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  • My fav FM26 latest fix of many

    Preference added to adjust the quality of the crowd.

    I always want a quality crowd 🤣

    → 9:29 PM, Nov 20
  • Managed a bit more tweaking of “RailBreak” over the last week.

    A digital tabletop game setup features a central display of cards labeled Train Depot and Events, surrounded by blank player areas labeled Player One, Player Two, Player Three, and Player Four.
    → 12:49 PM, Oct 30
  • Pretty visceral way to explain wealth inequality indeed - therichdont.work

    → 9:48 PM, Sep 15
  • Finally managed a bit of time to get my teeth into Dextrous and Screentop for supporting current game research project “Railbreak” screenshot of super early concept stuff atm. But so far these tools have both been wonderfully delightful to set up and use. 🚂 Read more

    A grid displays various cards labeled "Action" with different text, icons, and numerical values, such as "Staff onboard" and "Clean trains."
    → 10:31 PM, Aug 26
  • I keep thinking back that Little Big Planet was a turning point for games that we still haven’t actually capitalised on.

    → 7:43 PM, May 13
  • I have an Amiga 500 mini so my plan is too sort out Cannon Fodder 1 and 2 this week because the mini has a replicator of the original Amiga tank mouse so I might be able to do well 🤣

    Photo of the original&10;Amiga tank mouse
    → 10:32 PM, Mar 19
  • Can we get a way to have wifi on trains that just works. I feel like I need to invent it

    → 7:41 PM, Feb 18
  • Full open source games design and development process! - Blender, Krita, Inkscape, GIMP and Godot - Behind the scenes of Project DogWalk - Dev blog and Production logs (some posts need a subscription).

    → 5:55 PM, Feb 17
  • Woah FM25 has been delayed again now until March 2025. I think this is better than releasing a game that is not ready and good that they are able to do this delay but must be hard for the team. I may well in fact now pre order to support. I’ll defo dig into FM24 now mind 🤣

    → 10:20 PM, Oct 10
  • 10 free game dev / design tools

    → 11:40 AM, Sep 14
  • eFootball 4.0.0 (not 25) is out now. Steamdeck and PS5 updating. Let’s see how we go. Lots of improvements over the last year. I am still concerned about the focus on mobile I keep hearing but I do continue to like the gameplay I just am rubbish at getting the right players etc ⚽️

    → 11:11 AM, Sep 12
  • Mega meeting today building something very exciting related to games and Southeast England more to do but everyone was very positive and will be great for students and industry. 👾

    → 7:01 PM, Sep 11
  • Warning warning Football Manager 24 is free on the Epic Game Store this weekend ⚽️

    → 10:27 AM, Sep 7
  • I bought Train Sim World 3 a while back on steam (for my steamdeck) and have it on my PS5. The free upgrade to Train Sim World 5 (in the first 30 days of launch 17th Sept) is a great way to get people onto the latest update and then purchase content while I am a mega novice I will upgrade.

    → 11:41 AM, Aug 27
  • New crazy taxi game will be MMO !

    The new Crazy Taxi — like the reboots of Jet Set Radio, Shinobi, Golden Axe, and Streets of Rage — does not yet have a release date.

    Love it on my Dreamcast (which is still playable)

    → 10:18 AM, Jul 6
  • Pretty excited I came up with a new playdate game concept this week. Repo is set time to get version 0.0.1 underway. Playdate SDK updated, gitlab server updated 🤦‍♂️, basic structure sorted. Now to decide on the pipeline (again) 🤣

    → 4:57 PM, Jun 29
  • Well tomorrow may 10th is the official eFootball boycott. Do not even launch it. In protest of the major 3.5 regressions!

    → 9:17 PM, May 9
  • Dam it stupid train WiFi got too busy and I just won a last minute game in eFootball which now looks like it won’t count towards my 2 game consecutive win is the Italy events team thing. ⚽️

    → 6:25 PM, May 2
  • More updates to our GDA projects site today with almost all our 2024 projects sorted. Exciting times. If you’re in London or Winchester, UK (in June) come see and play the games too ! https://winchester.games

    → 5:56 PM, Feb 22
  • THE COMING GAME ENGINE INFLECTION POINT - dctr.pro/2p4

    → 7:56 AM, Jan 27
  • Open source is democratizing video game development - dctr.pro/2p3

    → 7:50 AM, Jan 27
  • From prototype to final production game. So glad I played a small role in this and glad to have backed it!

    → 12:52 PM, Dec 17
  • Unity Muse - generative ai toolbox to accelerate productivity youtu.be/WSrq-Fdyy…

    → 8:45 PM, Dec 11
  • Well I have found my next major game purchase. From the creators of No Mans Sky. Light No Fire

    → 1:33 PM, Dec 10
  • → 11:13 AM, Nov 8
  • Finistère update 0.2.3

    adamprocter.itch.io/finistere…

    → 4:30 PM, Nov 4
  • Finistère dev log update - adamprocter.itch.io/finistere…

    → 11:40 PM, Nov 1
  • It has arrived

    → 6:12 PM, Sep 13
  • Oh dear Unity’s new pricing model is not going down well and a feels a bit suspicious. One of my team is at event in Brighton Unity offices, I have advise he might now want to go in riot gear

    → 2:52 PM, Sep 13
  • Mathew and Adam are pleased to release the first public version of Finistère alpha v0.1.5 for Playdate.

    → 1:18 PM, Aug 27
  • Alpha release on itch.io now

    → 9:11 PM, Aug 26
  • Making some pleasing progress on playdate game Finistère - you can follow more progress at itch.io Yesterdays progress was the scrolling map. (gif attached)

    → 11:44 AM, Aug 26
  • Well I think I am going to start utilising this as my new photo of me… need to edit to a square for profiles and see if readable.. Photo of me at GDC 2023 in a workshop taken for the official GDC Flickr stream

    Adam Procter gestures with both hands discussing an idea during a round table session at GDC 2023, in his right hand he holds an Apple Pencil, in his left hand a uni-ball eye fine writing pen.
    → 2:05 PM, Jun 6
  • escape 21st June 6PM, London Hoxton Arches

    → 11:25 AM, Jun 1
  • On Sunday go slow trains to the world transformed anti captalism game jam event in Bethnal Green. Bringing game zines created by our year 1 students. Also last day of the premier league means it’s busy too!

    → 9:45 AM, May 28
  • One of my favourite games has now arrived on console ! Trackmania - youtu.be/8j_VcIKNl…

    → 9:52 AM, May 17
  • Great time running gaming talks, play sessions and game making all related to the climate crisis and how table top games can play a positive role in understanding, talking about and thinking about these types of wicked problems faced by humanity over the last 3 days. Thanks to all who attended!

    → 6:04 PM, Apr 15
  • I have started back developing in my “spare time” with friend Mathew Parker a play.date game and as he is now also on a mac i have to say Panics Nova does look mega appealing but VS Code is free 🤦🏻‍♂️🤷‍♂️ & also not buying AEsprite and trying to stick with Krita for pixel art. Let’s see how we go!

    → 10:31 PM, Apr 11
  • Attending WASD at The Old Truman Brewery today with students as part of Games.London and UKIE events. 👾

    → 10:25 AM, Mar 31
  • Nice @playdate@panic.com just released Catalog ! play.date/games/cat…

    → 10:51 PM, Mar 7
  • Archer Maclean passed away recently creator of IK+ and of course Jimmy White’s ‘Whirlwind’ Snooker lives it on the A500 - dctr.pro/2o1 🎮

    → 8:47 AM, Jan 21
  • play.date game “PlayThrust” update - SOUNDUP! Of course all the code is Free(libre) open source AGPLv3 and made in the open follow, chip in and comment

    CODE: gitlab.adamprocter.co.uk/adamproct… DISCUSS: discourse.adamprocter.co.uk/c/playdat…

    → 7:11 PM, Jan 2
  • Play.date dev coming along slowly, at least I think I am learning the SDK slowly at least & having 4+days of food poisoning has kinda helped, booking doctors tomorrow (recorded using play.date mirror app so captured from the real hardware)

    → 2:14 PM, Jan 2
  • I think a load of the time was in the GT7 menus bumbling around mind 🤣 if you like racing then this is a great game, Dirt 5 was also in my top 5 and trackmania on my steamdeck is a fav. It’s funny I love racing but really don’t know much about cars at all 🤪 I’m an anti-petrol head really but racing is damn cool.

    → 7:55 PM, Dec 22
  • Mainly playing eFootball 2023 on PS5 with commentary/ music off and Slowdive on HomePod. Dunno seems like a great way to relax. No idea what I am doing in regards to spending points on players and player progress/training mind 🤷‍♂️ + a few ‘kids’ still rage quitting on me🤦🏻‍♂️

    → 10:02 PM, Dec 13
  • Ok PSN / PS5 you have become a joke I can’t event play games I own Red Dead Redemption has a lock icon so you have now totally messed me up I already PAID for you !

    → 8:56 PM, Dec 11
  • Blooming jerks last two games they rage quit “poor connection” my arse I was winning - eFootball 2023

    → 4:58 PM, Dec 11
  • iPad is now ready to make graphics for play.date 🤣👍

    → 4:59 PM, Nov 11
  • The Video Game Library is a site that celebrates books about videogames. From artbooks and children’s books to novelizations and biographies. Indie writers to best-selling authors. Atari to Xbox. Come have a look and discover some books. dctr.pro/2nv

    → 5:12 PM, Nov 7
  • Side loaded onto playdate, dev so far…

    → 4:26 PM, Sep 8
  • Took me a while to work this out ! 🤦🏻‍♂️ Next to make crank rotate sprite… but first bed… #sideprojects gitlab.adamprocter.co.uk/adamproct…

    → 8:50 PM, Sep 6
  • eFootball 2023 doesn’t work on my steamdeck

    Let’s see what it’s like on PS5

    Have they actually made it better aka anywhere close to PES2021

    → 1:01 PM, Aug 26
  • Yesterday my steamdeck arrived. Configuring it for itch, ubisoft etc and sideloading, at work (it’s research honest). Now just heard my play.date has arrived at home. I am on leave for August. This is a good thing. 👾🕹 More Lua to learn.

    → 5:15 PM, Jul 26
  • Wooo my playdate is on the way

    → 8:42 PM, Jul 18
  • Wooooo ok upgraded to PSN premium. So many games!

    → 5:47 PM, Jun 23
  • Sunday afternoon gaming

    → 2:18 PM, Jun 19
  • I probably said this before but GT 7 really missed a trick by not having a iOS app that connects to your account allowing you to customise your cars decals outside of the game.

    → 11:49 AM, Jun 12
  • Woooo my playdate is coming soon!

    → 9:43 PM, May 25
  • → 7:00 AM, May 6
  • Happy days

    → 4:47 PM, May 2
  • Reading some of the behind the scenes of playdate development is great no game spoilers either Game Developer - I also noted Edges article and review of all of season 1 games not sure I’ll read the game reviews. Hopefully my playdate will arrive soon. Batch 2 (Europe)

    → 6:58 AM, Apr 22
  • Took early student games final major project prototypes to test at Southampton FCs stadium, Barclays Eagle Lab game Day event. Good fun. I also joined the first team squad for the forthcoming season, they are no AFC Wimbledon so they need some help.

    → 7:24 PM, Mar 31
  • → 12:32 PM, Feb 25
  • Exciting !

    → 6:47 PM, Nov 16
  • Met most of our new year one BA (Hons) Games Design & Art Students this week for our welcome week on campus, in person! So we made an animated gif.

    → 6:40 PM, Sep 28
  • Girls who play video games are 3x more likely to go onto study and work in STEM so there is certainly a need to have more women game makers. The EU commission looks to have some great plans to support gender diversity in Digital and ICT exciting stuff - women in games conference

    → 1:25 PM, Sep 15
  • Play.date Pulp looks great. Pulp is a simple way into making games without code / using full SDK. The ability to rapidly prototype game ideas with interactions is the next big phase of game design / development and tools like this will help a lot. Inspired by Bitsy too.

    → 8:54 AM, Aug 31
  • Can Gaming make us Greener ? dctr.pro/2lz

    → 8:14 AM, Aug 7
  • Now I know why I don’t normally pre-Order stuff too much “panic” so to speak but running a highly progressive research led UK games HE course play.date is exactly the type of thing I need to see early on… hopefully my personal order at least made it

    → 6:17 PM, Jul 29
  • well that was stressful but I think I have one for myself and one for games students to play with (just need the web tool asap 😉) all being well both shipping this year….both pre-order numbers are under 20,000 play.date

    → 5:52 PM, Jul 29
  • well work finance team says site is now saying sold out so… maybe I made it - play.date

    → 5:22 PM, Jul 29
  • bah my email was 6:12pm UK time….. play.date

    → 5:18 PM, Jul 29
  • Dam it Panic / Play.date- stupid payment form pre populated one piece of information the country too United States so didn’t understand my address until I realised… Play.date may not be mine this side of 2021, work was getting one as well same mistake… it should NOT have done that stupid ! SO ANNOYED

    → 5:14 PM, Jul 29
  • Oh it tells you when they are ready to play…

    → 5:36 PM, Jul 28
  • I did it I reserved a steam deck. The middle tier one. Probably get it before the PS5 at this rate.

    → 11:08 AM, Jul 17
  • Inside the groundbreaking 1997 all-women Quake tournament. Armed with $1,000 of her own money, a home fax machine, and id’s public backing, Anna got to work and ended up with more than 800 registrants. PC Gamer

    → 12:56 PM, Jul 9
  • WAYFINDER - Game

    WAYFINDER is an expression of our connectedness to the natural world. It’s an opportunity to renew a damaged ecosystem through discovery and verse.

    The calming, contemplative gameplay is symbolic of the cause-and-effect relationship humans have with nature. It underscores our role in both affecting, but ultimately remedying, the effects of climate change through action and a greater appreciation of the environment.

    The art is generative. The visual assets and poetry are assembled procedurally and algorithmically through code, creating different combinations for each new visitor.

    The textured, hand-illustrated aesthetic is delivered in real-time, and the poetic verses are created with a mix of artificial intelligence/machine learning and generative processes, providing thousands of possible combinations.

    As such, Wayfinder is an ever-changing, emergent artwork with infinite possibilities. Each time it runs, it produces a new and individualized world.

    • PLAY
    → 10:28 AM, Jul 6
  • In random follow of awesome track via Apple Music Chill Mix picked for me. I’ll be checking this next and the game also Sounds super interesting

    → 7:47 PM, Jul 5
  • With this mad weather I hope to get the global warming part of climate crisis on the 20th July 🤪 “benefits” of the climate collapse is you could play games and have a beer in the sun and meet me (if for some strange reason you wanted to🤪🌞😎) 2021 Graduate Games Showcase invite

    → 7:17 PM, Jul 5
  • What Gaming Does to Your Brain— and How You Might Benefit - Wired

    → 7:27 AM, Jul 5
  • Playdate update its gets better so many interesting games!! - sounds like I will be able to get one way easier than a PS5! and now a web browser tool called Pulp to create games for it (free)! dctr.pro/2lo

    $179 Dollars Pre order in July Shipping as soon as they are made

    → 6:21 PM, Jun 8
  • In the UK and near Hampshire and into games. Come and play some of our final year games this weekend at Winchester School of Art, University of Southampton. Bookings required.

    www.southampton.ac.uk/wsa/news/…

    → 6:07 PM, Jun 8
  • Had to be number 1 ! The 15 greatest video games of the 70s – ranked! | Games | The Guardian dctr.pro/2ll 👾

    → 4:14 PM, May 25
  • 62% of UK adults played computer games during the pandemic, says Ofcom.

    • Guardian
    → 7:47 AM, Apr 28
  • PS5 Launch + eBay

    It didn’t work out for me to pre order or buy on launch a PS5 (and I don’t need to) however I think eBay should have a policy that you cannot sell certain products within 8-12 weeks of a launch. Its clear people have bought to profit and not play, which is just not on, don’t be tempted to buy from these people on eBay just wait and make the greedy ones keep the PS5 or PS5s they bot bought and clearly didn’t actually want to play.

    → 10:18 PM, Nov 19
  • Did Hello Games just announce PS5 No Man’s Sky is a free upgrade for current players on Day One ! Oh my word yes they did No Man’s Sky Next Generation - YouTube

    → 3:42 PM, Oct 28
  • Excellent day of inspiring talks and more at Women in Games Global Conference, wrapped up with a live performance from 8-bit legend Nyokeë !

    → 8:48 PM, Sep 9
  • Google Has a Plan to Disrupt the College Degree - Oh please!

    This morning @dajbelshaw@fosstodon.org shared this link Google Has a Plan to Disrupt the College Degree

    Even the full URL naming felt like click bait

    google-plan-disrupt-college-degree-university-higher-education-certificate-project-management-data-analyst.html

    Probably ? or at the very least just about SEO..

    The title click bait ?

    Google Has a Plan to Disrupt the College Degree

    I’d say so. The Subtitle…

    Google’s new certificate program takes only six months to complete, and will be a fraction of the cost of college

    100% click bait.

    💥 Save time, save money, get “smart” 🤦

    Let’s start by stating there is no way a 6 month programme is the equivalent of a 3 / 4 year degree programme.

    teach foundational skills that can help job-seekers immediately find employment.

    This initial quote sums it up for me. Foundational skills for immediate employment but then Kent Walker senior vice president of global affairs at Google states;

    In our own hiring, we will now treat these new career certificates as the equivalent of a four-year degree for related roles.

    The thing is those that started in UX design moved into these roles as they appeared, they had degrees in design, art or english. They adapted as the industry moved they used far more than foundational skills to negotiate changes. I’ve been to talks from the games industry advocating the ‘fact’ you could learn to make a game via Google usually from individuals with degrees in English, philosophy, art or design even, and yet you don’t need a degree. This tends to be a narrow-minded view of new courses, they somehow think that a course called Games Design is not a ‘proper' degree anyway and not the route into industry. The motivation is usually to accelerate people into current roles and lower costs.

    Now for sure if you want to work on Fortnite 2, or any version of any game you can see now. You could get up to speed in 6 months in one very thin aspect of game making say basic 3d modelling and you could possibly get a ground level role if the company recognises the credentials, your portfolio would be very limited. I am not confident this would actually work in practice mind.

    However if it does I am also confident your starting wage and positions would be much lower than one of my graduates and your progression in the industry would be much slower.

    Why can I say this, two fold, I have the data to back this up but also a degree programme is not teaching you how to do a job role. And if it isn’t obvious the ‘jobs’ are always changing and evolving. Some roles our graduates are in didn’t exist 6 months ago.

    In teaching a degree programme, we have what I like to call a lens. In my instance our lens is game making, I think it’s a pretty important lens for many reasons, which can be found elsewhere on my blog, or just ask me why games are the most important design medium of our time, however it is still a lens. So within that Lens we are helping students to undertake what is wrapped in the package often called Life Long Learning.

    Some of the items in that package include;

    • Resilience
    • Cooperation
    • Co-creation
    • Project management
    • History
    • Context
    • Research
    • Negotiation
    • Future thinking
    • Curiosity
    • Failing
    • Reflection
    • Society

    Alongside all of these and more is the design, writing, psychology and technical skills to manifest ideas through game making, which is another huge list. And when I talk about skills there is again a specific way to really learn skills, my ZX Spectrum skills dont serve me today but the way I understood them does.

    This is a holistic approach to learning and how to work within a complex evolving system (our world). We do this with 3 to 4 years of project based learning, industry and exchange placements, projects and internships. MIT refers to this rather neatly as the four Ps - Projects, Passion, Peers and Play.

    You just can’t cover this type of approach in a 6 month programme, whose central pillar is to get you a job role. Yes perhaps those that progress from the 6 months (crash) course may in a company likely learn a lot of what I describe above on the job but would that the best place and of course you run the risk of being let go for any ‘mistakes’ you may make.

    Walker then pulls out a patriotic flag to tug at our heart strings;

    We need new, accessible job-training solutions … to help America recover and rebuild.

    Don’t be misled these courses are Google training programmes for Google to drive down the wages of designers and engineers.

    These two lines are just nonsense;

    Higher education has been ripe for disruption for a long time

    and that Google’s move;

    … has major potential to change the future of education and work.

    Oh Please !

    Yes short vocational courses have there place but let’s understand that properly and have a real discussion on how we need a decent mixed economy of education rather than the ongoing diatribe of Silicon Valley disruption.

    This next quote for me is dangerous;

    Remember: Nowadays, it’s all about skills. Not degrees.

    A degree is not about getting a job at Apple, Google or IBM per se. This is the ongoing fundamental miss-understanding of education. What Google have created is a training programme not an education.

    The world has some of the most unprecedented issues the human race has ever faced, what we don’t need is more of the same skills, we actually need more curiosity & creativity, and I know where this thrives, in Design, Art and Humanities education.

    (yes I used the same click bait title - sorry 🤪)

    → 10:31 AM, Aug 21
  • Epic v Apple

    Disclaimer have not read up on the legal details of Epic v mobile stores.

    I run & teach game design at a UK University and have been an Apple fan since the 90s and a “gamer” even before that. (I was good on the Amiga but am terrible on most PS4 games)

    What I would say is that this is just about money and it was always going to be a big game company to take this on. The simple fact is that over the last decade the fastest growing gaming platform has and is mobile, it’s the biggest sector more than all other platforms now (has been for a few years if I recall correctly) and this is inside the biggest entertainment industry on the planet. Games out sell month on month music and film combined & not by small margins either, the pandemic has accelerated the growth which is year on year huge (9.3% last year). You think any gaming company is just going to hand 30% over for providing nothing.

    AR is going to be a big gaming area and Apple are already showing the most capable place to use this tech. That’s total lock down for these game companies Apple will have to change its model.

    The Apple Arcade deals are obviously not good enough or not a right fit as “no in app purchases” - I have my own thoughts on how Apple Arcade should work to support indie games mind but that’s another blog post.

    On mobile In-game revenues are the main source of income, with nearly 98% of the $77.2 billion in revenues coming from in-game transactions in 2020. It’s also worth noding towards some of the social aspects re games like Fortnite in that is not just a last person standing game it’s the equivalent of the skateparks we use to hang out as teenagers so your style (look) and presence in game is very important and thus custom avatar purchase or prizes etc are really important to these communities.

    I am not sure if using your players and mobilising them to bash Apple via social media is an ethical approach however as I am confident Epics motivation is all about revenue no matter what they say in the law suite.

    What I want the argument to actually be about is the control of how we can use our devices is exercised on us and as these devices are clear extensions of ourselves, we are already cyborgs, augmented by the mobile technology and yet we are being given less and less control over our digital selves & thus our digital human rights.

    Apple might well just start cutting more deals with big companies and then we will have truly lost.

    Data image from new zoo report.

    → 10:39 AM, Aug 18
  • A quick dive into pixijs for the next level of the spatial human interface for nodenogg.in as we are now able to start a return to the main abstracted view that allows you to start to quickly organise your thoughts with connections and clusters in teams.

    → 9:13 AM, Jul 2
  • If I made routers in 2020 one option I would create is the ability to check an option and say give this device all the bandwidth for the next X mins. Oh hurry up PSN game download please!

    → 9:29 PM, Jun 23
  • → 4:16 PM, Jun 9
  • Super proud of all my final year students, the challenge to get work up on the virtual arcade from unity projects in no easy feat. A week to go until assessment hand in and there have been so many updates to the virtual arcade please do play and feedback wsagames.com

    → 5:25 PM, May 27
  • Big update from one or our Final Year student game projects. Always exciting as the last few weeks bring a series of rapid updates as launch date (hand in and showcase) appear in the very close future !

    YouTube Trailer

    Play Latest Build

    → 3:07 PM, May 19
  • Now adding final year work in progress game play videos such as this one www.youtube.com/watch to our virtual arcade wsagames.com

    → 7:23 PM, Apr 27
  • PES2020 on PS4 is only £16 atm in UK. Yes it’s better than FIFA

    → 1:18 PM, Apr 26
  • Sneak peak of our COVID-19 virtual arcade… launching the end of the week !

    Screenshot 2020 04 20 at 18 48 42 Screenshot 2020 04 20 at 19 13 30
    → 6:11 PM, Apr 20
  • Diversity is Good for the Games Industries

    IMG 9879

    Today there are approximately 2.6 Billion people playing video Games. This group is not just men, in fact it is a really diverse audience. This group is almost evenly split in terms of gender (52% identify as female in last major survey in 2014). When you dive into some of the detail we see areas where there are, for example more middle age women playing video Games than teenage boys (Nesta 2017). This clearly indicates the appetite for game types is also in fact very diverse.

    Newzoo 2019 Global Games Market per Segment Newzoo Global Games Market 2018 to 2022

    Games are the biggest consumed media on the planet now and so this means they have the capacity to do more than just entertain. They can enable social good (Pokemon Go Earth day Clean up), produce empathy around migration (Papers Please) , Cancer (That Dragon Cancer) or give insight into Mental health (Hellblade: Senua’s Sacrifice). Creative Review suggests Games are the future of storytelling and so to speak and tackle broad issues and audiences through this medium we must have a group of diverse makers.

    It is worth noting this is often not the way main stream media portrays Games. They tend to focus on the same types of titles and genres, which also has an impact on the understanding of game. Or worse. We must work to combat this stereotyping.

    Screenshot 2020 03 05 at 12 31 44 Screenshot 2020 03 05 at 12 32 37

    The Guardian is an excellent example of opposition to this with Games featured under Culture and not under entertainment or toys for example.

    So we know there is diverse audience and diverse players but those working in the “Games industry” are still predominantly white men. The workforce in the UK identifies as 28% female and 20% worldwide. This is a complex and multi-faceted issue but is in part due to the wider issue of Technology, Engineering and Computer Science having the same issues. Some of the historical context of this largely lies around the marketing of technology in the 1980s with a focus on these things being for boys and we know that Schools and marketing still skew that interest in technology.

    A great example of a product that is already combating this within Engineering and girls is GoldieBlox, the argument that there is any biological difference is factually incorrect, data from across the world in fact shows girls out performing boys in science tests in fact, and yet there interest in the Science Technology Engineering and maths (STEM) subjects drops at around 15 years old and never recovers.

    GoldieBlox uses storytelling with STEM principles as extensive testing with girls showed this type of interaction appealed much more to girls than for example Lego’s attempts in this regard by just making the boxes pink.

    Screenshot 2020 03 09 at 14 41 21

    The voices of many people are needed to create great and compelling Games for all people and the powerful potential of Games to unite people can only be unlocked if we have a diverse representation of people making these products. Why would any industry not want to have diversity?

    Can we make it change? The stats are already showing a rise of diversity in the Games industries themselves and in the diversity of makers but there is much work to be done which starts at Schools and Universities. This includes educating against discrimination, encouraging participation and showcasing role models.

    IMG 9654

    From the inception of the course at WSA we knew based on the industry and are position, we wanted to and where in a place to encourage diversity into making Games. We understood the power Games would have and where Games where heading, although already a huge industry in 2013, the direction of future travel was very exciting, we are really only just seeing the impact of this exciting medium. The V&A in 2019 called Games design one of the most significant design fields of our time.

    Connected to this concept we knew and had working knowledge of the game engine Unity. The engine was well established and was well on its way to achieve its goal of democratising game making.

    It had been doing this as its focus was on creativity, it has an editor that was powerful yet visual and including things such as simple drag and drop capabilities, this meant many more people could just start to quickly realise an idea without a focus on the technology. Unity is all about bringing ideas to life, without a focus on how great the technology is but a focus on enabling creativity. Something like Media Molecules Dreams is probably the next phase in the arena of what has been coined in the past as Game 3.0.

    Also having taught coding and interaction design skills to students within an Art School for well over 10 years I was also acutely aware of how off putting coding can be for anyone who wants to be creative, it can be very stifling, and a barrier to entry. This is often because of a focus on the technology rather than the manifestation of the idea or intent through the use of appropriate media.

    I had personally seen with my background in interaction design, the alienation of women, at events and online and I have 3 daughters whom I encouraged to do whatever they were passionate about yet saw and heard discouraging comments around what is for girls and what is for boys.

    With all this in mind we developed a course that uses design thinking and making through the lens of Games to tell stories, provide emotional moments and more. We didn’t focus on technology and we didn’t focus on only video Games, we focussed on research, ideas and manifesting them in game artefacts.

    We knew this would draw diverse people to the course, also by situating our course within WSA, the University of Southampton’s Art School and not within the Computer Science Faculty we could really push the way we teach Games and the approach of what Games are. These opportunities allowed the creation of a unique course of study situated within Games.

    What we do in our course is some simple but deliberate things, we make very sure all our decisions include diversity. And so we look to feature that diversity by making active and conscious design choices with any of our processes and outputs to ensure there is diverse representation. Students work in teams and we mix them up for each project, considering their background alongside their current skillsets.

    We as a team of staff and of our students are also made aware of the unconscious bias that can creep into our every day life and so we take deliberate actions to combat this. This can be as simple as adapting the language we use. We make sure all of our text is gender neutral and we actively seek out and test this with our students, even this blog post was discussed with our current year 3 students to see if this was accurate and agreeable to them.

    IMG 9842

    At open days and interview days we ensure a diversity of students are represented from Games on campus. This we know that has a direct impacts on ensuring diverse recruitment, students have stated that this is what enabled them to see themselves at WSA studying Games, because they see someone like them. This is often coupled with the realisation they have every right to want to make Games as anyone else.

    We are careful to pick media and outputs that do not reinforce the stereotypical idea of Games, for example our course film has conscious efforts to showcase diversity. All of our open day and external talks mention and talk about diversity in Games, and we select Games that people may not have heard of and talk about the why of the Games more than the how. These actions we know has direct impact on our recruitment diversity. We have always had a close affiliation with Women in Games UK and Vanissa our year one tutor is an ambassador, alongside a number of Alumni winning Women in Games Awards. We then make sure we promote these types of activities and awards on our social media and websites.

    Each year we make sure to invite a diverse range of speakers to provide guest input into the course, with an active part of their day spent talking to students about their own experiences and discussion the students own projects, this adds to feeling part of a real community. For example over the last year we have had guests including, Minkette an Escape room designer, Emma Reay a researcher looking at Games scholarship and children’s literature scholarship and Lucy Kyriakidou a freelance 2d game artist. We think about every choice we make to showcase diversity and this in turn combats the issue of diversity in Games. Showing role models and inspirational people. We want to create a course that is inclusive as we know that there are many artists and designers that want to use the medium of Games to inspire and enrich others, just as it has for them and we want to show that this is possible and that there is a way in.

    Screenshot 2019 11 07 at 17 16 11 IMG 9240 IMG 9059

    A key is to write projects that will have broad appeal and provide excellent learning, so we create and encourage projects within our modules that talk to or are about themes and ideas, not about the technology or the skills directly. We then embed as necessary technology and skills within the thinking and research but the driver is not the technology. This appeals to designers and artists from different backgrounds and is less intimidating for anyone than say a bunch of technology jargon or buzzwords. As an example you could have a project on Virtual Reality (VR) or instead you could have a project that looks at why humans have been obsessed with the idea of immersion since the Victorians. One offers a narrow view and uses technology that lots of women see as horribly designed and not designed for them, the other offers opportunities to consider VR from many points of view, both projects would culminate in a VR experience but the differences would be dramatic. We know many young girls are playing Games and have a love for Games and so we want to show that not only can they consume these Games but they could be making them, this is the only way we address and bring diversity to the Games industries.

    The effects of this work have been measured in our recruitment which is very different to the vast majority of institutes that currently offer Games course;

    For context Female percentage in current cohort;

    • 40% Year 1
    • 52% Year 2
    • 26% Year 3

    Female percentage of our Alumni graduates;

    • 1st Alumni 45%
    • 2nd Alumni 47%
    • 3rd Alumni 47%

    Across the University of Southampton a lot of good work being done generally to encourage women into STEAM (A for Art). We have the Women in Science and Technology + group, which now crosses into humanities and runs many cross faculty projects. We have specific competitions that call for participation from underrepresented groups, alongside celebrating and connecting our work to days that celebrate role models such as Ada Lovelace. One year on International Women’s day, I arrived at WSA to find the Games studio walls plastered with images of women from the Games industry with quotes about their achievements, we never took them down. The University is active in upholding the standards of the Athena Swan charter and is a member of the race and equality charter. The Games industry is generally very welcoming and supportive of diversity and is a welcoming community and is general fully committed to addressing the issue of diversity, and so we do see positive change, with a growth in the number of women in Games, it is probably too slow but it is growing.

    All of the above has to be done as an active consideration of what you do, there is an issue with diversity in Games and this is not ok. The UK Games industry needs to do much more work to fund and support diverse game making, for an industry worth more than music and film combined (globally) it should do more in this regard, I would like to see nationwide schemes to provide funding to more of the indie makers, there are still to many stories of how great game makers had to work numerous jobs to fund Games that have huge value to society. On a smaller scale Games companies and educators should consider everything they do from how you design your studio space, how you write you course curriculum and how you promote your activities.

    Ask yourself does this have the potential to feed a stereotype, if so stop and change what it is. Games are for every player and so we need makers of every type. Promote diversity wherever possible, as the male dominated position has had enough promotion.

    → 3:04 PM, Mar 9
  • Saturday interview day is done last one of the cycle and some extra time tuition for the awesome year 3 ambassadors. 😂👍 check out my educators pose too 😉

    → 7:12 PM, Mar 7
  • Very pleased to have helped towards this Guardian article on how a number of Universities (including mine) are encouraging and working on diversity in Game Making and Games Design.

    I was always told I was unusual': why so few women design video games - Guardian

    → 2:16 PM, Feb 18
  • Wonderful and all done.

    → 10:36 PM, Feb 7
  • 1/30 - Open - Students working on Global Game Jam which happens to use an open Creative Commons license for all submissions 📷

    → 4:28 PM, Feb 1
  • Today we kicked off Global Game Jam at WSA. Due to timezones we can’t reveal theme yet but students are busy working away on around 6 games.

    → 8:43 PM, Jan 31
  • A group of my final year students who have pitched a mindful game in which you journey through a Boreal forest via Canoe. This image is them undertaking some first hand research between semesters. I love it when I see students fully synthesise all the research and design processes we have embedded in our programme in such wonderful ways. Can’t wait to see how their game progresses to completion in Semester 2.

    → 10:09 PM, Jan 20
  • Good times this weekend

    → 7:37 PM, Jan 20
  • If anyone is near Winchester School of Art, UK, this Friday and interested in the future of play and games, pop in and play some of our year 1 prototypes and see our year 2 games design work in our annual mid year pop up arcade event. No invite required.

    → 12:03 PM, Jan 14
  • Ok I need these new Royal Mail stamps

    → 9:00 PM, Jan 13
  • I know I’ve said it but not being able to pair my Airpods Pro to my switch is so so annoying. What is actually stopping this ability surely they could firmware add this. I don’t want some mega dongle connected to switch. 👾

    → 11:36 AM, Dec 31
  • If anyone was in doubt about how big gaming is… The awesome CHVRCHES with orchestra performing Death Stranding at the Game Awards last week - YouTube

    → 10:36 PM, Dec 23
  • You know one thing I find absolutely annoying is the Nintendo Switch’s inability to pair with Bluetooth headphones. It makes no sense at all.

    → 5:02 PM, Dec 22
  • I know I’m late to the party but ha this game is fun.

    → 8:25 PM, Nov 30
  • £15 saved on new PS4 controller to replace the one chewed by the dog and will now be allocated as my controller 👍

    → 10:23 PM, Nov 29
  • Pretty excited that Jasmine Isdrake agreed to come and give a talk and chat to my Games Design & Art students Tommorow. She flew over from Sweden today! If your near Winchester School of Art, UK and want to hear the talk it’s at 12pm Lecture Theatre A - isdrake.com

    → 9:40 PM, Nov 27
  • Oh no you are joking, Beat Saber Acquired by Facebook, Company Promises Continued Support – Variety via @Burk

    → 11:22 PM, Nov 26
  • Uploaded a little video tutorial on how to get up and running with Unity and git version control when making game projects - YouTube

    → 10:52 PM, Nov 26
  • Sometimes I really really love unpacking potential research routes with games students.

    Image credits in order of the possible research route.

    • Ex-Zodiac by Ben Hickling
    • Starfox by Shigeru Miyamoto
    • Space Harrier by Yu Suzuki
    • Zarch by David Braben

    → 9:07 PM, Nov 15
  • Shenmue III official launch trailer ! YouTube

    → 6:14 PM, Nov 13
  • Pretty sure I’ve blown the blogvember already.

    Friday is year 3 day. It’s the highlight of my week, we are one week into game artefact ideation and teams are starting to form. Today will start to reveal some of the potential paths towards our summer show/arcade in London. 👾

    → 8:52 AM, Nov 8
  • Switch followers with Mario Maker 2 please check out this very very early prototype from Year 3 they have used Mario Maker to quickly test a concept. Prototyping is all about testing & using tools like Mario Maker is a nice non code way to do it. Level Code is: CJN-FWM-RXF

    → 5:54 PM, Nov 6
  • Shenmue 3 coming out in 10 days. I backed it on Kickstarter in July 2015 can’t wait. dctr.pro/2fn

    → 8:26 PM, Nov 5
  • Heroic labs supporting open source Godot game Engine

    More good news for my fav game Engine Godot. Heroic labs are a platinum sponsor LINK

    In the announcement Heroic labs founder Mo Firouz makes some great comments too.

    I was lucky. I grew up in a country and a time where people did their gaming on computers, rather than consoles. Commodore Amigas, Atari STs, and early PCs made it easy to learn the ropes of game development in accessible languages like BASIC. That meant the path from gamer to game developer was inexpensive and usually free.

    Today, open source game development tools do a similar job. They help everyone –– from indie developers to AAA studios –– to focus on creating the best game rather than having to rebuild a physics engine, shift graphics blobs manually in memory, or develop reliable back-end infrastructure.

    Yes indeed!

    → 8:24 PM, Oct 9
  • Not played the game yet but wonderful soundtrack

    → 1:19 PM, Oct 8
  • Hard to describe this week however the level of diversity in our games new yr 1 students is fantastic, am so pleased, can’t wait to see projects! Plus a final yr student arrived in advance of term expressing a potential research path for their FMP that was very moving, Exciting! 🕹🎮

    → 9:00 PM, Sep 26
  • Save game between devices in Apple Arcade doesn’t seem to be a thing? Even though I connected Game Centre? Or is this just dependant / different per game. 🕹🎮

    → 10:42 PM, Sep 25
  • “Research” on Apple Arcade begins 🕹 🎮

    → 12:23 PM, Sep 25
  • Happy days. 🕹🎮

    → 6:06 PM, Sep 20
  • Games as Agents of Change

    This week I was able to attend day one of the latest European Women in Games Conference. What an awesome day. I’ve been fortunate enough to attend and participate in a number of Women in Games events but I have to say the conference this year was of the highest quality. The selection of speakers and panel guests were fantastic. Do look them all up and catch some of the recorded talks on twitch if you can.

    It also solidified in my mind a rising issue that I have not really been able to stop thinking about since EGX Rezzed in April. This relates to the mismatching between funding and funds. But also what needs to be funded.

    I am confident individuals on the panels could have helped and so I want to try and connect to a number of them again. However I didn’t pose questions at the event as who needs to hear from another privileged white male in that setting. More voices needed to express themselves at the event and I enjoyed every question and comment.

    I do however want to move this concern of mine forward over the next year and will need help and support to do so.

    So what am I talking about I hear you cry!?

    The issue is why are “the Games industry” and the UK government not properly funding independent gaming making?

    The data is clear: games and interactive experiences are able to create positive impact and behavioural change in ways that outstrip other media and outreach activities.

    Games are proven to be more powerful than film and music in engaging people in empathy, understanding and compassion.

    Games enable marginalised communities to tell their story in ways that bridge the gaps between people and communities.

    This is coupled with the fact that our world faces challenges it has never seen before that truly require people to be united in order to make progress.

    Yet every one of the makers that have realised that they can have this type of impact, raised concerns on funding, not just for the project itself but just to pay the bills. They often resign themselves to the fact that this is the life of an “Artist”. This is often coupled with a realisation that the large games companies fail to take risks and just back the same titles again and again.

    The games industry is the biggest entertainment industry on the planet. The money in the games industry is huge.

    The Planet needs people to make big changes in the way they engage with the environment and each other.

    So it’s appears we have found a medium that can right now be a huge force for positive change. We have games companies making massive profits. Yet the creators that could lead the way in this are struggling to pay their household bills.

    This is at least a missed opportunity and at worst a gross injustice given the clear need right now for global change.

    Games can change the world so why are we not funding the heck out of independent game makers?

    I thus think we need to raise awareness of the need for funding and lobby governments and companies to urgently fund diverse game making.

    I have some ideas on where we could start but need to do some more thinking about this and more importantly do this thinking with others.

    Let me know what you think and if you would like to get involved via this forum link. discourse.adamprocter.co.uk

    My own initial quick ideas :

    • Game makers need to know about all the funding that they could access across the creative industries.
    • Game makers need to have the up to date research and data on how games are and can have huge impact to support gaining funding.
    • Game makers need a place network to discuss and share resources to support indie game making.
    • Supporting a Sustainable diverse game maker community is really important.
    • Return on Investment is not the only and possibly not the best way to measure success.
    → 8:06 AM, Sep 12
  • When you take off your VR headset

    → 9:25 PM, Aug 19
  • Games Research

    → 5:44 PM, Aug 1
  • Been enjoying MotorSport Manager on the Switch the last couple of days. Pretty good for holidays. 🏎 👾

    → 7:53 PM, Jul 30
  • African Chess Set

    Today’s Flea market purchase, I actually thought £20 was cheap.

    → 8:54 PM, Jul 14
  • Ok I want a Yellow Nintendo Switch lite. 👾

    → 3:29 PM, Jul 10
  • gif test 2 (letting MarsEdit adjust it)

    Check Point Saved Invite Hoxton
    → 9:16 PM, Jun 30
  • July 2/3/4th 2019 - Games Design & Art BA Graduate Showcase Hoxton Arches, London, UK. winchester.games

    → 8:58 PM, Jun 18
  • A clip of some of the very nice comments about the programme my team and I run at Winchester School of Art. Here is Overcast link to Listen to the whole podcast 👍🎧

    → 10:57 PM, May 28
  • Oh my word !!! dctr.pro/2df

    Panic + Teenage Engineering !

    → 5:08 PM, May 25
  • Me and some of the 2019 final year students. They started a fund raiser for the showcase events in London and Winchester. gofundme.com/checkpoin…

    → 5:37 PM, May 24
  • Our graduate showcase event in Winchester and London is coming up #checkpointsaved

    → 11:48 AM, May 24
  • Indie games are dead, long live Indie games. 3/3

    This is part 3 of a 3 part blog, part 1 “Misunderstandings of the history of indie development and how the Rezzed panel sold short the significance of indie” can be read here.

    Part 2 “Why indie is still important, developer’s motivations and the value of games education” can be read here

    Part 3: Unlocking the huge potential of indie by challenging the attitudes of the industry.

    I fundamentally believe we need games that speak to and from a diverse audience and this means taking risks and making projects that do not consider the bottom line or return on investment as the primary motivator. Indie game making is not, as the Rezzed panel seemed to suggest, just to provide a route into the industry.

    Games are huge. Games are the biggest entertainment medium on the planet. This provides a massive audience with diverse tastes. And this is a massive audience that can be spoken to. We see the systematic destruction of the planet, the rise in fear of ‘the other’ and communities breaking down. There is a power to be had in games as art, and games as social commentary, an opportunity to hold a mirror up to the world and see things differently.

    Due to the popularity of Games they are in a unique position to do more than just entertain the 40 million plus players. Might this position be harnessed and become a force for good, a place for anyone to tell their story? Further, the creative thinking and the creative nature of games could be one of the puzzle pieces used to help solve some of the planet’s biggest problems to date: global warming and political unrest to name but two.

    So, my call to action is that UKIE and the industry should do much more to encourage the truly creative side of games in the UK. The ‘indie’ panel discussion focus on skills, money, business planning and ‘what the ‘industry’ wants’ does little to encourage or ensure that there continues to be a diverse community of makers, lead not just by white men, money, and publishers that have “made it”.

    We should note as well that the industry at one end has unstable employment, developer burn out and more games being made by contracting ‘teams’. While those making ‘indie’ games need to have a day job to support themselves and ensure they have the business acumen to go cap in hand to the publishers, who are not disposed to take risks. Where is the investment in new companies and creative start-ups?

    There was some brief discussion on trickle down payment streaming services: making games that are twitchable or supporting games via services such as the Venture Capital (VC) backed Patreon. Although none of these options where discussed in much depth and the discussion was connected to looking at other industries that have seen change via digital disruption, specifically pointing to the music industry. The picture painted was that Games would move towards a market of the Beyoncé’s and the artists living off Bandcamp or subsidiary sales such as merchandise to sustain making ‘indie’ games. What a dividing and terrible situation. The Music industry is not in a good place. This is not a sustainable future I would want for games. So why not think differently? Why doesn’t UKIE lobby companies and governments to invest in these creative endeavours? The panel touched on mid-size companies folding or closing down and connected this to bad business, but I suspect this is a very simplistic view of the situation and again likely more related to demands for return on investment and VC exits.

    Itch.io continues to be very interesting. Why not invest in a space for UK makers within itch.io? Perhaps UKIE already do? Why not look at the model of investment in the Arts in Canada? The UK games tax break is good, but the ability for only match funding schemes in the UK is very poor. A later panel on running a games studio asked for game makers to show products that shipped in their portfolios if they wanted to get selected to work on the contracted team within bigger products. How about supporting individuals to do this? That could be a very productive approach to ‘routes into the industry’.

    Apple Arcade, for which I have positive thoughts, was also rolled out as one of the new Netflix style models for games. Yet all the companies showcased so far are well established and I do not yet see details of how Apple Arcade would support new initiatives. Will they still be left hidden in the ‘free to play’ wasteland? Have Apple hired a bunch of new individuals to even source and select great games? Should UKIE look for ways to support creatives to get onto this platform directly?

    Sony have been incubating game teams and projects for decades and really understand games. Yet we don’t see Sony backing the types of risks much in recent years. E3 for example in the last 2-3 years in terms of showcasing small projects in the keynote has been particularly poor. A quick comparison of Sony over recent years shows a marked difference. Journey was delayed, over budget and yet Sony took the risk and kept faith in the team, adjusted schedules and injected money. No Man’s Sky, which is now winning awards and much delayed praise, was released - it appears - under pressure from Sony and in doing so damaged the team and the game. Yet it seems many of the things Sean Murray, owner of Hello Games, mentioned and was accused of tricking players into purchasing or over promising, now appear in the game after 2 more years of development. Hello Games have also announced a Hello Games Short.

    A Hello Games Short. Like Pixar shorts it’s a way to foster creativity and new voices in the studio. We started by making Joe Danger, before No Man’s Sky, and we want to pay forward our success to give others the opportunity to do the same.

    I would like to see more voices being fostered across the ‘industry’. Voices that understand the power of games as a medium for compassion, storytelling, empathy, understanding and as an art form. Then perhaps we can still wrestle back some of the potential of games without having to allow the marketeers and money makers to lead the way to Rockstars (no pun intended) and poor artists. The games industry could be better than this.

    Indie games are not dead. I see Indie games as being a vital part of the games industry, the gamer community and society in general. Other funding models are out there, for example co-operative, open (source) business, ethical funding. They do exist and do work. Let’s see the ‘industry’ invest across the piece for both positive change and diversity as well as the next blockbuster hits. I call for Indie game makers to unite and ask the ‘industry’ to do more to support the wider field of game making.

    Summary and conclusion

    I really feel the expert panel missed the opportunities to celebrate what UK indie was, is and will be. Their focus on the business aspects was poor and the advice didn’t come over as well informed to support indie making in the way that it could. I would like to see the UK industry and UK organisations support the potential for indie game making as expanding and advancing games as an art form and games as social commentary, alongside the more quirky and innovative side of games as entertainment and escapism. A missed opportunity to really open the lid on the broad reach of diverse game making. There was no indication that the focus on money, return on investment and some rather poor suggestions for choices of new business models could in fact really impact creativity within the field and something we should be aware of. Investment, nurture and risk taking is what has gotten the industry where it is now, let’s not lose that to the drum of neoliberal capitalism.

    → 7:43 PM, May 14
  • Indie games are dead, long live Indie games. 2/3

    This is part 2 of a 3 part blog, part 1 “Misunderstandings of the history of indie development and how the Rezzed panel sold short the significance of indie” can be read here.

    Part 2: Why indie is still important, developer’s motivations and the value of games education.

    The Rezzed panel discussion highlighted to me a worrying parallel with the changes in the emergent UK indie scene and our present moment in the industry. The few games the panel held up as indie included The Cultist Simulator which cost £140k+ to produce and Monument Valley which had nearly £2million in initial investment. In a year in which UKIE released stats showing a record spend on games in the UK where is this money going? Where could a new game maker or makers get access to this type investment, if this is what’s needed to make any game for market? Thus, the discussion ended up revolving mainly around how even indie game makers must become business savvy.

    The panel mentioned Unity 3d (2005) and Unity’s position and claim to have helped democratise game making - which I agree with. When Unity came out it was a moment when I also thought ‘Wow - this will be how creatives and artists could start to speak via games’, and they did. However, I have to note that at the time, most of the ‘industry’ laughed at the release during Apples WWDC in 2005. “You can’t make games on macOS” was the cry. And only a few years ago another educator tried to belittle me and our choice to use Unity as our main engine, when in general conversation they advised me “you know that’s not industry standard”. The thoughts of what education is for also echoed in my mind at this point and it’s certainly not to teach Unity or Unreal.

    The Graveyard (Belgium, 2009) is a fantastic example of what Unity could and would go on to do. Yet how can the so-called budget requirements mentioned support ongoing democratisation?

    In 2008 the UK based Media Molecule released Little Big Planet and Sony talked about Game 3.0. Games that would allow players to be creators; consumers could become creators. We are now closer than ever to realising Game 3.0. In fact, a decade later, a recent Edge (March 2018) article nodded towards this and got me excited again. But this can only happen if we encourage creatives to use these tools and not be concerned with the commercial potential of their ideas. It is clear that Media Molecules Dreams is this type of Game 3.0 tool.

    I have since spoken to some of the Media Molecule team and asked directly about paid content creation, which although currently is not an option, it is something they have thought about and very much see the value of paying creators. So we as artists and designers need to push developers such as Media Molecule, to not take advantage of free content producers. Those companies that start to pioneer in this emerging Game 3.0 field will no doubt draw more talent to the industry, with possibly interesting and sustainable business models for content creators. I will touch on the concepts of monetisation the panel nodded towards in my third post, but you may have guessed I didn’t agree with the panel’s thoughts on parallels towards following the music industry.

    Towards the end of the panel discussion, one piece of advice was to not waste money on a Games Development course at University, and the suggestion that you can learn Games Development via a Google search. The panel were heard to laugh in agreement at this statement. Now I am a huge advocate of open education resources and I once learnt how to fix a problem with part of my car on YouTube; however, that doesn’t make me a mechanic and I wouldn’t advocate all mechanics should learn their trade on YouTube. Throw-away comments such as these, and other concerning trends, see people like Peter Thiel offering $100k “to young people who want to build new things instead of sitting in a classroom”. This is a fundamental misunderstanding of the value of education.

    I believe each panel member had a degree, albeit not in games, so I must assume they do in fact value the usefulness of higher education. In view of this, perhaps the wording of the statement should have been more carefully selected, or otherwise qualified, rather than being diminishing and dismissive. The benefit of working cooperatively with educators is much more useful than bashing them. Universities offer much more than skills.

    If we agree that the way to solve some of the most complex problems is through creative thinking, then I am confident Universities offer this space through a variety of subjects. And I happen to think Games is a very strong area in which to apply this type of thinking.

    Young people need to build confidence, collaborative skills, design thinking and creative investigation in order to create exciting and innovative games, be that for entertainment or social good. They also need structure and deadlines, and you can’t learn that from YouTube. I am learning the Godot Game Engine via Youtube and some paid Kickstarter content however my process of thinking was transformed by Art School and I know this still positively affects me today. I don’t think I can put it better than Douglas Rushkoff did in a recent article so I am just going to quote from him here:

    School (University) is a means of promoting not social control, or even productivity, but the higher value of learning itself. School (University) is less valuable for the information or skills transmitted than the mimesis — the live mirroring and modelling — through which students learn to think critically, develop rapport, and establish solidarity. School (University) is not directed at our utilitarian value, but our essential, intrinsic dignity. How profoundly sad it is that many of us think of a Harvard education more as a professional credential than a pinnacle of humanism.

    A talk I attended later, from the designer of Knights and Bikes, was excellent and his Art School Education was clearly evident in the level of detail in the game and the way the game is likely to speak to players. His final slide of a death metal poster where one band clearly stood out was a call for game makers to be that band. To be different and to say something through games. The ‘indie’ panel discussion instead seemed focussed on playing it safe and balancing the cheque book. I believe strongly that this is likely to lead to uncreative and unimaginative games.

    I fundamentally believe we need games that speak to and from a diverse audience and this means taking risks and making projects that do not consider the bottom line or return on investment as the primary motivator. Indie game making is not, as the panel seemed to suggest, just to provide a route into the industry.

    In my final part I will discuss the real potential of indie games.

    → 7:08 AM, May 8
  • Indie games are dead, long live Indie games. 1/3

    At the recent Rezzed games event in London, I attended an expert panel discussion on indie games. This blog was prompted by my strong reactions to, and critique of, the panel’s observations. It is in three parts.

    Part 1: Misunderstandings of the history of indie development and how the Rezzed panel sold short the significance of indie games. (this post)

    Part 2: Why indie development is still important, developer’s motivations and the value of games education. Read here

    Part 3: Unlocking the huge potential of indie by challenging the attitudes of the industry. Read here

    As background, I should declare my interest. I teach a progressive BA in Games Design & Art within an Art School, Winchester School of Art, which is part of the University of Southampton a research-led Russell Group University. I see the power of games to tell hidden stories, evoke emotions and build bridges for social good and as a strong future part of diverse game making. This might be through ‘serious games’ but more likely it will be through great game play and games that entertain as well as provide moments of thought and ponder. Games are an art form that can comment on society and fulfil the function of art. So, I hold games in a very high regard. I see the possibilities of these types of games coming from the ‘indie’ artists, makers and designers. In this 3-part blog, I will unpick these ideas further. Oh, and by way of a disclaimer, I have never worked in the games ‘industry’.

    Part 1: Misunderstandings of the history of indie development and how the Rezzed panel sold short the significance of indie.

    Prior to attending Rezzed I pointed out to my final year students that the Leftfield Collection space was the area to focus on. Although there would be other rooms devoted to ‘indie’, the Leftfield Collection would give them opportunities to speak directly to makers, not community managers or publishers. As a fan of ‘indie’ games, I was also pretty excited about the expo’s ‘30 years of indie’ talk, coinciding with the thirtieth anniversary of UKIE (The Association for UK Interactive Entertainment). Rather than a conventional talk, it came in the format of a panel discussion that was recorded as a podcast (and can be heard here).

    As the panel discussion drew to a close the question, I was formulating was something along the lines of:

    At the start of this talk you alluded to the UK indie scene starting more than 30 years ago in the games of Matthew Smith and Jeff Minter. It is a fact that this type of game making and creativity was gone or pushed to the fringes when money, the marketeers and publishers took over. UKIE have just reported the biggest spend on video games in the UK and yet the titles you mentioned now as ‘indie’: Cultist, £140k to make; Monument Valley somewhere in the region of £2m to make. And thus, you laughingly suggest indie is dead. Instead, shouldn’t the ‘industry’ and UKIE look for ways to better support emerging talent and truly diversify game making?

    Perhaps it’s a good thing that I didn’t get picked to ask my question as I’m not sure that, at the time, it would have fully conveyed my thoughts. Hopefully, with this 3 part blog, I can unpack more of my thoughts and try to consider alternative solutions to those the panel partially painted for emergent ‘indie’ game makers.

    You will have gathered that I was pretty frustrated at the direction the panel took the discussion, but it solidified in my mind clear issues that could see the real growing demand for a diversity of games and game makers crushed by ‘the industry’.

    Actually, I should probably start with a point from the panel which I agreed with. The term ‘indie’ is now problematic and not so relevant today within games. And yes, the term indie was likely connected to certain types of game making from around 2004 and was clearly appropriated from the music industry and the indie music scene which had seen a huge growth in the late nineties and early two thousands. ‘Indie’ games have been typically seen as falling into these concepts.

    • no publisher
    • independent
    • personal
    • experimental
    • creative
    • low budget
    • niche
    • cool
    • intellectual
    • pretentious
    • artistic
    • weird
    • cheap
    • no profit

    However, I believe the panel missed a key concern by not seeing a direct connection with the current situation and one that decimated the emergent UK ‘indie’ scene in the late 80s. The older games mentioned - Manic Miner (UK, 1983) and Hover Bovver (UK, 1983) - were followed by a limited number of later ‘indie’ game references, such as Fez (Canada, 2012) and Florence (Australia, 2018). Evidently, there was a decades-long time gap between the games the panel touched upon - something that seemed to go unnoticed.

    It seemed that the vast majority of the discussion actually focused on the need to be business-savvy and to understand the commercial aspects of making games. The focus on return on investment was disheartening. While I’m confident that the lead designer of Florence, Ken Wong, is very business-savvy, his comments made after winning a BAFTA reveal his motives:

    Amazing things can happen, my greatest hope by Florence winning awards, getting press, a getting good reception, I hope it encourages creators to strive for the same goals and tell their own stories (BAFTA , BBC Radio 5 interview)

    In an MVC interview the Florence team also showed how they regularly discussed how film and books often explored love and human emotions, but that this was less explored within games and was something they wanted to tackle. The game wasn’t led by business motivations, but motivations to tell new stories.

    With this in mind lets take a brief look at what the panel host stated as the start of the ‘indie’ games scene in the UK, the work of Mathew Smith and Jeff Minter. This start had a direct connection to the home computer scene: the home computer was between £125-£175 and Sir Clive Sinclair inventor of the Spectrum saw the power in getting computers into people’s homes. This was the start of democratisation of computing in the UK. The ZX Spectrum and the Commodore 64 lead the way in encouraging creative game making.

    Manic Miner was one such game although the panel mistakenly connected its influence as a statement on the mining crisis and battle during the political reign of Margret Thatcher, something that still has ripple effects today. It was in fact Peter Harapp’s game Wanted: Monty Mole that took direct influence. However, the landscape Matthew Smith grew up in was one directly affected by the Miner strikes and creative work is always influenced by the climate it emerges from. Hover Bovver was a light hearted game, in what has become the traditional oddball humour of Jeff Minter. A simple maze game in which you have stolen a mower from your neighbour to cut your own grass with the opening theme a rendition of Greensleeves blasting out in pure chiptune style. This experimental bubble continued for a few years with many bedroom artists speaking through games. That is, until the money arrived and return on investment became a key concern. This decimated a large part of the creative side of the industry for years to come.

    The discussion, I hoped, would have been a broader view of the background to, and history of, indie games in the UK. In my work, I give talks on various game and design histories to my students each year, one of which ends with the title of this blog and is about a history of ‘indie’ games. I attribute the history of indie and other areas as starting much earlier than many realise. Within video games I suggest it starts in the 1960s with the PDP1 and Spacewar! made by a handful of engineers at MIT. This type of innovation in the ‘indie’ space continues up until today. I thus feel I have a good level of understanding around the history of ‘indie’ games. I also grew up on the ZX Spectrum (with the rubber keys!), the Amstrad CPC and the Amiga 500 before going to Art School to study Animation. I am also a big fan of open education, Creative Commons, open source & free software alongside indie and alternative music.

    In the next part of this blog, I will build on this understanding to argue that indie is still important, to argue that the value of games education was unfairly trivialised, and to consider developers motivations.

    → 11:44 AM, May 3
  • That scene in Wreak it Ralph (1) , The Matrix or just plain old edit mode in Media Molecules Dreams?!

    → 10:35 PM, Apr 19
  • Finally sat down to see a Dreams demo. It’s pretty mind blowing the power of this Game 3.0

    → 1:01 PM, Apr 12
  • I’ll be here all day Friday. 👍🕹

    → 9:14 PM, Apr 11
  • www.theguardian.com/games/201…

    I say focus looking at these from this list:

    • Into the Breach
    • Tetris Effect
    • Celeste
    • Return of the Obra Dinn
    • Florence
    • Moss
    → 4:45 PM, Dec 12
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