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Now showing items 1-10 of 20
After
(2010)
This is a videogame about finding and then placing a loved one in the afterlife. The goal is to simulate an agnostic encounter with one's own belief system when dealing with death. The game begins with the death of a ...
Towa Towa
(2012)
The Mischief of Created Things
(2007-05)
Neviditelné krajinářství
(A2, 2013)
V současné rodině herních mechanismů se vedle tradičních videoher stále výrazněji prosazuje okrajová oblast audioher, tedy systémů, jejichž výhradním či dominantním elementem je zvuk. Patří sem hudební hry pracující s ...
Abstracting Evidence: Documentary Process in the Service of Fictional Gameworlds
(2017-07)
Documentary filmmaking and the design of videogames have often converged in the form of “docugames”, games that aspire to the form of documentary. This paper looks at a related strategy for creating content and gameplay: ...
Sonic Mechanics: Audio as Gameplay
(Game Studies, 2013-09)
This paper will discuss the past and potential future intersections between game design and theories within contemporary sound art. It will look at methods for broadening the ways in which videogames engage with the world ...
The Mischief of Created Things
(Media-N: Journal of the New Media Caucus, 2009-04)
The purpose of this project is to create new images of West Africa, through an interactive environmental narrative informed by philosophies of game design. The content draws on my two years as a development worker in Mali. ...
Simulating religious faith
(Intellect Limited, 2011)
This article surveys various differing approaches to religious simulation in gaming and interactive art, and reports on the design of a specific faith-based game from the designer’s perspective. It looks in-depth at one ...
Pieces of Jonestown
(Alternative Considerations of Jonestown & Peoples Temple, 2010-10)
Heaven and Hellscapes: Exploring Altered Mind States through Procedural Environments
(Faculty of Arts and Design, Durban University of Technology (DUT), 2018)
This paper discusses the results of several original digital game design experiments where generative landscapes are created to reference states of consciousness. Their designs take inspiration from hypnagogic states, ...