Jonathan [non-Games, Processing]
Jonathan by Sam Kronick is an interactive ‘non-game‘ that explores the culture and urban form of a typical American suburban landscape by creating a never-ending generative sprawl of lawns, cul-de-sacs and single-family homes.
It takes its name and inspiration from the real-life neighborhood of Jonathan, Minnesota, where in the late 1960′s an ambitious “new town” was planned for an eventual population of 50,000. Jonathan asks not how we can build a community, but how, once built, will we maintain it? The player in Jonathan takes on the role of a typical suburban maintenance worker–a lawn mower–as he or she navigates a never-ending software-generated sprawl of lawns, cul-de-sacs, and excessively gabled single-family homes. More of a tool to explore this familiar-but-strange territory than a full-blown “video game,” Jonathan generates a nonlinear storyline as the player encounters video vignettes of the banality, the innocence, the boredom, and the restrained aggression of life in the suburbs as documented by its residents and posted on YouTube.
Sam is a B.S. in architecture and visual arts graduate from MIT, class of 2010, currently pursuing Master of Fine Arts in the Department of Visual Arts at University of California San Diego.
More interesting work by Sam @ newuntitledpage.com
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Posted on: 29/05/2011
Posted in: Games, Processing
Post tags: architecture art comment Games generative nongame performance samkronick
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