Edge

My Game Design Studio 2 class is currently working on a short, one-week project. On Monday, we visited GOMA, the Gallery of Modern Art. They were tasked with finding an artwork that spoke to them, and over the following week they are to create a videogame adaptation of that artwork. I’ve left what I mean by ‘videogame adaptation’ pretty vague. They can either try to explore themes similar to what the artwork explores, or perhaps try to replicate the sensorial experience of engaging with that artwork. The brief I provided them with is available here (pdf).

I’ve never used this brief before in Studio 2 so we’ll see how it goes. Ideally, there’s a few things I want them to get out of this exercise. First, I’d like them to have to think about what creative works ‘do’. So thinking about things like craft, form, materiality, process, and things like that. Second, I’d like them to start thinking about what videogames do in such a context; what do terms like ‘craft’, ‘form’, ‘materiality’, and ‘process’ mean in a videogame context? Third, I just wanted my students to have to go to an art gallery.

Since I’m currently trying to make a bunch of small games this year, I’ve decided I’m going to make my own game to the brief as well. So while we were at GOMA, I walked around and had a look at the different artworks to see what stood out for me. There were a few for which I had a really immediate and corporeal reaction to. One which was an almost pitch-black room was disorientating and claustrophobic, another work played with scale in fascinating ways that made my perception incapable of grounding myself while I looked at it. Except, I realised that if I tried to replicate either of these artworks I’d end up just making a digital version of them: a black room with hardly any lighting, or a really big object next to the player. I want my students to go beyond just creating assets that look like the artwork, so I need to do the same. Continue reading

Countryside Postmortem

countryside2

So in 2017 I’m making a bunch of videogames. The plan is to make 50 of them in 52 weeks. Most of them won’t be very good, but that’s not really the point. I just want to set a goal of a certain quantity to try to force myself into an actual rhythm of creating and learning and maybe getting better at it. Then, after a year of that, hopefully I’m in a position where I can confidently decide if Actually Making Games is something I actually want to keep doing. I’ve already made six games, and you can find them on my itch.io page, here. I’m particularly happy with Fetch and Flightboy.

One of the reasons I am doing this is, in part, to be a better game design teacher. I don’t need to know how to actually make a game in Unity to be able to do my job, but it wouldn’t hurt. And it’s interesting to try to put into practice some of the things I keep telling my students to do. And to lead by example when I tell them to just make a bunch of shit to get better at making. Since my students also have to write postmortems about the games they make, now I am going to try to do that as well.  Continue reading