The cluster worlds of imagination : the analysis of collage technique in games by Amanita Design

2015
book section
conference proceedings
dc.abstract.enThis paper will show how the collage technique actively influences the structure of Amanita Designs' games, such as Samorost series, Botanicula, Machinarium. These examples are particularly interesting as the artistic technique in this case goes beyond the aesthetic aspects (visual art and music) and the narration, and actively informs the gameplay. The structure of these game cluster spaces is built not only from material artefacts of human culture but also from the elements of nature. Such refined structure of virtual assemblage seems to escape the concept of simulacrum. The creators base their technique on a deconstruction of one reality, and at the same time they build entirely new worlds. Every time they set a spatially complex structure in the two-dimensional environment of the game, it manages, despite its fantastic nature, to maintain its full integrity. The new reality, however radically anti-realistic, does not try to pretend to be something else than itself. Hence the worlds created by Amanita Design seem to be the answer to the dominant hyper-realistic aesthetics of mainstream games.pl
dc.affiliationWydział Zarządzania i Komunikacji Społecznej : Instytut Sztuk Audiowizualnychpl
dc.conferenceCentral and Eastern European Game Studies (CEEGS) conference
dc.conference.cityBrno
dc.conference.countryCzechy
dc.conference.datefinish2014-10-11
dc.conference.datestart2014-10-10
dc.contributor.authorJanik, Justyna - 117302 pl
dc.contributor.editorBártek, Tomášpl
dc.contributor.editorMiškov, Janpl
dc.contributor.editorŠvelch, Jaroslavpl
dc.date.accession2017-11-09pl
dc.date.accessioned2017-11-09T08:12:05Z
dc.date.available2017-11-09T08:12:05Z
dc.date.issued2015pl
dc.date.openaccess0
dc.description.accesstimew momencie opublikowania
dc.description.additionalBibliogr. s. 53-54pl
dc.description.conftypeinternationalpl
dc.description.physical45-54pl
dc.description.publication0,62pl
dc.description.versionostateczna wersja wydawcy
dc.identifier.eisbn978-80-210-8045-4pl
dc.identifier.isbn978-80-210-8044-7pl
dc.identifier.urihttps://ruj.uj.edu.pl/xmlui/handle/item/46064
dc.identifier.weblinkhttp://gamestudies.cz/wp-content/uploads/ceegs-online-final-1.pdfpl
dc.languageengpl
dc.language.containerengpl
dc.pubinfoBrno : Masaryk Universitypl
dc.rightsDodaję tylko opis bibliograficzny*
dc.rights.licenceInna otwarta licencja
dc.rights.uri*
dc.share.typeinne
dc.sourceinfoliczba autorów 10; liczba stron 128; liczba arkuszy wydawniczych 8;pl
dc.subject.encollagepl
dc.subject.enspacepl
dc.subject.enAmanita Designpl
dc.subject.enpuzzle adventure gamepl
dc.subtypeConferenceProceedingspl
dc.titleThe cluster worlds of imagination : the analysis of collage technique in games by Amanita Designpl
dc.title.containerNew perspectives in game studies : proceedings of the Central and Eastern European Game Studies Conference : Brno 2014pl
dc.typeBookSectionpl
dspace.entity.typePublication
dc.abstract.enpl
This paper will show how the collage technique actively influences the structure of Amanita Designs' games, such as Samorost series, Botanicula, Machinarium. These examples are particularly interesting as the artistic technique in this case goes beyond the aesthetic aspects (visual art and music) and the narration, and actively informs the gameplay. The structure of these game cluster spaces is built not only from material artefacts of human culture but also from the elements of nature. Such refined structure of virtual assemblage seems to escape the concept of simulacrum. The creators base their technique on a deconstruction of one reality, and at the same time they build entirely new worlds. Every time they set a spatially complex structure in the two-dimensional environment of the game, it manages, despite its fantastic nature, to maintain its full integrity. The new reality, however radically anti-realistic, does not try to pretend to be something else than itself. Hence the worlds created by Amanita Design seem to be the answer to the dominant hyper-realistic aesthetics of mainstream games.
dc.affiliationpl
Wydział Zarządzania i Komunikacji Społecznej : Instytut Sztuk Audiowizualnych
dc.conference
Central and Eastern European Game Studies (CEEGS) conference
dc.conference.city
Brno
dc.conference.country
Czechy
dc.conference.datefinish
2014-10-11
dc.conference.datestart
2014-10-10
dc.contributor.authorpl
Janik, Justyna - 117302
dc.contributor.editorpl
Bártek, Tomáš
dc.contributor.editorpl
Miškov, Jan
dc.contributor.editorpl
Švelch, Jaroslav
dc.date.accessionpl
2017-11-09
dc.date.accessioned
2017-11-09T08:12:05Z
dc.date.available
2017-11-09T08:12:05Z
dc.date.issuedpl
2015
dc.date.openaccess
0
dc.description.accesstime
w momencie opublikowania
dc.description.additionalpl
Bibliogr. s. 53-54
dc.description.conftypepl
international
dc.description.physicalpl
45-54
dc.description.publicationpl
0,62
dc.description.version
ostateczna wersja wydawcy
dc.identifier.eisbnpl
978-80-210-8045-4
dc.identifier.isbnpl
978-80-210-8044-7
dc.identifier.uri
https://ruj.uj.edu.pl/xmlui/handle/item/46064
dc.identifier.weblinkpl
http://gamestudies.cz/wp-content/uploads/ceegs-online-final-1.pdf
dc.languagepl
eng
dc.language.containerpl
eng
dc.pubinfopl
Brno : Masaryk University
dc.rights*
Dodaję tylko opis bibliograficzny
dc.rights.licence
Inna otwarta licencja
dc.rights.uri*
dc.share.type
inne
dc.sourceinfopl
liczba autorów 10; liczba stron 128; liczba arkuszy wydawniczych 8;
dc.subject.enpl
collage
dc.subject.enpl
space
dc.subject.enpl
Amanita Design
dc.subject.enpl
puzzle adventure game
dc.subtypepl
ConferenceProceedings
dc.titlepl
The cluster worlds of imagination : the analysis of collage technique in games by Amanita Design
dc.title.containerpl
New perspectives in game studies : proceedings of the Central and Eastern European Game Studies Conference : Brno 2014
dc.typepl
BookSection
dspace.entity.type
Publication
Affiliations

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