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Experimental Development: 5 – Harder Labour

A quick post to document the creation of the secret alchemy lab, and primary play area of the game. Using the same pipeline process, I created the general structure of the room, and designed the areas I wanted to block out in them. Initially I wanted a straight passage into the lab, but I felt […]

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Experimental Development: 4 – Hard Labour

Given the nature of the project, and the subject matter, I know that the style of the game has to tend towards realism, or at least a more high fidelity style of environment. In my mind, this is primarily to fit the darker aesthetic of alchemy, and to convey the sombre tone of the game’s […]

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Experimental Development: 3 – Alchemy and Iatrochemistry

The once famous doctor, and arguably the most influential chemist of the 16th century, Paracelsus founded a branch of chemistry known as Iatrochemistry that saw itself as a servant to medicine. Although outdated, and composed of only three fundamental elements: Salt, Sulphur and Mercury; it proved to be a useful foundation to what are now […]

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Experimental Development: 2 – Project Legacy

Your father has passed away. The two of you weren’t close, but he has left behind his cabin, and remaining belongings, all to you. The cabin is dusty and poorly kept, clearly just a one room living space, with a bed, small kitchen, and writing desk. As you explore the cabin you notice signs of […]

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Experimental Development: 1 – Indexical Storytelling

Due to the issues I encountered in my previous project (See Critical Play), I decided that this time around I wanted to start with a strong High Concept idea that I already had a clear idea of how to develop, and work forwards methodically developing and implementing it. When I was at university, I had […]

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Critical Play: 5 – Implementing Structure: Loadsa Programmin’

At the point in development of beginning creating the codebase and producing the concept, I decided to take a freeform approach to the process in order to “feel out” the concept of the game as I developed it. While this may not be the most efficient approach to production, I feel like I trust my […]

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Critical Play: 4 – Defining The Culture War

To many, the concept of the “Culture War” is a political meme, peddled mainly by neoconservative and alt-right commentators, and essentially it is. The term was popularized by American conservative commentators like Pat Buchannan and Bill O’Reilly, and is now parroted by the alt right subculture warriors like Alex Jones and Paul Joseph Watson of […]

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Critical Play: 3 – Case Study

To give myself a better idea of what kind of game I would be making, I decided to conduct a small case study of games in this field that I wanted to attempt to emulate elements of. Through consultation of peers and faculty I realised that I wanted to focus on making what I called […]

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Critical Play: 2

The initial direction I began developing was strengthened in my mind by the Philosophical games section of the Critical Play module. I had always been interested in Foucauldian discourse analysis, as from my experience interacting with and seeing online discourse, I believe a different framework is necessary in understanding the way that power relations affect […]

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Critical Play: 1

Over the break I gained some experience programming in Unity, and spent some time designing a new project. I decided that with this new assignment, I would put those extra skills to use saving me time implementing the project, and instead start with a lengthy design and research process. I want this project to better […]