A couple of screenshots of a model that I've been working on to determine a new gameboard that deals with different parasitic moves. Once the parasites (pieces) infect the skin (gameboard) of the host, it becomes more and less porous to allow for spatial objects to seep through as puss (being created as I type). The puss then grows into new spatial typologies (according to the ever-changing topography) that form off of growths or sores (mountains or valleys).
This is a video of a sardine run.
This is a video of herding sheep.
and a VIDEO of an earthquake simulation.
Earthquakes and the created rupture
The disruption of the earth's surface and the displacement of structures and people because of such disruption has been my latest moments of inspiration. The game has slightly changed to the point that the gameboard doesn't become the physical space, but informs how the spatial attributes are grown THROUGH the disrupted surface. Earthquakes shape our landscape in the creation of mountains (growths) and valleys (sores). Inhabitants typically group themselves around diserable natural elements that are created by such displacements. Here, nature is the player of the game as a competitor of the constant contest between man and nature. What man creates has a high chance of being ruptured by nature (through natural disasters) and the plan of this current city is to have an element of dynamics to allow it to fluctuate with such natural occurances.
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