2011 Into The Pixel Winners Revealed

May 25, 2011 -

The Academy of Interactive Arts & Sciences (AIAS) and the Entertainment Software Association (ESA) announced the 17 works of video game inspired art that will be exhibited at the  2011 Into the Pixel (ITP) event. Now in its eighth year, the ITP – a collaboration between the Academy of Interactive Arts & Sciences (AIAS) and the Entertainment Software Association (ESA) – is the only juried art exhibition that brings together experts from the traditional fine art world and the interactive entertainment industry to display and discuss the art of video games. The 2011 Into the Pixel collection will be unveiled and presented at the annual E3 Expo at the Los Angeles Convention Center from June 7-9, 2011, in the Concourse Foyer.

Into the Pixel 2011 Winners are listed below (by exhibit name, game it was inspired by and the artist responsible for the work):

 

  • "Amorphous Drake," inspired by the game Legends of Norrath (Lucas Graciano from Sony Online Entertainment)

  • "The Bridge," inspired by the game The Dream Machine (Erik Zaring & Anders Gustafsson from Cockroach Inc.)

  • "The Cottage," inspired by the game Drawn 3 (Hamzah Kasom Osman from Big Fish Games)

  • "Cronos Battle," inspired by the game God of War III (Tyler Breon from SCEA/Santa Monica Studio)

  • "Dead Walking," inspired by the game Orcs Must Die! (Chris Moffitt, Brad Crow, Nathan Stefan, Bart Tiongson from Robot Entertainment)

  • "The Dragon Play," inspired by the game Drawn: Dark Flight (Brian Thompson and Hamzah Kasom Osman from Big Fish Games)

  • "Flemmeth," inspired by the game Dragon Age 2 (Matt Rhodes from BioWare)

  • "Good Friends," inspired by the game Kinectimals (Matthew Halpin, Andrew Matthews, Matthew Preece, Radek Walachnia, John Laws from Frontier Developments Ltd)

  • "Grim Exploits," inspired by the game Trenched (Colin Foran, Claire Hummel, Ryan Wilkerson from Microsoft Game Studio/Doublefine)

  • "Incident at the Workshop," inspired by the game Alien Swarm (Ivan Simoncini from Valve Software)

  • "Market Fire, Columbia (Shop Sweeper)," inspired by the game BioShock Infinite (Ben Lo from Irrational Games)

  • "Normandy," inspired by the game Mass Effect 2 (Mikko Kinnunen from BioWare)

  • "Oktonok Cay Cannery," inspired by the game Ratchet & Clank: All 4 One (David Guertin from Insomniac Games)

  • "Paper World," inspired by the game Paper World (Say Oh and Damian Kim Namco Bandai Games)

  • "The Pelican Inn (Pub)," inspired by the game UNCHARTED 3: Drake's Deception (Andrew Kim from Naughty Dog, Inc.)

  • "Stahl Arms," inspired by the game Killzone 3 (Jesse van Dijk from Guerrilla)

  • "Swamp Skull," inspired by the game Mystery Case Files: 13th Skull (Jeff Haynie from Big Fish Games)

 

Into the Pixel 2011 Jurors include Glenn Phillips, Getty Research Institute, Senior Project Specialist & Consulting Curator, Department of Architecture and Contemporary Art; Nora Dolan - Independent Curator; Ryan Wilkerson, Microsoft Game Studios, Senior Art Director; Matt Hall, Timbuk2 Studios, Senior Partner Production Designer; and Brian Moore, Microsoft Game Studios, Art Director.

For more information on the 2011 Into The Pixel exhibit can be found at www.intothepixel.com.

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EA has shuttered Maxis (The Sims, SimCity). Should it keep the Maxis name alive?:

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Andrew EisenDoesn't matter if you play more games where the cast is the same basic character model. In this type of game, being able to easily tell which character you're looking at serves an important purpose.03/06/2015 - 7:29pm
ZippyDSMleeMechaCrash:Meh I've played more stuff that had pickups rather than set class's.03/06/2015 - 7:22pm
MechaCrashZarya's body type also has a pragmatic reason. Ever notice how in TF2, you can immediately tell who's who because they all have very different profiles? Same deal with Overwatch. If you see Zarya, you KNOW it's Zarya.03/06/2015 - 6:32pm
Adam802http://www.mercurynews.com/crime-courts/ci_27662192/leland-yee-case-judge-pushes-corruption-trial-august03/06/2015 - 6:12pm
ZippyDSMleeNearly anyway the new UT game has color at least. And wow they changed to C++ 0-o03/06/2015 - 5:43pm
ZippyDSMleeCraig R.: Same reason why UT99/04 and UT3 are diffrent, gritty is the thing to do...at least it was... nearly everyone else grew out of dark and gritty….03/06/2015 - 5:40pm
ZippyDSMleeI doubt each model of characters in COH/COV/CO,ect are kept as unique model data.03/06/2015 - 5:39pm
ZippyDSMleemodel shape.03/06/2015 - 5:38pm
ZippyDSMleeMonte:I think it’s more a part of the engine, yes its more work but you should be able to have some sort of physical collision system in place to keep arms and stuff from clipping. Outside of that the data stored is just number variables to change the m03/06/2015 - 5:38pm
Andrew EisenAt least she's smiling in one of the pics.03/06/2015 - 5:31pm
Craig R.It's like somebody took the color palette and decided that anything approaching 'bright' is unacceptable03/06/2015 - 5:30pm
Craig R.Scratching my head as to why DC shows are as dark and drab, color-wise, as the movies look to be03/06/2015 - 5:30pm
MonteIf for instance you make the character fat, you need to make sure the animation of the character moving his arms and gun around, won't result in them clipping into the character's larger stomach03/06/2015 - 5:22pm
Monte@zippy, I imagine creating customizabel, vastly different body types would add a lot more complexity. Like making sure the character's animation still looks right. It can be done, but it can get complicated03/06/2015 - 5:19pm
Andrew EisenSupergirl TV costume: http://www.ign.com/articles/2015/03/06/first-photos-of-supergirl-revealed03/06/2015 - 4:49pm
prh99I think it probably far easier to add a character than strip a feature from game engine that was baked in from the start.03/06/2015 - 4:45pm
Andrew EisenAs I've said twice already, yes, strides in one area do not absolve anyone from criticism over where else they're falling short.03/06/2015 - 3:04pm
ZippyDSMleeI know I know one thing is not the other. Still worth nagging about.I still do not see why they do not put in body sliders and elt people make thier own body types....I'd do fat/pudgy or chibi befor I do ultra generic prefect body......03/06/2015 - 2:59pm
Andrew EisenAgain, yes, it's dumb that there's no offline mode and that's certainly something worthy of criticism but that does not make any positive moves Blizzard makes any less positive. A bummer that the issue that's more important to you wasn't addressed? Sure.03/06/2015 - 2:46pm
ZippyDSMleeBut...but... but my butthurt!!111 LOL :P03/06/2015 - 2:45pm
 

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