Not Signed-In
Which clippings match 'Atmospheric Presence' keyword pg.1 of 2
29 FEBRUARY 2016

Hominid: an animated short film teaser

Written and Directed by Brian Andrews; Animation Supervisor: Joe Daniels; Lead Character Technical Director: Rodney Brett; Character Technical Director: Omar Garcia, Rob Garcia, Andrew Manuel; Story Artist: Janine Labar; Animation: Jason Alas, Brittany Barnes, Denice Dehelean, Andrew Manuel, John Treleaven, Tim Xenakis; Shading: Vincent Jaramillo, Matthew Picasso; Modelling: Pedro Ferreira, Dakota Fulmer, Sam Hedberg, Abraham Rodriguez, Joshua Roth, Darrell White; Compositing: Kyle Greenberg, Nate Rodriguez; Dynamic Effects: Tyler Giusti; Sound Design: Bryan Atarama, David Claudio; Composer: Jordan Suhr; Title Design: Adrian Amler, Patches, Angela You; Thanks to: Andrew Dayton, Adrian Miller, John Scanlon, Andrew Schlussel, Josh Qualtieri. Produced at Ex'pression College for Digital Arts. Copyright 2011 Brian Andrews.

1
2

3

TAGS

20113D animationanimated sequence • animated short • animated short film • animated teaser • atmospheric presence • bones • Brian Andrews • chase scenecreaturedangerous environments • Expression College for Digital Arts • flying creature • frog • Hominid (2012) • hominidae • hominids • human skeleton • human x-ray • humanoidmonochromatic • photo-composite • sepiaskeletonspiderteaser trailertranslucence • veterinary x-ray • visual style • winged creature • x-ray

CONTRIBUTOR

Simon Perkins
22 JUNE 2015

The Last Guardian: a game about the relationship between a boy and a giant griffin-like monster

"When the Japanese game designer Fumito Ueda was a child, he loved to capture and care for wild animals. He was obsessed with the way they moved; and later as a young game designer he imported a copy of the Amiga classic Lemmings, seeing in it something other than a colourful puzzler. 'I sensed life on the TV screen for the first time in my life,' he said.

Since then, he has become famous for games that explore humanity and companionship. After joining Sony Japan's development studio in 1997, he oversaw two of the most fascinating and beautiful action adventures of the PlayStation 2 era: Ico and Shadow of the Colossus. These doleful, reflective titles, with their hazy visuals and vast silences, showed us new ways to tell stories and invoke emotions through games. The moment in Ico where the eponymous lead character takes the hand of Yorda, the princess he seeks to rescue from an evil queen, has become one of the great images of the medium.

But then, after the wonderful Shadow of the Colossus – a game that brought themes of loss, grief and the fundamental importance of friendship to the standard monster hunting archetype – came the wilderness years. A game codenamed Project Trico, about the relationship between a boy and a giant griffin-like monster, was mentioned, and then officially announced as The Last Guardian at E3 in 2009. Then years of uncertainty as the project shifted from PS3 to PS4, and Ueda announced his separation from Sony Japan.

Six years later at E3 2015, Sony began its hugely nostalgic press conference with a revelation: The Last Guardian was definitely in production for PS4. We now know that it is a joint project between Sony Japan and a new studio, Gen Design, formed by members of Ueda's old Team Ico group. The release date is a tentative 2016. There is still much work to be done. But you get the feeling that Sony Computer Entertainment chief Shuhei Yoshida, always a fan of Ueda's work, will do whatever it takes to push this through. It is happening."

(Keith Stuart, Friday 19 June 2015)

1
2

3

TAGS

2016action-adventureadventure game • animal companion • atmospheric presenceboycompanion character • companionship • E3Electronic Entertainment Expo (E3)environment as antagonist • epic minimalism • fantasy character • fantasy games • friendship • Fumito Ueda • game designer • Gen Design • giant griffin • grief • griffin • griffon • gryphon • hazy visuals • humanity • Ico (2001) • invoke emotions through games • legendary creaturelossmonster • monster hunting archetype • mythological beingPlaystation 2 • Project Trico • PS3PS4 • Shadow of the Colossus (2006) • Shuhei Yoshida • Sony Computer Entertainment • Sony Japan • tell stories through games • The Last Guardian • treacherous landscapevideo game • wild anima

CONTRIBUTOR

Simon Perkins
26 NOVEMBER 2014

Never Alone: Could a Video Game Help to Preserve Inuit Culture?

"'Kunuuksaayuka,' an Iñupiaq tale that was recounted by the late Iñupiaq storyteller Robert Nasruk Cleveland. In its traditional incarnation, the tale recounts the adventures of a boy – the product of a nomadic society – who goes on a quest to save his community from an apocalyptic blizzard. After securing the consent of Cleveland’s daughter, Minnie Aliitchask Gray, the development team in conjunction with representatives from the Iñupiat community reworked the story until they settled on a script that would become the basis for 'Never Alone.' (The game’s Iñupiaq sub-title, 'Kisima Ingitchuna,' translates to 'I am Not Alone.')".

(Simon Parkin, 17 November 2014, The New Yorker)

1
2

3

4

TAGS

2014adventure gameAlaskaAlaska Native peoplearctic circle • arctic fox • atmospheric presence • aurora borealis • backstory • Black River People • blizzard • call on spirits • coldcompanion charactercontemporary interpretation • Cook Inlet Tribal Council (CITC) • cultural heritage • cultural insights • cultural myths • cultural traditions • cultural translation • digital storytelling • E-Line Media • endless blizzard • engaged learning • environment as antagonistfemale protagonist • folkloric fantasy characters • folktale • foxindie gamesIndigenous peopleinteractive playInuit • Inupiaq • Kisima Ingitchuna (video game) • Kunuuksaayuka • magical bola • Minnie Gray • native tribes • Never Alone (video game) • nomadic cultures • nomadic people • Nuna (character) • oral traditionpuzzle platformer • Robert Nasruk Cleveland • Sean Vesce • spiritsSteamsurvival storyThe New Yorker • traditional art • treacherous landscape • Upper One Games • video gamevideo games and Indigenous peoplewind

CONTRIBUTOR

Simon Perkins
13 DECEMBER 2012

Journey (Video Game)

"The studio describes it as an interactive parable, the story of a lone traveller and their path through life told in the form of a voyage that starts in the vast expanses of a desert and ends ... well, to tell you how it ends would spoil it. You think you know what Journey is going to be about after the first five minutes, but you don't. I came to it expecting something charming, visually stunning and perhaps even mildly edifying. I left thinking that it may well be, in many ways, the best video game I have ever played.

You play a traveller swaddled in red robes, beginning atop a desert sand dune with a view of a shining mountain on the horizon. You're given no direction; instead you're guided by the natural impulse to move towards that looming, distant beacon. Control is intentionally simple and unobtrusive; you can only walk, jump and sing, but Journey still crafts some astounding scenarios from those bare gameplay ingredients. It has you surfing down sand dunes in the fading light, scaling towers, flying on the wind and cowering in underground ruins as you slowly uncover what could have happened to the civilisation that must have once lived there."

(Keza MacDonald, 13 March 2012, The Guardian)

1
2

3

4

5

TAGS

2012abandoned ruinsancient cityatmospheric presence • Austin Wintory • barren land • beacon • clothcontinuous • crevice • cutscene • desertdesolate space • endless desert • environment as antagonist • float through the air • floating in spaceflyinggame worldheros journeyhorizonindie game • interactive parable • Journey (2012) • lone traveller • mountain • musical chime • natural impulse • open worldPlaystation 3quest • reach the summit • redrobe • robed figure • ruins • sand dune • scarf • smooth spacesnowSony Computer Entertainmentstone • Thatgamecompany • timelessnesstower • underground ruins • video gamevoyagewindwordless

CONTRIBUTOR

Guannan (cassie) Du
23 NOVEMBER 2011

Limbo: beautiful 2D sidescroller puzzle game

"Though this is just an early teaser trailer to the upcoming Danish platformer, Limbo, it's already looking brilliant and I'm already thinking of the possibilities. An indie game to the core, Limbo is being produced by 1 extremely talented individual, Arnt Jensen, who is behind the art, concept and design. Limbo has recently received a healthy grant from the Danish government in order to continue the development of the game, more proof of the good that government funded innovation achieves."

(Playthrough.net, 26 September 2006)

1

TAGS

20102D • 2D sidescroller • ambientanimation • Arnt Jensen • artatmospheric presenceblack and whiteboychiaroscurodangerous environmentsDanish • Danish government • darkeerieexpressionismfantasy elements • film grain effects • game • gruesome • gruesome imagery • horror genreindie gameslighting • limbo • Limbo (game)monochromaticopen-endedphysics systemplatform game • Playdead (game developer) • puzzle platformerspooky woodsstripped-downteaser trailer • trial and death • video gamevideo game artvisual designvisual spectaclevisual stylevisualisationworld of the storyXbox 360Xbox Live Arcade

CONTRIBUTOR

Simon Perkins
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.