3D Protein Docking Game
William Latham is well known for his pioneering Mutator Art created in the late eighties and early nineties whilst a Research Fellow at IBM in Winchester. His computer art exhibitions “The Conquest of Form” and “The Empire of Form” toured the UK, Japan, Germany and Australia from 1989 for 3 years. In 1993 he moved into Rave Music working with bands such as the Shamen and then moved into computer games development, where he was active for ten years as MD and Creative Director of a 70 person console and games studio developing games published by Vivendi Universal, Microsoft and Warner Bros, hit games produced at that time included Evolva and The Thing. In 2003 he founded Games Audit Ltd which performs operational and technical due diligence in the games sector for investors, insurers and banks (clients include Allianz and Malta Enterprise). In 2007 he became a Professor at Goldsmiths (University of London) and is co-founder of the MSc Games Programming Course, with new research projects in Protein Docking Games with Imperial College. In 2014 he co-founded SoftV Ltd which is developing serious games for tablet with UCL Institute of Cognitive Neuroscience and the NHS for stroke patients. He is a co-Director of London Geometry Ltd. His original Mutator PC software from 1990 with collaborator Stephen Todd was shown at The Barbican Digital Revolutions show in 2014 and he continues to exhibit his computer art. His recent Mutator 1 + 2 one person exhibition has toured to Brighton, Brussels, Dundee and Edinburgh (funded by The Arts Council England) in 2014 and 2015.
Frederic Fol Leymarie is widely regarded for his work at the crossings of computational vision, computer graphics, the visual arts and creative robotics. He is a Professor of Computing and co-director of the Post-Graduate program MSc Computer Games and Entertainment at Goldsmiths College. He received his B.Eng. in Electrical Engineering, with honours in aeronautics, from the University of Montreal, his M.Eng. from McGill University in Computer Vision and Biomedical imagery, and his Ph.D. from Brown University (in 3D shape representation and computational geometry). His current research interests incorporate ideas from computer vision, together with the physics of waves and shocks and their modelling in modern mathematics via singularity theory. Frederic is also working on perceptual models grounded in geometry, based in part on Gestalt theory. Frederic has initiated several "shape-based" projects mixing the Arts, Humanities, Social Sciences, and Computing, including CyberCity and CyberMonument, Digital sculpting, Digital archaeology (co-founder of the SHAPE lab. at Brown University), Robot+Art (AIkon project with French artist Patrick Tresset, and AutoGraff project with Italian artist Daniel Berio and roboticist Sylvain Calinon). Other important recent projects include: ProGen: An interactive platform for designing cities in games environs; FoldSynth: An interactive platform for the study of proteins and other molecular strands (including collaborations with Imperial College (on proteins) and Oxford University (on DNA/RNA).
Andy is a games industry veteran – from his involvement in computer chess and console games in the 1970s through the Psygnosis technology group, Rage games, Confounding factor and now Sony Computer Entertainment. Andy is Senior Lecturer at Goldsmiths Computing Department focussed on computer games programming. Previously he held a senior technical lead position at Sony SN Systems in Bristol, as a Compiler Engineer (from 2004 - 2014). Where he contributed to many recent triple-A game titles by troubleshooting performance issues. Previously he was Technology programmer at Confounding factor (2003-04), on the game "B-17 Flying Fortress: The mighty 8th" (1999-2003), at Psygnosis (1994-99). Andy has experience with every aspect of computer science from video codecs, speech recognition, game engines, mathematics, geometry processing, operating systems to compilers. Andy is a contibutor to the Game Programming Gems series and has given talks at GDC and other conferences. He has been featured in IT Now magazine and on Gamasutra: Recent blog entry by Andy on #AltDevBlogADay called 'Building the perfect coder' (April 11, 2011). Andy holds a BSc with Honours in Physics and Electronics from the University of Manchester, and an MSc in Mathematics from the Open University
Ex IBM researcher (Winchester, UK), is an expert in interactive 3D graphics and databases, and is an author of numerous patents (while at IBM). Stephen started working in 2006, on the Mutator 2 project with William Latham. This project married the earlier Mutator and FormGrow concepts with input from the analysis of DNA, resulting in a film for Siggraph 2007. He has also been looking at other applications of the Mutator interface, especially for interaction with industry standard packages; Revit in architecture and Poser in character creation. This involved two projects in preparation of game assets, especially houses (QuickHouse and Progen). This collaboration has expanded also into biological visualization (FoldSynth and BioBlox projects) with Imperial College and Oxford University. The most visible current work is with the Organic Art 2 software used in many international exhibitions, once again with William Latham. 1993-2007: IBM Messaging --- For the period from 1993 he has been working with the Messaging group at IBM Hursley. The main product he has been involved with is MQSeries; the leading messaging middleware product used by almost all large institutions for communication between diverse systems; with a revenue of several hundred million dollars a year. A central theme of this work has been the interaction between messaging and database systems. The most important part of this was the initial design (1998) of MQSeries Integrator which introduced ‘streamed relational data’ principles to bring the benefits of relational technology to messaging and message brokers. He was also co-designer of the IBM data replication product; which uses messaging, and involved in various projects to create even closer synergy between database and messaging. His other work in MQ has been in the integration of MQ into other environments: language interfaces for .Net, Java and COM, transaction coordination with Microsoft Transaction Coordinator, and Web integration with SOAP and the related SOAP/JMS standards. Associated with is work in realtime data mining systems; including appropriate underlying statistical methods. Another theme in MQ (and his other work) has been in improving user interfaces. 1971-1993: UK Scientific Centre --- Most of Stephen’s career at IBM was in the UK Scientific Centre. This was initially at Peterlee, then in Winchester, then at the Hursley Laboratories near Winchester. The later work involved computer graphics (1981-1993). The most visible part of this work was the collaboration with William Latham, that led to many exhibitions, the book ‘Evolutionary Art and Computing’ and IBM’s first content CD ‘Garden of Unearthly Delights’. The most important parts of this work were the form synthesis program (FormGrow) and associated subjective user interface (Mutator). The work involved research in graphics and image processing; including (with others) the Winsom solid modeler. A central theme was research into the interaction between graphics and databases, and graphics and programming languages. These were primarily aimed at graphics visualization applications; involving collaborations especially in Molecular Graphics and Archaeology. Innovations included the first serious application of databases to assist graphical applications in both these domains, and the first use of Prolog for molecular exploration. During some of this period Stephen was Visiting Professor at Glasgow University (87-92), including one year (89-90) resident at the university. This year involved more teaching and student interaction as well as continued research. An important part was helping the department create a more coherent research strategy: the department built up to a 5* rated research and teaching department during this period.
Peter Todd grew up in a household where writing code to generate art was an everyday fact of life, and as such finds nothing unnatural in the idea that the formality of algorithms can have a symbiotic relationship with ostensibly ‘freer’ creative aesthetic explorations. Son of mathematician Stephen Todd, whose collaboration with artist William Latham at IBM led to the production of pioneering evolutionary computer art, he now pursues similar interests both independently and with Latham’s “Mutators Research Group” at Goldsmiths. Before becoming involved with Goldsmiths, Peter studied Sonic Art at Middlesex and has a continuing interest in the design of novel tools for design, composition and performance of experimental music, sound art and data sonification. While much of his recent work has been purely visual, he has also created the audio element of Latham’s contemporary work – the audio processes used being partly based on another iteration of the Feedback Variations. Peter is most – although not exclusively – interested in creating interactive artefacts that are meant to stand as works of art in their own right rather than composed pieces of music or rendered video. His development practice is starting to make use of live coding techniques, which he anticipates continuing to develop in the context of performance but also crucially as a tool for actively engaging both public and practitioners in creative computer science. He also enjoys fully air and natural sound and light, and hopes to integrate these more fully into his art practice in future.
Richard Leinfellner is a veteran of the interactive entertainment industry; having started programming on 8 bit systems in 1982 he has held leadership roles at Palace Software, set up with Nik Powel and Pete Stone in 1984, run development at Mindscape as VP of R&D, and headed up a number of game studios at Electronic Arts as VP & Executive Producer. Until March 2014 he served as CEO of Babel Media providing services for the games industry. During his nearly 30 years in the game business Richard has been responsible for shipping over 40 commercially and critically acclaimed titles using both internal and external development for a number of high profile publishers. Having left leaving Babel Media Richard founded Modulo17 where he focused on helping clients deliver high quality projects on time as well as budget. Under Richard’s leadership Modulo17 runs product design workshops for private clients as well as UK Trade & Industry. One of the most important personal contributions Richard has made to the industry is his investment of time and energy into the education of future generations of games creators, working with Skillset on the accreditation of University courses throughout the country to formalize teaching of the complex processes involved in the creation of games. Richard is a Visiting Professor at Abertay University, the UK Centre for Excellence in Computer Games Education; he has also served as Chair of the judging panel for Dare to be Digital, the exclusive pathway to the BAFTA Ones to Watch Award Industry and he has been an Adviser to the Abertay Games Investment Fund. As well as being active in interactive entertainment he keeps a keen eye on linear media including having lectured at the NFTS on the synergies and differences between video games and linear media. Richard is an active member of BAFTA and regularly gives his time to work on DARE to be digital including being a judge on the “ones to watch” awards. He has also been active on assessing the private and public funding of projects in the sector for government bodies.