to be a game, game, game, game (echoing).

Captain Corrado

Posted on February 2, 2004April 26, 2019 by Kyle Li

Captain Corrado’s spaceship has broken down in the middle of a long space voyage, the player has to help him solve puzzles related to colors and shapes in order to restore the power matrix of the main engine.

Captain Corrado is probably the first digital game I made that has some type of learning experience embedded. The learning design wasn’t based on any learning theory nor in-depth research at the time. The idea was straight forward that all the game elements in the game contribute back to the learning subject. It was a collaboration between Daniel Chapman and me at A.I.P.D ( Art Institute of Portland). Macromedia Flash and Director became popular while we were in our Junior year. The major we were in was having problems finding a teacher to teach the new tools. We decided to teach ourselves and this game was one of the projects came out of that tiny rebellious movement.

CALABON

Posted on September 18, 2001March 12, 2023 by Kyle Li
DSC00067

CALABON (Color bonds) is an abstract strategy board game for two to four players. The goal is to surround more territory than the opponent by creating bonds between revealed color disks based on different color relationships. This was the result of an assignment for a foundation class at A.I.P.D. (Art Institute of Portland). It was also the beginning of sleepless nights at Kinko’s for the next three and a half years. 

Posts navigation

Newer posts

Recent Posts

  • BMP – Rearrange Colormap
  • Reset Allow USB Debugging? Notification
  • 8-bit Notes
  • AT29C256 90PI
  • Super-Toys Last All Summer Long

Archives

Proudly powered by WordPress | Theme: MiniZen by Martin Stehle.