In collaboration with Rump-Recordings, Futura Epsis 1 (the collective behind GRID) have just released QDD, an iPhone game and music promo for Quasi Dub Development’s newest LP “Limousine to the Guillotine”.
The app combines game mechanics with unlockable tracks featuring remixes from artists like Thomas Knak aka Opiate, Jason Forrest , Kim Hiorthøy, Guido Möbius and Loopspool (Tied + Tickled Trio). Task in the game is to destroy enemy cells by firing particles from your own cells. As you fire the particles your cells reduce in size which can then be merged by applying multitouch to the screen. Each enemy cells has a lifeline and they also fire back. As you complete the level, next level and remix unlock.
Made with Objective-C and OpenCL. Effects made in After Effects.
More screenshots and demo video below.
Get the new album “Limousine to the Guillotine” on Rump Recordings.
Developer: Futura Epsis 1
- Auditorium [iPhone, Sound, Games] Auditorium, a flash music game we wrote about in December last year is now available for the iPhone and iPod Touch. The task in the game is to use the flow of audio visual particles to create sound or to be more exact, a composition by guiding them into the various audio containers. As you fill these containers, you will energize them, giving them enough energy so they begin to sing together in a symphony. We were very fond of the original flash game and glad to see it arrive to the AppStore. The iPhone version works pretty much the same and does feel perfect for iPhone's touch interface. Moving the effectors around is intuitive and from what I gathered playing with it for few minutes is that levels match those of the flash version. My only comment is that things can feel a little cramped without the ability to zoom in as it is much easier to be precise on the desktop than on the iPhone without the zoom. The game comes with 5 acts, each containing around 5-6 levels. You can in-app purchase another 3 sets counting in total additional 10 acts and all in total around 70 levels costing you all with the game around $6.00. Interestingly, the game is being distributed by Electronic Arts, and on the original site there is no word about the iPhone version. You can still buy and play the full version on playauditorium.com which has been updated with some great new visuals since the last time we looked at it. Auditorium is a great, fun and visually stunning game. Lite version is also available so no reason why not to try. Platform: iPhone Version: 1.0 Cost: $2.99 Developer: […]
- abcdefghijklmnopqrstuvwxyz [iPhone] Created as the result of Jörg Piringer's ongoing research, abcdefghijklmnopqrstuvwxyz is a sound toy and a performance tool. You can play with the letter-creatures and watch and listen how they interact with each other or use them to produce soundscapes like you would with an electronic musical instrument. Create and control tiny sound-creatures in the shape of letters that react to gravity or each other and generate rhythms and soundscapes. Dive into a micro world of sounds, movement and touch. But beware! Using this app might change your daily reading and talking experience. Jörg Piringer is a musician, poet and media artist living in vienna, austria. He is a member of the vegetable orchestra and the institute for transacoustic research. He works as a freelance artist and researcher in the fields of electronic music, radio art, sound and visual electronic poetry, online communities, live performance, sound installation, computer games and video art. You can read more about jörg by visiting http://joerg.piringer.net (made with openFrameworks) Jörg was also very kind to send us 3 promocodes for our readers. If you would like one, leave a comment below and if you are one of first 3 comments, it's yours! Platform: iPhone Version: 1.0 Cost: $0.99 Developer: joerg […]
- Dyson [Games] Finalist at this years Independant Games Festival, Dyson is an ambient real-time strategy game with abstract visuals. Your task is to remotely command semi-autonomous self-replicating mining machines to take over an entire asteroid belt. Like many other strategy game you begin with few planets populated by your own forces in this case Dyson trees. As you grow more trees so do your seeds replicate ready to inavade a new planet. You can also grow defense trees which produce exploding pods that home in on incoming enemies. You move plant to planet planting seeds for more trees until you reach a planet ocupied by alien trees. You task is to overtake that planet by sending enough seeds to destroy theÂ opposingÂ force. Controlled by mouse, you can choose how many seeds you would like to send to a new planet. The enemy seeds may also attack your planet whilst you are casually moving planet to planet so having defense trees in place is crucial in defending your planets. Created by Alex May and Rudolf Kremers with music and sound by MILIEU, Dyson is a wonderful and rich step forward in strategy game development. Acompanied by wonderful music, sounds and graphics you will find yourself quickly echanted by unique approach to game's visual design and gameplay. Watch hours go by as you nurture one planet after another. The original game was made in one month for the TIGSource Procedural Generation competition. Much of the gameâ€™s content has been procedurally generated over time. Currently, version 1.2 is only available for Windows and Linux platforms but Alex is working on the mac Mac version so join the mailing list to keep up to date with releases. We do hope that the game will also see AppStore. With multitouch controls available on the iPhone, Dyson seems pefrect for the platform. In any case, where you are a Mac, Windows or Linux user, Dyson is a worthy download. Those on the Mac keen to have a play, Parallels or BootCamp may be your answer. You may be able to run the linux version in Mono from the command line but we are not to sure how to go about that. Also check out an interestingÂ interview with Alex over at TIGSource. Download […]
- …™ [iPhone, Games] Third in the series, "...™" (dotdotdot) is the latest app from London's ustwo™ design studio. We have already written about the no.1 and mills was kind enough to share the insights of ustwo™ development / design and ideas behind the series. The latest edition (it goes to show a simple idea can go a long way) is a truly wonderful new creation in it's own right and we were lucky enough to get our hands on the ad-hoc version! In this .™ adventure your task is to navigate the dot via layers of gaps in the raising ground and avoid getting dissected at the top of the screen. Keeping you on the edge of your seat, the ongoing stress as you tilt your iPhone left and right directing your dot to fall into the gaps. The video (although a little hectic) describes the game best. All of this, of course, wrapped up in beautiful greyscale patterns accompanied by carefully selected sound effects. The game, costing $0.99, has been submitted to Apple and should be is now available any day now. See the video below incuding the game trailer. Another exciting mini-app-adventure from ustwo™. Remember, you saw it first on CAN! If you haven't seen the previous two games and their videos, you can check them out here. Platform: iPhone Version: 1.0 Cost: $0.99 Developer: […]
- NodeBeat [iPhone, iPad, oF, Sound] NodeBeat is a generative music app for the iPhone and iPad in the style of apps like Bloom. In it, gently drifting nodes interact with pulsing triggers producing minimal soundscapes. It offers several options to tailor the parameters of the music generation. The overall experience is very soothing and meditative; background gradients swirl through prismatic color changes. Below is a mini-interview with the authors of the app, Seth Sandler and Justin Windle: What is the inspiration for NodeBeat? Justin: I was reading a lot about sync at the time and was interested in experimenting with systems which could be free to form their own patterns, with the possibilities of spontaneous and unexpected 'syncs' emerging. Setting up rules to describe quite loosely coupled processes and then observing whether some kind of order emerges from them is something that I find fascinating. Aesthetically, I wanted the system I programmed to feel organic and so chose to work around the analogy of neurons and synapses firing - something talked about a lot in sync theory. These concepts concern themselves a lot with rhythm, repetition and cycles and so using audio seemed like a natural step, which is what gave rise to the idea of a sequencer of sorts. I had recently been introduced the Tonfall AS3 library, written by André Michelle and was keen to experiment with audio synthesis in Flash so I build the initial experiment on top of this as the library had a pretty small learning curve. The user interactions and the ability to tweak parameters at runtime, in order to produce different types of patterns; was something I added to give a layer of feedback to the experiment and push it more in the direction of an instrument that to an extent can be played rather than just observed. Seth: I've always been inspired by the simplicity of iOS applications like Bloom and how something simple can appeal to many and create a variety of musical interactions. When I saw Justin's sequencer, I thought that it was a great example of something that was simple, yet created an interesting, visual and fun experience. Since, I typically focus on musical applications that aren't targeted at musicians, I thought NodeBeat was a great fit. What were your goals? Justin: The goal was really no more ambitious than simply producing something interesting to observe and interact with. It began as a study and not a product. I personally find that goals are very hard to define during the experimental process, as by definition you want to remove any finite end-point and instead explore the space you're in at that time; feeling free to branch, destroy or enhance whatever you're working with. It wasn't until I posted the first experiment and realised that other people seemed interested by it that it became clear it could be refined into something more usable. This is why I was so excited when Seth got in touch about developing it for devices because it was clearly something which suited that format perfectly. Seth: In terms of NodeBeat, the iOS implementation, the main goal is really just to provide a fun musical experience. While we had a variety of additional ideas to implement, we really wanted to keep the feature set simple and easy to understand on the first release. The hope is that anyone, musical or not, is able to experiment and create melodies and rhythms without having to learn anything or understand how notes, octaves, or rhythmic subdivisions work. NodeBeat is developed using openFrameworks and utilizes PureData for audio synthesis. You can download the free desktop version + source code at NodeBeat.com. Platform: iPhone/iPad Version: 1.0 Cost: $0.99 Developer: AffinityBlue (iPhone) […]
- Grid [iPhone, iPad, oF, Processing] GRID is an interactive multi-touch sound visualization for the band Mathon and the ZKM AppArtAward 2011. Created for live events, the application consists of a desktop version for realtime graphic visualization of music - created using Processing and also an iOS version for interacting with the Processing app - created using openFrameworks. The basic appearance is based on a shape that deforms synced to an audio signal. A never ending journey through portal-like visuals, organic and technical scenes take the viewer into a surreal feeling atmosphere. Forming rapidly changing pictures out of those shapes the viewer seems to be part of electrical impulses catching short impressions of the human and his role in the universe..... Using an iPad or an iOS capable device people can diretly interact with the music visualization. By using Multi-Touch it is possible to manipulate the camera of the desktop visualization as well as changing between different scenes. Set up is quite simple as long as your ports are generally open. Using OSC, one app talks to the other, as long as they are on the same network and your port 12000 is open. You first check the IP of your desktop, fire up the desktop app then on your iPhone or iPad go into app preferences where all app settings are listed, find GRID remote and enter the IP address of the desktop. Now launch the GRID Remote on your iOS device you are good to go. The artwork is the result of a cooperation between the interactive arts collective Futura Epsis 1 based in Hamburg, Germany represented by Andreas Rothaug and the band Mathon from Switzerland who are responsible for the sound. The downloads are available for: iPhone / iPad (out next week), Mac OS 10.6, Windows and Linux. You can also get the new Mathon album "Terrestre" on iTunes or www.mathonmusic.ch. Platform: iPhone/iPad Version: 1.0 Cost: $0.99 Free Developer: Futura Epsis […]
- Eliss [iPhone] Nominated for the IGF Innovation in Mobile Game Design' award, Eliss is a multi-touch game for the iPhone where the task is to keep up harmony in an odd universe made of blendable planets. Touch-control multiple planets at once, join them together into giant orbs or split them up into countless dwarf planets, and match their size with the squeesars. Wipe off the stardust, resist to the attraction of the vortex and other space phenomena, and slow down the passage of time. Eliss is a wonderfully designed game, with a slightly retro feel reminiscent of Battlezone, first vector graphics arcade game from the '80, but again a very contemporary feel and gameplay. Included are 20 levels that will require creative ways, speed and strategies complete them. I am currently on sector three and first meeting with the vortex phenomenon. Whilst the first two sectors seemed pretty easy the third is another story. Vortex pulls planets together whilst you desperately try to keep them apart. Every time the collide, you loose life and, honestly, there isn't much of it. With other effects to come such as stardust I look forward to see what's in store. I am absolutely loving what I am seeing where the music, gameplay and graphics really play together in harmony. Considering there are 20 levels in total, I am sure Eliss will keep me busy for a while. Eliss is a prime example of great iPhone app development. Highly polished, fantastic sounds and music, innovative use of multi-touch controls and gorgeous graphics, make Eliss, most probably, one of the most creative and innovative games in the AppStore. One and only, it's a must! Platform: iPhone Version: 1.0 Cost: $3.99 Developer: Steph […]
- Colorbind [iPhone, Games] From the creator of Monospace (itunes link) - Daniel Lutz, comes a new iPhone/iPod Touch game called Colorbind. The app was submitted to Apple yesterday and by recent estimations it should be Now available in the AppStore! within a day or two. Whilst I have been slightly sceptical of Monospace, adopting somewhat flat but then soft shaded graphics, interesting nevertheless, Colorbind shows polish hard to find in the AppStore lately. A refreshingly looking puzzle game taking on ribbon concept with a simple task to weave it accross the points of the same colour. This of course becomes more challenging as you progress through the levels where you need to guide multiple ribbons over one another. See video for gameplay. Features: – 84 Levels: Easy, medium, hard. And a tutorial. – Achievements: 10 additional challenges. – Statistics: Keep track of your game. – Listen to your own music while playing. Colorbind - game page (Thanks Daniel!) Platform: iPhone Version: 1.0 Cost: $0.99 Developer: Daniel […]
Posted on: 21/11/2011
- Engineering Lead at Wieden+Kennedy
- Web Developer at the Minneapolis Institute of Arts
- Junior Production Assistant at Resonate
- WebGL/3D Creative Prototyping Devs at TheSupply
- Freelance Interactive Producers at Psyop
- Art Director/Senior Designer at Stinkdigital
- Creative Technologist, The ZOO at Google
- Jr. / Sr. Software Developer at Minivegas
- Web Developer at Minivegas
- Digital Producer at Minivegas
- 3D Technologist at INDG
- Creative Director at INDG