C 0 M M U N I C A T I 0 N
A R T S
67
C 0 M M U N I C A T I 0 N
A R T S
77
~!~~ v
WISCONSIN
11
LAkES
SCHOONER
Et)UCATION
ASSOGI~
ION
When does the
shuttle bus for lawn
& garden leave?"
C 0 M M U N I C A T I 0 N
A R T S
85
C 0 M M U N I C A T I 0 N
A R T S
97
98
S E P T E M B E R /
0 C T 0 B E R
2 0 0 I
Interactive Design Annual 7: Entertainment
Mia2 Rotnaine's New Hat Overview: Children, from infancy, are natural-born scientists trying to figure out their world and how it works. This game draws children into an easy-to-follow adventure in which they solve problems and complete challenges in order to advance the plot, test their knowledge and learn. The piece couples age-appropriate ideas and terminology with Mia, an engaging main character who is not only suitable for children, but actually has a spirited personality with which they can identify. Of primary appeal are a simple, charming storyline, an intuitive interface and high-quality graphics and animation that provide a movie-like feel for the project. Richard Vincent, creative director/interface designer/ graphic designer/writer Tomasz Zemla/Richard Vincent, programmers Thierry Labrosse, illustrator Marc Aubry, animation director Marc Aubry/Stephane Podorieszach/ Sebastien Bruneau/Michelle Aube, animators Robert Marchand, music composer Tanya Claessens, producer Stephane St-Arnaud/Sonia Dufresne, media integration Kutoka Interactive, project design and development/client
162
S E P T E M B E R /
0 C T 0 B E R
2 0 0 I
2
Viktor Koen
Qi Q
c ~
(f)
0 0 N
(Q)
Location: New York City.
3
Staff: One . Duration: Five years . Education: B.F.A. in graphic design , Bezale l Academy of Arts & Design in Jerusalem ; M .F.A. in illustration, with honors, School of Visual Arts, New York City. Cultural Influences: Psychology, anatomy, toys, biology, large colorful abstract paintings, technology, Russian avant garde, British typography, Art Nouveau, film noir, vintage photography, industrial landscapes, industrial design , industrial debris, digital accidents, carpentry tools, stains, distressed surfaces, light, sound, black, white, silver, gods, demons, positive, negative, bones, metal, mythology, Thessaloniki, Jerusalem, New York City, my teachers, my students, traditional printing techniques, layers, textures, transparency, shadows. Environment: Wall-to-wa ll toys, tools, prints, books, gas masks. When the space f il ls up, I move. Philosophy: I believe in images that engage, puzzle and upset the viewers in order to get their mental gears into motion . If my work fails to do so, I consider it unsuccessful or unfinished. Even though I am a firm believer in technique excellence, I don't th ink technique alone can justify the space a picture occupies on a wal l, on a page, on a screen. My work functions as a flashlight that sheds light to the dark corners of the room . Most times that room is the human psyche, so I turn things inside out for all to see. I translate ideas and situations to symbols which I fuse, in order to create intriguing visuals that interact. Ideas and situations that fail to communicate their message in some level, become eye candy, an esthetic destination I am not interested in .
212
S E P T E M B E R /
0 C T 0 B E R
6 5
1. Forbes magazine, February 2001. Anton Klusener, art director.
4 . Dread, personal, 2000 . 44 X 60, digital print on canvas .
2. Bloomberg Personal magazine, September 1997. Frank Tagariello, art director.
5 . Parasite , personal, 2000 . 44 X 60 , digital print on canvas .
3. Stenogaster, personal, 2000. 44 X 60, digital print on canvas .
6. Detestus, personal , 2000 . 44 X 60, d igital print on canvas.
2 0 0 I