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Which clippings match 'Adaptation' keyword pg.1 of 2
18 MAY 2014

Gabriel Tarde: The Laws of Imitation

TAGS

1903adaptation • beliefs and desires • biological conflict • changing environmentCharles Darwin • civic opinion • collective behaviour • creative associations • cultural innovations • diffusion of innovations • environmentally adaptive inventions • evolution of the species • extralogical factors • extralogical social factors • Francis GaltonGabriel Tarde • human innovation • imitation • intermental activity • international political • inventioninventiveness • mass communications • mass society theory • microsociologymorality • opposing ideas • opposing motivations • opposition • paths of imitation • pattern of activity • physical conflict • prestige hierarchy structures • psychological conflict • public opinion research • rational aspects of a culture • rational development • receptivity • social adjustments • social conflict • social consequencessocial interactionsocial invention • social patterns • social psychology • social system • social variables • societal change • sociologytechnical innovation • The Laws of Imitation

CONTRIBUTOR

Simon Perkins
16 JANUARY 2014

A Game Bible is not a Game Design Document

"Some people confuse a game bible with a GDD [game design document]. Don't make this mistake. A show bible is a term taken from television production. The show bible's emphasis is on the rules of the world and the backgrounds and relationships of the characters. This is an important document to create, especially if information about your world and characters is going to be shared with other individuals (like those working on marketing materials such as websites, comic book adaptations, and merchandising) but remember that the game bible has nothing to do with gameplay. That's what the GDD is for. ...

A GDD is first and foremost about gameplay. How the character interacts with the world rather than relates to it; a subtle difference, but an important difference nonetheless. I find bibles important, especially when communicating your game's universe to other interested parties, but it really should be done after you have started to flesh out your GDD. "

(Scott Rogers, pp.72–75, 2010)

Rogers, S. (2010). "Level Up!: The Guide to Great Video Game Design", John Wiley & Sons.

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TAGS

2010adaptationbible (guide) • character relationships • document • game bible • Game Design Document (GDD) • game universe • game worldgameplay • marketing materials • merchandising • rulesshow biblestory worldtelevision production • world of the game • world of the story

CONTRIBUTOR

Simon Perkins
25 JUNE 2012

Annual international film festival and conference: Cine-Excess VI

"Cine–Excess VI was entitled 'Transglobal Excess: The Art and Atrocity of Cult Adaptation' and took place at the Odeon Covent Garden and the Italian Cultural Institute, London between the 24–26th May 2012. The event focused on global adaptations of cult narratives, genres, themes and icons across a broad range of media and fiction formats. From pulp novels into pulp horror films and recent big budget blockbuster remakes of marginal midnight movies, to nationally defined interpretations of the pre–established extreme, the cult image remains a fascinating index of adaptation, whose wide array of remakes, renditions and realisations frequently reveals fascinating issues of nation and narrative, as well cultural, regional and historical distinction."

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TAGS

1970s2012adaptationblockbuster • Cine-Excess (festival) • Cine-Excess (journal) • conferenceCovent Garden • cult adaptation • cult film • cult image • cult movie • cult narratives • Enzo Castellari • fiction film • fiction formats • film adaptation • film distributors • film exhibitors • film festival • film festival and conference • film genrefilmmakers • Frazer Lee • horror scripts • international film festivalItalian cinema • Italian Cultural Institute • Kim Henkel • Mary Wood • midnight movienarrative fictionpulp fiction • pulp horror films • pulp novel • Quentin Tarantino • realisations • remakes • renditions • script to scream • Sergio Martino • themes • Time Out (magazine) • Tom Huddleston • transglobalUK

CONTRIBUTOR

Simon Perkins
13 MARCH 2011

Inception remade as a 60-second Victorian woodcut animation

"This Gilliamesque 60–second adaptation of Inception uses delightful Victorian woodcuts to tell the story. It was an entry in a Jameson's whisky competition by Wolfgang Matzl."

(Cory Doctorow, 11 March 2011, Boing Boing via Super Punch)

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TAGS

2D2D animation • 60 second short film • adaptationanimation • Austrian animator • creative practicedesignillustrationillustrative styleInception (2010)motion designone minute filmpapercraftremix culturerevisionsequence designshort filmstop motionVictorianvisual artsvisual communicationvisual design • Wolfgang Matzl • woodcutwoodcut animation • woodcut illustrations

CONTRIBUTOR

Simon Perkins
11 MARCH 2011

Revisioning La Jetee as a series of video tableaux vivants

"An adaption and reconstruction of Chris Marker's La Jetee(1963) film. Its tells the story about a man who is marked by an image of his childhood in a post–nuclear war experiment on time travel."

(Choy Ka Fai, 2010)

[This revision of Chris Marker's masterpiece transposes the static black and white photographs of the original through a series of video tableaux vivants. In this way actors hold their position as they are photographed using live–action video. The resulting effect is both eerie and evocative.]

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CONTRIBUTOR

Simon Perkins
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