Greg J. Smith
Since 2003
Works in Toronto Canada

Greg J. Smith is a Toronto-based designer and researcher with interests in media theory and digital culture. Extending from a background in architecture, his research considers how contemporary information paradigms affect representational and spatial systems. Greg is a designer at Mission Specialist and is a managing editor of the digital arts publication Vague Terrain. His writing has appeared in a variety of publications including: Creative Applications, Current Intelligence, Rhizome, Vectors and the Handbook of Research on Computational Arts and Creative Informatics.

Greg has presented work at venues and institutions including EYEO Festival (Minneapolis), the Western Front (Vancouver), DIY Citizenship (Toronto), Medialab-Prado (Madrid) and Postopolis! LA. He is an adjunct instructor in the CCIT program (University of Toronto/Sheridan College) and has taught courses for CSMM (McMaster University) and OCAD University.

Gam3r 7h3ory

MacKenzie Wark, author of A Hacker Manifesto, has written a new open text, Gam3r 7h3ory, in which he is interested in two questions: can we explore games as allegories for the world we live in, and can there be a critical theory of games. For GTxA readers, the answer is already yes and yes. But of course the real meat lies in the particulars of how you answer those questions. Wark invites us all to participate in the on-going evolution of this text.


waste land binary painting


an aesthetic data painting that encodes text as binary signs & then represents the resulting code visually. each of the thousands of little squares represents a 1 or a 0 (smaller squares are 0s, bigger squares are 1s) & every 5 squares represents a character of the alphabet. accordingly, one of the masterpieces of Western literature is both reduced & expanded, its meaning shifted as it moves from the realm of symbolic interpretation into the realm of visual absorption.

see also morse code.


kollabor8 collaborative images

an online environment that allows artists, designers, photoshop junkies, pixel pushers, collage artists & photographers to collaboratively design & edit a single image. in kollabor8, each image chain is an open digital image mutation collaboration, displayed like threads in a forum. each link in the chain is in some way a derivative of the previous image, as designers iteratively add aesthetic features in a collage-like way. see also gridlove & swarmsketch.


The MobMov Manifesto

It turns out that despite the slow demise of the drive-in movie theatre (and the slow demise of movie theatres in general) there is still value in the drive-in experience. Bryan Kennedy


Announcing: Inform 7

Inform 7

After years of work and anticipation, Graham Nelson's new interactive fiction development system, Inform 7, is out. The new system is in many ways more different from Inform 6 than OS 10 was from System 9: Code looks like natural language (like English prose, specifically), a new and well-crafted IDE from Andrew Hunter is provided, and numerous improvements to the language and world model have been incorporated. Games still compile to z-code, however, to run on the standard interpreters that run earlier Inform games.

Stephen Granade also offers an overview of Inform 7 on Brass Lantern.