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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MaskedPixelantehttp://www.joystiq.com/2014/04/18/playstation-99-cent-sale-discounts-tokyo-jungle-super-stardust/ Weekend long PSN flash sale. So much stuff is 99 cents for the rest of the weekend.04/18/2014 - 5:59pm
Adam802http://www.polygon.com/2014/4/18/5627928/newtown-video-game-addiction-forum04/18/2014 - 4:14pm
Matthew Wilsonit is a video talking about why certain games/products/consoles do well, and others do not. he back it up with solid research.04/18/2014 - 3:56pm
Andrew EisenI'm not keen on blind links. What is it?04/18/2014 - 3:45pm
Matthew Wilsonthis is worth a whatch https://www.youtube.com/watch?v=MyXcr6sDRtw&list=PL35FE5C4B157509C904/18/2014 - 3:43pm
MaskedPixelanteNumber 3: Night Dive was brought to the attention of the public by a massive game recovery, and yet most of their released catalogue consists of games that other people did the hard work of getting re-released.04/17/2014 - 8:46pm
MaskedPixelanteNumber 2: If Humongous Entertainment wanted their stuff on Steam, why didn't they talk to their parent company, which does have a number of games published on Steam?04/17/2014 - 8:45pm
MaskedPixelanteNumber 1: When Night Dive spent the better part of a year teasing the return of true classics, having their big content dump be edutainment is kind of a kick in the stomach.04/17/2014 - 8:44pm
Matthew Wilsonhttp://www.giantbomb.com/articles/jeff-gerstmann-heads-to-new-york-takes-questions/1100-4900/ He talks about the future games press and the games industry. It is worth your time even though it is a bit long, and stay for the QA. There are some good QA04/17/2014 - 5:28pm
IanCErm so they shouldn't sell edutainment at all? Why?04/17/2014 - 4:42pm
MaskedPixelanteNot that linkable, go onto Steam and there's stuff like Pajama Sam on the front-page, courtesy of Night Dive.04/17/2014 - 4:13pm
Andrew EisenOkay, again, please, please, PLEASE get in a habit of linking to whatever you're talking about.04/17/2014 - 4:05pm
MaskedPixelanteAnother round of Night Dive teasing and promising turns out to be stupid edutainment games. Thanks for wasting all our time, guys. See you never.04/17/2014 - 3:44pm
Matthew WilsonAgain the consequences were not only foreseeable, but very likely. anyone who understood supply demand curvs knew that was going to happen. SF has been a econ/trade hub for the last hundred years.04/17/2014 - 2:45pm
Andrew EisenMixedPixelante - Would you like to expand on that?04/17/2014 - 2:43pm
MaskedPixelanteWell, I am officially done with Night Dive Studios. Unless they can bring something worthwhile back, I'm never buying another game from them.04/17/2014 - 2:29pm
PHX Corphttp://www.msnbc.com/ronan-farrow/watch/video-games-continue-to-break-the-mold-229561923638 Ronan Farrow Daily on Video games breaking the mold04/17/2014 - 2:13pm
NeenekoAh yes, because by building something nice they were just asking for people to come push them out. Consequences are protested all the time when other people are implementing them.04/17/2014 - 2:06pm
Matthew Wilsonok than they should not protest when the consequences of that choice occur.04/17/2014 - 1:06pm
NeenekoIf people want tall buildings, plenty of other cities with them. Part of freedom and markets is communities deciding what they do and do not want built in their collective space.04/17/2014 - 12:55pm
 

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