Archives for category: Video

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Although the exhibition happened last fall, I finally have put documentation online for the exhibition of Flatlands at the Museum of Design Atlanta. A collaboration with architect Nathalie Pozzi, Flatlands is a game installation where two players search through an archive of 200 game boards to find the right one that will please a judge. Both players play cards that change and modify the judge’s criteria over time.

Flatlands was part of XYZ – Alternative Voices in Game Design, and Nathalie and I want to thank the curators Celia Pearce, Cindy Poremba, Adam Rafinski, John Sharp, and Akira Thompson for including us in the show and also for helping tremendously with the installation.

I’m especially excited about this amazing video shot and edited by The Raftermen in Atlanta. It gives a great sense of Nathalie’s space design and the overall experience of the game. You can more documentation about Flatlands, including complete game rules, on my project website.

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This is something to see.

I am still processing the over-the-top, completely ridiculous and completely awesome video trailer that Philipe Nouhra and my publisher FunForge created for my new boardgame Quantum. You can see the video here on Boardgamegeek.com and it really does resemble nothing so much as a film trailer for a high-budget science-fiction film. (OK, maybe a rough cut with some of the scenes still storyboarded in – but you get the idea.)

Since my company Gamelab closed about four years ago, as a designer I have returned to my roots creating experimental games – my architectural installations with Nathalie Pozzi, and digital experiments with the Brooklyn Game Ensemble, the Leisure Society, and Local No. 12. That’s why it feels a little strange to be part of what feels like a “AAA boardgame” marketing campaign for Quantum.

But yet – I love it. Yes, it’s a boardgame. But it’s a boardgame with a kick-ass cinematic trailer. Possibly the most crazy-awesome video in the history of tabletop games. Nice work, Philipe.

Like the gleaming, spinning 3D chrome letters ask… Are you ready for Quantum?

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Last night Charles Pratt and I played sports commentators at the first official event of the recently relocated NYU Game Center – an exhibition tournament of the indie arcade game Killer Queen. A 5 vs. 5 game housed in a beautiful custom cabinet, Killer Queen is the creation of NYC game designers Josh DeBonis and Nik Mikros. Commissioned by the NYU Game Center’s No Quarter exhibition that Charles curates every year, Killer Queen is a mash-up of platform jumper, real-time strategy, and the classic 80s game Joust. Although it has the deceptively simple look of a 16-bit console game, Kill Queen encourages each 5-player team to use deep strategy and fast-action skills to best the opposing team and reach one of the three distinct winning conditions.

Streamed live on twitch.tv, Charles and I provided play-by-play commentary and analysis for about two hours – from the preliminary bouts to the nail-biting championship. It was challenging, exhausting, and incredibly enjoyable. I have a new appreciation for the rigors of eSports announcers! The video from the tournament has been archived here. The first 40 minutes are set-up and practice matches, so you might want to skip the beginning of the stream (we have some audio problems at the start). Nik and Josh hold KIller Queen tournaments once a month – so please come join us next time!

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This post contains links to some of my favorite talks I’ve given over the last several months. If you are looking to geek out on game design, you have come to the right place.

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Earlier this year, Nathalie Pozzi and I brought our game installation Interference to the Dublin Science Gallery as part of GAME – an exhibition about new forms of play.  Here’s a short video of Nathalie and I discussing the game  and playing against each other. (If I recall correctly, she beat me soundly.)

The Irish Times also covered the exhibition, taking the occasion to raise questions about the comparison between games and art. If you have more than a few minutes, you might want to watch a video of the talk Nathalie and I gave as part of the Science Gallery’s lecture series. We discuss the concept of the “space of possibility” that lies at the intersection of architecture and game design.

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I know it was a few months ago, but I’m just getting around to cataloging all of my sessions from the Game Developers Conference 2013. Below are links to videos and coverage of some of the panels and lectures with which I was involved. If you weren’t at the conference, this piece from the NY Times helps convey the vibe of the gathering, and includes a quote from me about how the industry is changing.

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Starry Heavens, the large-scale game installation I designed with Nathalie Pozzi in 2011, recently had a run in Berlin. You can see a video about the game produced by Asia Dèr here.

We were invited by Invisible Playground, the amazing Berlin-based game collective that organized the Playpublik game festival in Berlin, to mount the game. This was the second time that we were to install the game – the first was at the Museum of Modern Art in New York City, as part of the Kill Screen ARCADE event. You can find more information about the original Starry Heavens here on my website.

This time around, the game became a collaboration with the team at Invisible Playground and they helped us transform the game in several ways. To begin with, as part of the festival we held a 3-hour playtesting event where players helped us explore new rule variations, resulting in substantial changes to the gameplay.

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