The Atlas Project Initial Thoughts For the final project I became interested in making a detective true crime mystery that could be enjoyed easily by one player on their own or two or three players and does not require the use of any technology to play. My aim is to make the game take roughly… Continue reading The Atlas Project – FMP
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Politically Stupid – Critical Play and Development
Week One – Autobiographical and Slice of Life Games The first week involved researching both autobiographical games and slice of life games. Autobiographical games – ‘Autobiographical games are playable narratives based on the authors’ or designers’ lived experiences.’ (Matthew Farber & Karen Schrier) Link: http://gamestudies.org/2104/articles/farber_schrier Autobiographical games are typically inspired by the designers life. They… Continue reading Politically Stupid – Critical Play and Development
To Bee – Collaborative Project
Video Overview Initial ideas My initial ideas for the project were centred around creating a board game that uses Augmented Reality as an additional element that would increase the players immersion. The ideas came from talking with students outside my course most notably from the 3D Animation course and the Virtual Reality course. A student… Continue reading To Bee – Collaborative Project
You Are A Turtle
You Are A Turtle A Twine game Aims For the narrative driven game, I wanted to create a game that would draw attention to issues such as pollution, climate change and overfishing by using the journey that baby turtles must go through to survive their first year of life. I wanted to create a narrative… Continue reading You Are A Turtle
Flight
Flight Avoid and Collect game Aims I wanted to create a game that would be more physically involved and require physical skills. The game should be able to be played and enjoyed by all ages, ideally this game should be suitable for a family to play together. For this game I wanted to create something… Continue reading Flight
Pyramid Dash
Pyramid Dash A race game that does not use any dice Aims For Pyramid Dash I wanted to create a game in which two players were racing against each other, but the players have the ability to hinder the others progress. I wanted to create a game which is engaging for both players and evokes… Continue reading Pyramid Dash
The Gallery
The Gallery Interactive Picture made in Collaboration with James Grey Aims The aim for this game was to create a set of interactive experiences that users could freely explore and discover something different about each interactive picture. I also wanted to create some animations that could be used in the interactive pictures. Coming up with… Continue reading The Gallery
A for Acronym
A for Acronym Non-Component Game Aims For this game I wanted to create a game that people could play while waiting in a queue for a ride, at a social event in need of a distraction, for a team building exercise, or even in the car on a long journey. Being a non-component game, it… Continue reading A for Acronym
Burke & Hare
Burke & Hare A game with only 18 cards Aims For this game I wanted to explore how games use luck and chance as a method of creating an engaging experience for players. I also intended to create a game that evokes particular emotions over the player during play. For example, a sense of relief,… Continue reading Burke & Hare