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Which clippings match Simon Perkins' concept of 'Sequential Pictorial Narrative' pg.1 of 14
29 AUGUST 2017

A Wednesday ritual: creating photo romans in her cafe office

"Plus qu'une habitude, le café matinal est un rituel. Seul(e) ou en compagnie, ce moment d'intimité marque la journée qui va suivre. Pour les personnes qui exercent des professions indépendantes, les cafés constituent un bureau mobile où, selon les humeurs et les rendez-vous, les espaces prennent d'autres dimensions. Tous les mercredis, Lia Rochas-Pàris rencontre une personnalité dans un café : en images et en bulles. Et avec l'intégralité de la conversation à la suite."

(Lia Rochas-Paris)

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TAGS

cafecafe officecafe societyconversationhanging out • independent professionals • Lia Rochas-Paris • mobile office • morning coffee • photo novels • photo romanpictorial narrativeritualvisual diaryvisual narrative • Wednesday • working practices

CONTRIBUTOR

Simon Perkins
26 MAY 2017

Colloque de chiens

"Monique apprend que sa mère n'est pas sa vraie mère. À partir de maintenant plus rien ne sera pareil."

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1977 • adoption • barking • city landscape • Colloque de chiens (1977) • dog • Dogs Dialogue (1977) • Eva Simonet • gender • gender alterations • gender identity • gender subversion • love and fulfillment • melodrama • Michael Graham • murder • narrated off-screen • parodyphoto filmphoto romanphotographic stills • pop culture stereotypes • popular conventions • prostitution • Raul Ruiz • repetitions of gestures • repetitions of images • repetitions of statements • Robert Darmel • sexuality • short crime film • short film • Silke Humel • still imagesstillness • stillness and movement • telenovela • undesirable places

CONTRIBUTOR

Simon Perkins
04 FEBRUARY 2016

Vento: pre-cinema technique used to animated book illustration

"'VENTO' : animated book by Virgilio Villoresi and illustrated by Virginia Mori for Withstand"

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2014black and whitebook illustrationchildrens bookchildrens book illustrationgraphic novelillustrated bookillustrated picture bookillustration • image and movement • implied movementinteractive booksmoire patternoptical effectperceptual organisationpersistence of visionpicture book • pre-cinema technique • Vento (2014) • Virgilio Villoresi • Virginia Mori • visual communicationvisual pattern • Withstand Books • women illustrators

CONTRIBUTOR

Simon Perkins
19 JANUARY 2016

Love Punks: online game created by Australian Indigenous kids

"The Love Punks online game was created by a gang of 9,10 and 11 year old Love Punks from Roebourne in WA. For the last 8 months the Love Punks have been sweating it out, in 40 degree heat, on computers creating stop motion animations of themselves and friends in photoshop and flash."

(26 April 2012)

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2012 • 9-11 year olds • Aboriginal Australian kids • Aboriginal culture • Aboriginal kids • Adobe Flash • bearded dragon • Big hART • Burrup Peninsula • childhood imagination • Chynna Campbell • comic bookcommunity participatory projectcreative participationdesert • designers of the future • disadvantaged communitiesDIY • Duncan Gates • First Nations youthfroggame designgreen screenhomemade gamesimagineeringIndigenous Australiansindigenous community • indigenous games and play • Indigenous people • Indigenous young people • interactive comic • kids • lizard • Lovepunks Game • mining • mud flats • Murujuga • NEOMAD • online game • outdoor game • peacockpersonal empowerment • Pilbara desert • pogona • remote communities • Roebourne • salt flats • Satellite Sisters • sea • social arts • stop motion animationstop-frame animation • Stu Campbell • Telen Rodwell • Trevor Jamieson • video gamevideo games and Indigenous peopleWestern Australia • Woodside (natural gas company) • Yijala Yala Project • young designersyoung peoplezombie

CONTRIBUTOR

Simon Perkins
21 SEPTEMBER 2015

Life Is Strange: episodic video games prove as addictive as episodic television

"In another important respect, however, Life Is Strange is quite on-trend: it's being released episodically, every six weeks, in two- to three-hour instalments. The premiere episode arrived on 30 January; episode two followed at the end of March, and the next is set for May.

Dividing a title into chapters and publishing them in succession has become something of a phenomenon in the gaming industry in recent years. It started as a low-risk alternative to the usual blockbuster release strategy – and of late has begun to yield many games that, like Life Is Strange, might never have been green-lit under the traditional system.

Simon Parkin, a freelance writer on games for the New Yorker magazine, believes the popularity of the episodic approach has been 'facilitated by the rise of digital distribution methods', which have made it 'much easier and cheaper to release any number of titles'. Instead of pressing and shipping costly discs to brick-and-mortar stores, publishers can now upload a title to online marketplaces like Steam and Sony's Playstation Store, where players can download them instantly.

That ease of digital access has all but revolutionized the dissemination of games."

(Calum Marsh, 26 April 2015)

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2015 • adolescent female • awkward adolescence • branching options • butterfly effect • choices • digital distributiondistribution models • Dontnod Entertainment • episodic format • episodic interactive drama • episodic structurefemale protagonistgirl • graphic adventure • illustrative style • inner struggle • interactive narrative • Life Is Strange (2015) • Maxine Caulfield • media distribution • memory and identity • memory and nostalgia • Michel Koch • nostalgia • photography student • PolaroidPolaroid camera • Raoul Barbet • reverse timerewind time • Square Enix • third-persontime manipulationtime rewindtime-based game mechanic • travel back in time • video game

CONTRIBUTOR

Simon Perkins
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