Digital: A Love Story is an interactive
fiction game created by Christine Love, presented through Bulletin Board Systems that you can visit and read using an operating system interface which mimics those found in computers from the late 1980s.
Not exact matches
After getting my hands on a copy of the Alpha build, I can say without a doubt that they've been hard at work in
creating a unique action
game that's bound to please a lot of science
fiction and action fans!
And that's now truer than ever, thanks to the stratospheric rise of online dating, a market which is booming Play text adventure
games,
create and share your own interactive
fiction stories.
Assassin's Creed,
created by Patrice Desilets & Jade Raymond back in 2007, is an award winning historical
fiction action - adventure open world stealth video
game series that as of 2012 consists of five main
games.
Grave Robbers from Outer Space is «a sci - fi / horror B - movie card
game,» where you and each of your friends will
create your own bad horror or science
fiction movie and see who has the best luck in keeping your cast alive.
I was looking to capture the sensation of speed that a fast engine sound in a «regular» racing
game creates and transfer this to a science
fiction context where the sound design would be less believable if the vehicle sounded too similar to a car.
Rather than depend on the
game to
create a sense of historical empathy in students, I ask them to
create experiences using free interactive
fiction tools, like Inklewriter or Twine, to make their own choice - based stories.
In Fame, nine episodes coalesce to form a coherent whole as Daniel Kehlmann plays a sophisticated
game with reality and
fiction -
creating, in essence, a dazzling hall of mirrors.
This ongoing series of essays on the craft of writing will include all topics related to writing
fiction, including: The Basics Plot & Structure Voice Theme POV Characterization Dialogue Narrative Creating a bond with your reader Pacing Advanced writing and plotting techniques Writer's block Marketing Branding Publishing Self - publishing Healthy habits Bad habits The Writer's Life eBook formatting Paperback formatting Amazon keywords Writing blurbs and descriptions Cover design & layout Productivity The Classics Short stories Poetry The Writing Process Show don't Tell Self - editing Proofreading Building a solid career Targeting a specific genre Genre Fiction Literary Fiction Sharpening your writing skills Making every word count Deadlines Putting together an Anthology Working with other artists Collaborating Grammar Punctuation Writing for a career Treating it as a business Running a small press Financing your career Keeping track of your royalties Staying motivated Writing movies Writing comics Writing games Building a fan - base Online presence Newsletters Podcasting Author interviews Media appearances Websites Blogging And so much more... Are you ready to be called an
fiction, including: The Basics Plot & Structure Voice Theme POV Characterization Dialogue Narrative
Creating a bond with your reader Pacing Advanced writing and plotting techniques Writer's block Marketing Branding Publishing Self - publishing Healthy habits Bad habits The Writer's Life eBook formatting Paperback formatting Amazon keywords Writing blurbs and descriptions Cover design & layout Productivity The Classics Short stories Poetry The Writing Process Show don't Tell Self - editing Proofreading Building a solid career Targeting a specific genre Genre
Fiction Literary Fiction Sharpening your writing skills Making every word count Deadlines Putting together an Anthology Working with other artists Collaborating Grammar Punctuation Writing for a career Treating it as a business Running a small press Financing your career Keeping track of your royalties Staying motivated Writing movies Writing comics Writing games Building a fan - base Online presence Newsletters Podcasting Author interviews Media appearances Websites Blogging And so much more... Are you ready to be called an
Fiction Literary
Fiction Sharpening your writing skills Making every word count Deadlines Putting together an Anthology Working with other artists Collaborating Grammar Punctuation Writing for a career Treating it as a business Running a small press Financing your career Keeping track of your royalties Staying motivated Writing movies Writing comics Writing games Building a fan - base Online presence Newsletters Podcasting Author interviews Media appearances Websites Blogging And so much more... Are you ready to be called an
Fiction Sharpening your writing skills Making every word count Deadlines Putting together an Anthology Working with other artists Collaborating Grammar Punctuation Writing for a career Treating it as a business Running a small press Financing your career Keeping track of your royalties Staying motivated Writing movies Writing comics Writing
games Building a fan - base Online presence Newsletters Podcasting Author interviews Media appearances Websites Blogging And so much more... Are you ready to be called an author?
There were many early attempts at a science
fiction tabletop RPG but none of them stuck until 1977's Traveller,
created by Marc Miller and published by his company
Game Designer's Workshop.
First announced in 2007, Dead Space is a third - person shooter that merges spacefaring science -
fiction and survival / horror to
create a
game in which the player (in control of an engineer named Isaac Clarke) battles against reanimated human corpses aboard an interstellar space ship.
The
game is a Virtual Reality re-imagining of Croteam's critically acclaimed first - person puzzler which is
created in the tradition of philosophical science
fiction.
With an award - winning technology and a vast set of developed
games the studio is defining the future of location - based gaming in Switzerland by blending reality and
fiction to
create immmersive mixed - reality mobile
games.
Fan art, or fanart, are artworks
created by fans of a work of
fiction (generally visual media such as comics, film, television shows, or video
games) and derived from a series character or other aspect of that work.
Stellaris is one of the most interesting titles that Paradox Development Studio has ever
created because it takes the grand strategy ideas that have long driven the company and applies them to a science
fiction setting and the pre-order bonuses associated with the
game reflect this shift.
«As a lifelong fan of the tactics genre and science
fiction, it's been my dream to
create this stunning blend of space strategy
game and MMO,» said Hooman Simyar, producer, and creator of the
game.
XCOM enemy unknown, a science
fiction turn - based strategy
game, allows players to control the fate of the human race by
creating and managing a fully operational base, researching alien technologies, planning combat missions and controlling soldier movement in battles.
It is very likely that video
games will continue to demonize wolves, considering that the developers who are
creating these
games are often using previous
fiction to justify their artistic influences.
We've learned a lot about how to
create gameplay that feels nice, and we've learned invaluable lessons about how to weave a strong
fiction into a
game,
creating smooth interfaces and many other things.
This compiler made it possible to use the same commands you would use to play an interactive
fiction game to
create one as well.
Warren, however, remarked that the actual payoff from
creating fan
games might be akin to that from writing fan
fiction.
Also, the IF Competition (2) and XYZZY Awards (3) highlight wonderful and innovative new user
created interactive
fiction games each year (in fact,
gamers elect the winners themselves, and anyone can participate).
Created by the developers behind Broken Sword, In Cold Blood is an adventure
game that apparently takes inspiration from two of my all - time favourite films; Usual Suspects and Pulp
Fiction.
The
game will use a more vignette - style of storytelling, since the studio hopes to
create the experience of opening up a short story book from the Weird
Fiction genre.
CapnMikeM: When you're
creating an underwater exploration
game like Iron Fish, how careful do you have to be to balance things between
fiction and non-
fiction?
Gemini Rue is a science
fiction adventure
game created by independent developer Joshua Nuernberger.
Kaphar cuts, bends, sculpts and mixes the work of Classic and Renaissance painters,
creating formal
games and new tales between
fiction and quotation.
Pulling from wide - ranging sources such as science
fiction and baroque architecture, he
creates bizarre, yet compelling, 3D environments and stories with the same high - end technology used by Hollywood and video
games.
Colorblind, Tsukuda works predominantly in vertiginous black and white,
creating a highly defined graphic realism and skillfully mashing - up dystopian iconography, science
fiction and popular video
games.
The hand - drawn images of Johnson reflect a formative interest in 1980's science
fiction, horror movies, video
games and comic books,
creating environments of ancient yet futuristic alien civilization populated by mystic characters like bat - faced demigods, gargoyles, worms and genderless pink humanoids that are contorted into ritualistic positions that waver between torture, rapture and worship.
And I realized I had to do something 1983 Rammelzee vs K Rob «Beat Bop» 1984 First shows at Clarissa Dalrymple and Nicole Klagsbrun's Cable Gallery (artists of Wool's generation who begin showing same period include Philip Taaffe Jeff Koons Mike Kelley Cady Noland and James Nares 1984 produces first book photocopied edition of four: 93 Drawings of Beer on the Wall 1984 Warhol Rorschach paintings 1986 First pattern paintings 1987 Joins Luhring Augustine Gallery 1987 First word paintings 1988 Collaborative installation with Robert Gober one painting by Wool (Apocalypse Now) one sculpture by Gober (Three Urinals) one collaborative photograph (Untitled) and a mirror Gary Indiana contributes a short piece of
fiction to the accompanying publication 1988 In Cologne sees show of Albert Oehlen's work meets Martin Kippenberger 1988 First European shows Cologne and Athens 1988 Collaborates with Richard Prince on two paintings: My Name and My Act 1989 Museum Group shows in Amsterdam Frankfurt am Main and Munich Whitney Biennial 1989 One year fellowship at the American Academy in Rome 1989 Starts taking photographs 1989 Publishes Black Book an oversized collection of 9 - letter images 1989 Fall of the Berlin Wall 1990 Meets Larry Clark 1991 First survey mounted at Boymans - Van Beuningen Museum Rotterdam publishes accompanying artist's book Cats in Bag Bags in River color photocopies of photographs of black and white paintings 1991
Creates edition of small paintings for ACT - UP New York Needle Exchange 1991 Participates in Carnegie International includes painting and billboard with truncated text announcing «THE SHOW IS OVER» 1991 Meets Jim Lewis 1991 Relocates studio to East 9th Street in New York 1992 LA riots 1992 DAAD residency in Berlin 1993 Publishes Absent Without Leave 160 black - and - white images from travel photographs taken over previous 4 years 1993 Begins silkscreened flower paintings 1993 Meets Michel Majerus 1994 Makes road - signs for Martin Kippenberger's Museum of Modern Art Syros 1994 New York Knicks lose to Houston Rockets in
Game 7 NBA Finals 1995 Organizes retrospective of the New Cinema late 70's New York underground Super-8 films 1995 First spray - paintings 1995 Kids 1996 East Village studio severely damaged in building fire leaving Wool without a working space for 8 months artist's insurance photos become portfolio Incident on 9th Street 1997 Marries painter Charline von Heyl 1998 Museum of Contemporary Art Los Angeles mounts mid-career retrospective travels to Carnegie Museum of Art Pittsburgh and Kunsthalle Basel 1998 Begins silkscreen re-imaging of own work 2001 Solo exhibition at Secession Vienna 2002 «Grey» paintings 2003 East Broadway Breakdown photos of New York City 2005 First digital drawings 2006 Contributes art to Sonic Youth Rather Ripped 2007 Collaborates with Josh Smith on Can Your Monkey Do the Dog 2008 Collaborates with Richard Hell on Psychopts 2008 Christopher Wool lives and works in New York and Marfa Texas
This project takes its inspiration from interactive
fiction and story - driven video
games where players can revisit the same initial premise but make different choices to
create an entirely different outcome on each playthrough.