Arcadia Dundee and D&AD London

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Posted by Mica on May 29, 2019 in Concept & Research, Design Inspiration

Arcadia 2019 in Dundee – Game Industry Conference

Arcade was the first conference for the game industry held at the V&A museum in Dundee. Next to the conference we had also the chance to discover an exhibition around gaming.

Both were very inspiring for my project itself. Here is a collection of quotes and images which were inspiring for me:

Darran Anderson (Freelance Journalist and Author): ‘Make your own version of a city. Be creative about it. Get games out into the real world.’
He was referring to melt the digital and real world instead of creating an enclosed environment for games only.

Sabine Harrer (Postdoctoral Researcher, Writer and Maker): ‘What effects us to flow into the gam?’

Mirijam Didžgalvytė (Freelance Games Writer, Video Producer and Lecturer) was referring in her talk on chemicals that get produced in us from games.

Jim Cope (Senior Producer, Ruffian Games) talked about the Strawman theory and realism in games: ‘Art shouldn’t have finite goals & be beyond realism. … Desire for realism can create problems.’ He named ‘Link’ from Legend of Zelda as an example for successful stylised characters who’s design from 16 years ago now still creates more attachment to the character than for example the old design of ‘Lara Croft’ from Tomb Rider which was drawn more towards realism. Further he was stating that ‘the goal for realism in games is getting us backwards. … We built new worlds as game developers. Are we heading backwards with our obsession with realism?’

Talk: Jim Cope

Keeley Bunting (Senior Designer, Outplay) talked about how to direct through design and what the goals and rules for gaming are:
‘…direct through clues and nudges’, and ‘mind the game experience (salient)’

Salient = most noticeable or important through shape, depth, size, colour, animation, light and contrast (audio and vibration).

Arcadia 2019 – Keeley Bunting: Need to Notice
Arcadia 2019 – Keeley Bunting: What should be salient?

Miriam Ballard (Art Director for Visual Development at Rockstar North) held a lecture about game environment design with the following points:

  • Divide the screen into thirds and avoid tangents (lining up with other lines)
  • Consider shapes and lines:
    • round = comforting, nice, safe
    • angular = anger, unfriendly
    • horizontal lines = stable
    • vertical lines = powerful, unstable
  • Mind Saliency & Affordances (control of movement)
    • Bottom up saliency = contrast
    • tow down saliency = meaning
    • final saliency is a mixture of both above.
    • Affordances (movement that is allowed) are not allowed by all objects (in games signifiers can be used to indicate affordance)
  • Mystery: Promise of information
  • Intensity: has to be varied through the game
  • Prospect & Refuge: Secondary p&r is the promise of safety -> player will walk towards it

Design Myth Buster from Miriam Ballard:

  • Composition of leading lines: opposite to the definition of leading lines, studies show that there is no direction the eye follows.
  • Player will follow the light: often Players do the opposite
  • A weenie leads the guest (Disney): which refers to landmarks and mystery, but only mystery is drawing the player.
Arcadia 2019 – Miriam Ballard: Myth Buster – Composition of leading lines
Video Capture at V&A Dundee of a screening of the game Journey – Game play

D & AD Festival in London – Design and Art Direction Festival and Awards

This was a three day long conference all around advertisement. Next to the exhibited award nominees we also had the possibility to attend workshops, masterclasses or talk to industry exhibitors presenting their business.

Immersive Design – Masterclass by Punchdrunk

Immersive means it happens to you.
Create an alternative world from a collective memory:

  • When is this world happening
  • Who is this wold happening to
  • Where is it happening
  • How do you enter this world (Distance)
  • How do you sustain the magic

The job is telling a story through a feeling. Always bring it back to the narrative / emotions. If there is nothing to explore, there is nothing to feel.