Post Magazine

March 2010

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» Up to 2300MB/sec @ RAID6 » Final Cut & Avid sharing » Up to 8 x 8Gbit FC host connections » 16 streams of ProRes220 to 4K Film » No metadata server » No FC switch » No I.T. maintenance » Backed by Rorke Engineering and Professional Services SIMPLE SAN Set it and Edit featuring the Galaxy Aurora RAID www.rorke.com © 2009 Rorke Data. All rights reserved. Rorke Data and the Rorke Data logo are registered trademarks of Rorke Data, Inc. All other trademarks and logos are the property of their respective owners. A Subsidiary of www.postmagazine.com March 2010 • Post 37 3D box filled with intriguing objects that can be moved by the tilt of an iPhone or pushed and dragged using a simple iPod. Joining the illustrious roster of speakers and panelists was John Romero, a game de- signer, programmer, ar tist and sequential ar tist whose work spans more than 130 games — 97 of which have been published commercially, including the iconic works Wolfenstein 3D, Doom and Quake. Romero, who is inspired by, if not in awe of, the cre- ativity and innovation of the videogame pio- neers, celebrated the genius and contribu- tions of those who first breathed life into the industry in his lecture "Masters Among Us." "Since the dawn of the digital industr y," noted Romero, "game designers and pro- grammers pushed technology beyond its bounds and, on the granular level, millions of seemingly trivial mechanic innovations made the medium and cultural art form what it is today. Our masters still walk among us. In- terestingly, however, few practicing game de- signers and even fewer experiencing their works know the masters among them." The conference also featured Jesper Juul, an influential theorist in the field of videogame studies and the author of Half- Real: Video Games Between Real Rules and Fictional Worlds, considered to be one of the top 50 books written about the game in- dustr y; and Frank Lantz, creative director and co-founder of Area/Code, a New York- based developer that creates cross-media, location-based and social network games. Other notable presenters included Christiane Paul, adjunct curator of new media ar ts at the Whitney Museum of American Ar t; Henr y Lowood, Stanford University's curator for the histor y of sci- ence and technology collections and film and media collections; Michael Nitsche, a digital media scholar and assistant professor at Georgia Tech; and John Sharp, SCAD in- teractive design and game development in- structor and art history professor. Organized and chaired by Bogost, Nitsche and Sharp, the Ar t Histor y of Games aimed to break new ground, un- ear th the past and pay homage to next- generation game developers. Ian Bogost (left), assoc. prof. at Georgia Tech's Ivan Allen College of Liberal Arts, was a presenter.

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