Table of Contents:

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0.1 Quick Start Guide Scott deLahunta

0.2 DIY: 10 steps 10 minutes 1 level Bruno Martelli

0.3 Pushing Polygons #1 (interview with Bruno Martelli & Alex Jevremovic)


SECTION 1: (contexts: swanquake/ igloo)

1.1 Choreographing Cycling Anims Scott deLahunta

1.2 Real Time Art Engines 2: Sound In Games Adam Nash

1.3 Data Art & Interactive Landscapes Johannes Birringer

1.4 Cultural Resonance: Participation, audiences and interface Helen Sloan

1.5 Pushing Polygons #2


SECTION 2: (contexts: games creativity in art and society)

2.1 Art is DOOMed: The spawning of game art Shiralee Saul & Helen Stuckey

2.2 Quake 'n Space: Duchamp's Game 40 Years After Stephen Turk

2.3 Uncanny Valley: Realism in visualisation and character design Harry Brenton, Marco Gillies & David Surman. Edited by Helen Sloan

2.4 Gaming, Uncanny Realism and Technical Demonstration David Surman

2.5 My game in your gallery? Professional game developers as artists Katharine Neil

2.6 Pushing Polygons #3


2.7 Credits /Biographies

2.8 Index

Published by: Liquid Press/ i-DAT (Plymouth University). Nov 2007. ISBN Number: 978-1-84102-172-0














Available from Amazon.co.uk here