“From Paper to Pixels” – Interview with Artist Aaron North

June 25th, 2013 by Adam Doucette

As we near the date of ‘From Paper to Pixels’, we will be profiling some of the artists involved. This week we are featuring Aaron North.

Aaron North’s creatures exist in a realm completely of his own. Recognizable animals bend and shift into humans and back into animals. North places these figures in surrealist environments in which the figures appear to suggest symbiotic relationships. Often the creatures are interacting with objects such as chairs and dressers that suggest a relationship to domesticity, leading the viewer to question just what the nature of these creatures could be and to think twice about what could be dwelling in the shadows of our own homes.

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Infrared5 Developer Steff Kelsey featured on Intel Developer Zone Blog

June 20th, 2013 by Adam Doucette

Recently our own Developer-extraordinaire Steff Kelsey (@thecodevik1ng) was featured on the Intel Developer Zone blog with his post – Masking RGB Inputs with Depth Data using the Intel PercC SDK and OpenCV. Steff and our team here at Infrared5 took part in Intel’s Ultimate Coder Challenge in the building of Kiwi Catapult Revenge using the Intel Perceptual Computing SDK. Check out Steff’s article below as he goes through the approaches used, what to look out for, and he provides some example code.

Steff Kelsey Intel Blog Post

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“From Paper To Pixels” – An Interview With Rebecca Smith Allen

June 10th, 2013 by Adam Doucette

Artists and developers are two groups of people who see the world through a unique lense. Both parties are constantly looking for new methods to showcase their work and connect with their audiences. Infrared5’s CEO and Creative Director Rebecca Smith Allen saw an exciting opportunity to facilitate collaboration between these two groups, pairing visual artists with developers and allowing them to create new media projects together. I interviewed Rebecca to ask a few questions about how this show came to be. Keep an eye on our blog for more information on this exciting venture!

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Design Occlusion is Killing Your Game Design

June 5th, 2013 by Adriel Calder

Last March, while at the annual Game Developer’s Conference in San Francisco, I attended numerous enlightening talks focusing on the different ways one can approach game design.  The one that stood out to me the most was titled “Design Occlusion is Killing Your Creativity” presented by Dylan Cuthbert of Q-Games.  Cuthbert’s talk focused mainly on his time working for Shigeru Miyamoto on Star Fox for the SNES and the lessons he learned as a young game developer working with an established person in the industry.  In addition to this, Cuthbert was also faced with understanding and appreciating the differences between British and Japanese approaches to design. “We were a very cocky sort of British programmers…sort of taught ourselves everything and we were suddenly thrown into this Japanese environment….and we were kind of in awe and also kind of in shock at the same time about the process.”

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